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| ====== Expertise and Exploits ====== | ====== Expertise and Exploits ====== | ||
| - | FIXME edit exploits | ||
| - | |||
| Expertise is the focus on certain skill sets that work well together. | Expertise is the focus on certain skill sets that work well together. | ||
| Exploits are things based on studies of sentient creatures. | Exploits are things based on studies of sentient creatures. | ||
| + | |||
| + | |||
| =====Exploit points===== | =====Exploit points===== | ||
| Line 25: | Line 25: | ||
| Note that higher level envoys have two sets of expertise with two different bonuses that apply to different skills. Also if you have several social classes you have several sets, one for each. But the operative trick attack can use any of the skills of any of them. | Note that higher level envoys have two sets of expertise with two different bonuses that apply to different skills. Also if you have several social classes you have several sets, one for each. But the operative trick attack can use any of the skills of any of them. | ||
| + | ==== specialization skill mastery ==== | ||
| + | With specialization skill mastery you can roll the skill roll for yous expertise associated skills twice and take the better result by using one exploit point. | ||
| ==== Daredevil ==== | ==== Daredevil ==== | ||
| Line 358: | Line 360: | ||
| ==== Type 3 ==== | ==== Type 3 ==== | ||
| - | FIXME edt from here onwards | ||
| - | D Bleeding Shot (Ex) | + | |
| + | === Bleeding Shot (Ex) === | ||
| For your debilitating trick, you can afflict your target with an | For your debilitating trick, you can afflict your target with an | ||
| amount of bleed damage equal to your operative level. | amount of bleed damage equal to your operative level. | ||
| - | D Certainty (Ex) | + | |
| - | You can spend 1 Resolve | + | === Certainty (Ex) === |
| - | your specialization’s associated skill checks | + | You can spend 1 exploit |
| - | D Debilitating Sniper (Ex) | + | your specialization’s associated skill checks. |
| + | |||
| + | === Debilitating Sniper (Ex) === | ||
| You can use trick attack with sniper weapons. You do not add | You can use trick attack with sniper weapons. You do not add | ||
| trick attack damage to your attack, but the target is still flat- | trick attack damage to your attack, but the target is still flat- | ||
| footed, and you can use debilitating tricks. | footed, and you can use debilitating tricks. | ||
| - | D Enhanced Senses (Ex) | + | |
| + | === Enhanced Senses (Ex) === | ||
| You can sense your surroundings without needing to see them. | You can sense your surroundings without needing to see them. | ||
| You gain blindsense with a range of 60 feet. You must have | You gain blindsense with a range of 60 feet. You must have | ||
| darkvision and low-light vision, or the nightvision exploit, to | darkvision and low-light vision, or the nightvision exploit, to | ||
| learn this exploit. | learn this exploit. | ||
| - | D Hampering Shot (Ex) | + | |
| + | === Hampering Shot (Ex) === | ||
| For your debilitating trick, you can reduce your target’s speeds | For your debilitating trick, you can reduce your target’s speeds | ||
| by half and prevent it from using the guarded step action until | by half and prevent it from using the guarded step action until | ||
| the beginning of your next turn. | the beginning of your next turn. | ||
| - | D Improved Quick Movement (Ex) | + | |
| + | === Improved Quick Movement (Ex) === | ||
| You can move even faster than other operatives. You gain | You can move even faster than other operatives. You gain | ||
| double the benefits of your quick movement ability, up to | double the benefits of your quick movement ability, up to | ||
| a maximum additional increase of +20 feet. You must have | a maximum additional increase of +20 feet. You must have | ||
| quick movement to learn this exploit. | quick movement to learn this exploit. | ||
| - | D Interfering Shot (Ex) | + | |
| + | === Interfering Shot (Ex) === | ||
| For your debilitating trick, you can prevent your target from | For your debilitating trick, you can prevent your target from | ||
| - | using reactions | + | using reactions until the end of your next turn. |
| - | D Mentalist’s Bane (Ex) | + | |
| + | === Mentalist’s Bane (Ex) === | ||
| If you fail your Will saving throw against a mind-affecting | If you fail your Will saving throw against a mind-affecting | ||
| effect with a duration of 1 round or more, you can attempt | effect with a duration of 1 round or more, you can attempt | ||
| another saving throw against the effect 1 round later at the | another saving throw against the effect 1 round later at the | ||
| same DC. You get only one extra chance to save per effect. | same DC. You get only one extra chance to save per effect. | ||
| + | |||
| If you succeed at a saving throw against a charm or | If you succeed at a saving throw against a charm or | ||
| compulsion effect, you can prevent the effect’s originator | compulsion effect, you can prevent the effect’s originator | ||
| Line 400: | Line 410: | ||
| and the originator (like the dominate person spell), you can | and the originator (like the dominate person spell), you can | ||
| choose to allow the link without the control. | choose to allow the link without the control. | ||
| - | D Speed Hacker (Ex) | + | |
| + | === Speed Hacker (Ex) === | ||
| You can disable mechanical devices with Engineering and | You can disable mechanical devices with Engineering and | ||
| computer systems with Computers in half the usual time. | computer systems with Computers in half the usual time. | ||
| + | |||
| In the rare cases when disabling a system or device would | In the rare cases when disabling a system or device would | ||
| normally be a full action, you can do it as a standard action, | normally be a full action, you can do it as a standard action, | ||
| and if it would normally be a standard action, you can do it as | and if it would normally be a standard action, you can do it as | ||
| a move action. | a move action. | ||
| - | D Staggering Shot (Ex) | + | |
| + | === Staggering Shot (Ex) === | ||
| For your debilitating trick, you can attempt to stagger your | For your debilitating trick, you can attempt to stagger your | ||
| target. The target must succeed at a Fortitude save or be | target. The target must succeed at a Fortitude save or be | ||
| Line 413: | Line 427: | ||
| used this ability to attempt to stagger a creature, that creature | used this ability to attempt to stagger a creature, that creature | ||
| is immune to your staggering shot for 24 hours. | is immune to your staggering shot for 24 hours. | ||
| - | D Stalwart (Ex) | + | |
| + | === Stalwart (Ex) === | ||
| If you succeed at a Fortitude save against an effect that | If you succeed at a Fortitude save against an effect that | ||
| normally requires multiples successful saves to cure (such as | normally requires multiples successful saves to cure (such as | ||
| a disease or poison), that effect immediately ends and is cured | a disease or poison), that effect immediately ends and is cured | ||
| with a single successful save. | with a single successful save. | ||
| - | D Sure-Footed (Ex) | + | |
| + | === Sure-Footed (Ex) === | ||
| You move at your full speed when moving over difficult terrain, | You move at your full speed when moving over difficult terrain, | ||
| and without penalty when using Acrobatics or Stealth at your | and without penalty when using Acrobatics or Stealth at your | ||
| full speed. | full speed. | ||
| - | D Uncanny Shooter (Ex) | + | |
| + | === Uncanny Shooter (Ex) === | ||
| Your ranged attacks with small arms do not provoke attacks | Your ranged attacks with small arms do not provoke attacks | ||
| of opportunity. | of opportunity. | ||
| ==== Type 4 ==== | ==== Type 4 ==== | ||
| - | Clever Attack (Ex) | + | |
| - | You can make an attack that throws your enemy off-balance. | + | === Duck Under (Ex) === |
| - | As a standard action, you can make a single attack against | + | |
| - | a target within 60 feet and gain the benefits of clever feint | + | |
| - | (attempting a Bluff check against the target as normal). | + | |
| - | Apply the effects of clever feint before resolving your attack. | + | |
| - | You must have the clever feint envoy improvisation to choose | + | |
| - | this improvisation. | + | |
| - | D Duck Under (Ex) | + | |
| You can duck under a foe’s melee attack, causing it to | You can duck under a foe’s melee attack, causing it to | ||
| overextend and move into a position more favorable to you. | overextend and move into a position more favorable to you. | ||
| - | You must take the total defense action | + | You must take the total defense action to use |
| this ability. If, before the start of your next turn, a foe misses | this ability. If, before the start of your next turn, a foe misses | ||
| you with a melee attack, as a reaction you can attempt a | you with a melee attack, as a reaction you can attempt a | ||
| reposition combat maneuver with a +8 bonus to your attack | reposition combat maneuver with a +8 bonus to your attack | ||
| roll against that foe. | roll against that foe. | ||
| - | D Focus (Ex) | + | |
| - | As a standard action, you can encourage a single ally within | + | === Focus (Ex) === |
| - | feet to focus on the danger at hand. If that ally is flat-footed | + | |
| + | As a standard action, you can encourage a single ally within | ||
| + | to focus on the danger at hand. If that ally is flat-footed | ||
| or off-target, you end that condition. If circumstances would | or off-target, you end that condition. If circumstances would | ||
| cause the ally to immediately become flat-footed or off-target | cause the ally to immediately become flat-footed or off-target | ||
| again, you instead suppress that condition for 1 round. | again, you instead suppress that condition for 1 round. | ||
| - | D Hurry (Ex) | + | |
| + | === Hurry (Ex) === | ||
| As a standard action, you can grant a single move action | As a standard action, you can grant a single move action | ||
| - | to an ally within | + | to an ally within |
| during her next turn to take a guarded step, move up to her | during her next turn to take a guarded step, move up to her | ||
| speed, or draw or sheathe a weapon. The ally can use her | speed, or draw or sheathe a weapon. The ally can use her | ||
| Line 457: | Line 474: | ||
| even use it before or after a full action. A character can use | even use it before or after a full action. A character can use | ||
| no more than one extra action from hurry in a single round. | no more than one extra action from hurry in a single round. | ||
| - | D Quick Dispiriting Taunt (Ex) | + | |
| + | === Quick Dispiriting Taunt (Ex) === | ||
| You can use dispiriting taunt as a move action instead of a | You can use dispiriting taunt as a move action instead of a | ||
| - | standard action. You must have the dispiriting taunt envoy | + | standard action. You must have the dispiriting taunt exploit |
| - | improvisation | + | |
| - | D Quick Inspiring Boost (Ex) | + | === Quick Inspiring Boost (Ex) === |
| You can use inspiring boost as a move action instead of a | You can use inspiring boost as a move action instead of a | ||
| standard action, though when you do so, the number of | standard action, though when you do so, the number of | ||
| Stamina Points your ally recovers is reduced by your envoy | Stamina Points your ally recovers is reduced by your envoy | ||
| - | level. You must have the inspiring boost envoy improvisation | + | level. You must have the inspiring boost exploit |
| - | to choose this improvisation. | + | to choose this exploit. |
| - | D Long-Range | + | |
| - | Double the range of your improvisations with ranges of at | + | === Long-Range |
| - | least 30 feet. | + | Double the range of your improvisations with ranges of at least 6 squares. |
| - | D Watch Out (Ex) | + | |
| + | === Watch Out (Ex) === | ||
| As a reaction, when an enemy makes a ranged attack against | As a reaction, when an enemy makes a ranged attack against | ||
| - | an ally within | + | an ally within |
| danger. You must spend your reaction when the enemy | danger. You must spend your reaction when the enemy | ||
| declares the attack but before it makes the attack roll. Your | declares the attack but before it makes the attack roll. Your | ||
| Line 478: | Line 500: | ||
| triggering attack. Once the triggering attack is resolved, the | triggering attack. Once the triggering attack is resolved, the | ||
| ally falls prone. | ally falls prone. | ||
| - | At 8th level, you can spend 1 Resolve | + | |
| + | You can spend 1 exploit | ||
| ally from falling prone after the attack. | ally from falling prone after the attack. | ||
| - | Clever | + | |
| - | The first time you would spend Resolve | + | === Clever |
| - | envoy improvisations, reduce the cost by 1 Resolve Point | + | |
| + | The first time you would spend Exploit | ||
| + | Exploits, reduce the cost by 1 Resolve Point | ||
| (minimum 0). This ability refreshes whenever you take a | (minimum 0). This ability refreshes whenever you take a | ||
| - | 10-minute rest to recover Stamina Points | + | 10-minute rest and after an 8-hour |
| - | rest to recover Resolve Points, reducing the Resolve Point cost | + | rest , reducing the Resolve Point cost |
| - | of your next envoy improvisation | + | of your next exploit |
| - | D Draw Fire (Ex) | + | |
| - | As a standard action, you can spend 1 Resolve | + | === Draw Fire (Ex) === |
| - | enemies within | + | |
| + | As a standard action, you can spend 1 exploit | ||
| + | enemies within | ||
| they make that don’t target you until the end of your next turn. | they make that don’t target you until the end of your next turn. | ||
| + | |||
| This penalty remains even if you and an enemy move more | This penalty remains even if you and an enemy move more | ||
| - | than 100 feet away from each other, and enemies that weren’t | + | than 20 squares |
| - | within | + | within |
| if they later come within range. | if they later come within range. | ||
| - | D Heads Up (Ex) | + | |
| + | === Heads Up (Ex) === | ||
| When you succeed at a Perception check, as a reaction, you | When you succeed at a Perception check, as a reaction, you | ||
| - | can signal a single ally within | + | can signal a single ally within |
| if he had also succeeded at the Perception check with the | if he had also succeeded at the Perception check with the | ||
| same result. | same result. | ||
| - | D Improved Get ’Em (Ex) | + | |
| + | === Improved Get ’Em (Ex) === | ||
| Your morale bonus from get ’em increases to +2. As a | Your morale bonus from get ’em increases to +2. As a | ||
| standard action, you can make a single attack against a | standard action, you can make a single attack against a | ||
| - | target within | + | target within |
| the benefits of get ’em against that target (applying these | the benefits of get ’em against that target (applying these | ||
| effects before making the attack roll). As with get ’em, you | effects before making the attack roll). As with get ’em, you | ||
| - | can spend 1 Resolve | + | can spend 1 exploit |
| - | enemies within | + | enemies within |
| - | improvisation | + | |
| ==== Type 5 ==== | ==== Type 5 ==== | ||
| - | D Cloaking Field (Ex) | + | === Cloaking Field (Ex) === |
| You can bend light around yourself and muffle any minor | You can bend light around yourself and muffle any minor | ||
| sounds you make, allowing you to nearly vanish when | sounds you make, allowing you to nearly vanish when | ||
| Line 522: | Line 554: | ||
| the cloaking field is active, you can use Stealth to hide, even | the cloaking field is active, you can use Stealth to hide, even | ||
| while being directly observed and with no place to hide. | while being directly observed and with no place to hide. | ||
| + | |||
| Attacking doesn’t end the cloaking field, but it does end | Attacking doesn’t end the cloaking field, but it does end | ||
| that particular attempt to hide. If you remain perfectly still | that particular attempt to hide. If you remain perfectly still | ||
| for at least 1 round, you gain a +10 bonus to Stealth checks | for at least 1 round, you gain a +10 bonus to Stealth checks | ||
| (which doesn’t stack with invisibility) until you move. | (which doesn’t stack with invisibility) until you move. | ||
| + | |||
| Your cloaking field lasts for up to 10 rounds before it | Your cloaking field lasts for up to 10 rounds before it | ||
| becomes inactive. While inactive, the cloaking field recharges | becomes inactive. While inactive, the cloaking field recharges | ||
| automatically at the rate of 1 round of cloaking per minute. | automatically at the rate of 1 round of cloaking per minute. | ||
| - | D Deactivating Shot (Su) | + | |
| + | === Deactivating Shot (Su) === | ||
| For your debilitating trick, you can attempt to temporarily | For your debilitating trick, you can attempt to temporarily | ||
| - | suppress one magic item or deactivate one weapon, piece of | + | deactivate one weapon, piece of |
| equipment, or armor upgrade worn or carried by the target. | equipment, or armor upgrade worn or carried by the target. | ||
| - | Roll 1d20 + your operative | + | Roll 1d20 + your social class level; the DC is equal to 10 + the |
| - | item level. If you succeed, you deactivate the device | + | item level. If you succeed, you deactivate the device until the beginning of |
| - | suppress the item’s magical properties) | + | |
| your next turn. The device’s owner can spend a move action | your next turn. The device’s owner can spend a move action | ||
| - | and attempt an Engineering check (for technological devices) | + | and attempt an Engineering check against your operative |
| - | or a Mysticism check (for magic items) | + | |
| exploit DC to try to reactivate the device. | exploit DC to try to reactivate the device. | ||
| You can instead use this debilitating trick to temporarily | You can instead use this debilitating trick to temporarily | ||
| - | deactivate a construct that has either the magical subtype | + | deactivate a construct that has the technological subtype (such as a |
| - | (such as a golem) or the technological subtype (such as a | + | |
| robot). You don’t need to attempt a check, but the creature can | robot). You don’t need to attempt a check, but the creature can | ||
| attempt a Fortitude save to negate the debilitating effect. If it | attempt a Fortitude save to negate the debilitating effect. If it | ||
| Line 549: | Line 582: | ||
| you’ve used this ability to attempt to deactivate a construct, | you’ve used this ability to attempt to deactivate a construct, | ||
| that creature is immune to your deactivating shot for 24 hours. | that creature is immune to your deactivating shot for 24 hours. | ||
| - | D Elusive Hacker (Ex) | + | |
| + | === Elusive Hacker (Ex) === | ||
| Your hacking skills make your code incredibly difficult for | Your hacking skills make your code incredibly difficult for | ||
| countermeasures to pin down. Whenever you would trigger | countermeasures to pin down. Whenever you would trigger | ||
| Line 556: | Line 591: | ||
| and it doesn’t trigger. You still haven’t disarmed the | and it doesn’t trigger. You still haven’t disarmed the | ||
| countermeasure, | countermeasure, | ||
| - | D Ever Vigilant (Ex) | + | |
| + | === Evasion (Ex) === | ||
| + | |||
| + | You gain the benefits of operative feature Evasion. Obviously no use for operatives. | ||
| + | |||
| + | === Ever Vigilant (Ex) === | ||
| You’ve been on enough solo missions to know that you can’t let | You’ve been on enough solo missions to know that you can’t let | ||
| your guard down, even while sleeping. You take no penalties | your guard down, even while sleeping. You take no penalties | ||
| Line 565: | Line 606: | ||
| initiative result or the initiative result of the first creature that | initiative result or the initiative result of the first creature that | ||
| would have surprised you – 1, whichever is lower. | would have surprised you – 1, whichever is lower. | ||
| - | D Glimpse the Truth (Ex) | + | |
| + | === Glimpse the Truth (Ex) === | ||
| By picking up on subtle clues and hidden traces in your | By picking up on subtle clues and hidden traces in your | ||
| immediate surroundings, | immediate surroundings, | ||
| - | are. As a full action, you can spend 1 Resolve | + | are. As a full action, you can spend 1 exploit |
| - | effects of true seeing for 1 round with a range of 60 feet. | + | effects of true seeing for 1 round with a range of 12 squares. |
| - | D Holographic Distraction (Ex) | + | |
| - | As a standard action, you can spend 1 Resolve | + | === Holographic Distraction (Ex) === |
| + | |||
| + | As a standard action, you can spend 1 exploit | ||
| a single holographic duplicate or psychic projection of yourself | a single holographic duplicate or psychic projection of yourself | ||
| - | that moves away from you for 1 round per operative | + | that moves away from you for 1 round per social class level. |
| The double climbs walls, jumps across pits, or simply passes | The double climbs walls, jumps across pits, or simply passes | ||
| through obstacles, moving at twice your speed in one direction | through obstacles, moving at twice your speed in one direction | ||
| Line 580: | Line 626: | ||
| attempt a Will save to recognize that it is not real. You must | attempt a Will save to recognize that it is not real. You must | ||
| have the holographic clone exploit to learn this exploit. | have the holographic clone exploit to learn this exploit. | ||
| - | Improved Evasion (Ex) | + | |
| - | D | + | === Improved Evasion (Ex) === |
| When you fail a Reflex save against an effect that has a partial | When you fail a Reflex save against an effect that has a partial | ||
| effect on a successful save, you take the partial effect instead | effect on a successful save, you take the partial effect instead | ||
| of the full effect. You must have evasion to learn this exploit. | of the full effect. You must have evasion to learn this exploit. | ||
| + | |||
| Improved Uncanny Mobility (Ex) | Improved Uncanny Mobility (Ex) | ||
| - | D | + | |
| When you use the trick attack action or take a standard | When you use the trick attack action or take a standard | ||
| action to move up to your speed, your movement doesn’t | action to move up to your speed, your movement doesn’t | ||
| Line 593: | Line 641: | ||
| spells. You must have the uncanny mobility exploit to learn | spells. You must have the uncanny mobility exploit to learn | ||
| this exploit. | this exploit. | ||
| - | Master of Disguise (Ex) | + | |
| - | D | + | === Master of Disguise (Ex) === |
| + | |||
| You can take on the appearances of other creatures and even | You can take on the appearances of other creatures and even | ||
| specific individuals. This functions as the quick disguise exploit, | specific individuals. This functions as the quick disguise exploit, | ||
| - | but the duration increases to 10 minutes per operative | + | but the duration increases to 10 minutes per social class level. |
| - | Alternatively, | + | |
| + | Alternatively, | ||
| on the appearance of a specific individual that you have seen | on the appearance of a specific individual that you have seen | ||
| before. If you have heard the individual talk and can speak her | before. If you have heard the individual talk and can speak her | ||
| Line 606: | Line 657: | ||
| attempt a Perception check to pierce the disguise. You must | attempt a Perception check to pierce the disguise. You must | ||
| have the quick disguise exploit to learn this exploit. | have the quick disguise exploit to learn this exploit. | ||
| - | Stunning Shot (Ex) | + | |
| - | D | + | === Stunning Shot (Ex) === |
| + | |||
| For your debilitating trick, you can try to stun your target. The | For your debilitating trick, you can try to stun your target. The | ||
| target must succeed at a Fortitude save or be stunned until the | target must succeed at a Fortitude save or be stunned until the | ||
| Line 613: | Line 666: | ||
| stun a creature, it’s immune to your stunning shot for 24 hours. | stun a creature, it’s immune to your stunning shot for 24 hours. | ||
| You must have the staggering shot exploit to learn this exploit. | You must have the staggering shot exploit to learn this exploit. | ||
| - | Versatile Movement (Ex) | + | |
| - | D | + | === Versatile Movement (Ex) === |
| You gain a climb speed and a swim speed equal to your land | You gain a climb speed and a swim speed equal to your land | ||
| speed. This speed is not increased by the quick movement | speed. This speed is not increased by the quick movement | ||
| Line 620: | Line 673: | ||
| ==== Type 6 ==== | ==== Type 6 ==== | ||
| - | Desperate Defense (Ex) | + | === Desperate Defense (Ex) === |
| As a move action, you can cause one ally adjacent to you to | As a move action, you can cause one ally adjacent to you to | ||
| - | not be considered helpless | + | not be considered helpless for the purpose |
| of actions that can be used only against helpless creatures | of actions that can be used only against helpless creatures | ||
| (such as a coup de grace). This effect ends if the creature | (such as a coup de grace). This effect ends if the creature | ||
| ceases to be adjacent to you or at the beginning of your next | ceases to be adjacent to you or at the beginning of your next | ||
| turn, whichever comes first. | turn, whichever comes first. | ||
| - | D Expert Attack (Ex) | + | |
| - | As a move action, you can spend 2 Resolve | + | === Expert Attack (Ex) === |
| + | |||
| + | As a move action, you can spend 2 exploit | ||
| bonus from expertise to your next attack roll before the end of | bonus from expertise to your next attack roll before the end of | ||
| your turn. | your turn. | ||
| - | D Hidden Agenda (Ex) | + | |
| + | === Hidden Agenda (Ex) === | ||
| You’re an expert at veiling your true thoughts and goals. | You’re an expert at veiling your true thoughts and goals. | ||
| Whenever a creature attempts a Sense Motive check to | Whenever a creature attempts a Sense Motive check to | ||
| Line 639: | Line 697: | ||
| thoughts or reveal your motives, you can roll twice and take | thoughts or reveal your motives, you can roll twice and take | ||
| the better of the two results. | the better of the two results. | ||
| - | D Improved Hurry (Ex) | + | |
| - | You can use the hurry envoy improvisation | + | === Improved Hurry (Ex) === |
| - | instead of a standard action. You must have the hurry envoy | + | |
| - | improvisation | + | You can use the hurry exploit |
| - | At 12th level, you can use hurry as a standard action and | + | instead of a standard action. You must have the exploit |
| - | spend 1 Resolve | + | |
| + | You can use hurry as a standard action and | ||
| + | spend 1 exploit | ||
| move action. | move action. | ||
| - | D Situational Awareness (Ex) | + | |
| + | === Situational Awareness (Ex) === | ||
| If you ready an action, once before the trigger you | If you ready an action, once before the trigger you | ||
| - | selected occurs, you can spend 1 Resolve | + | selected occurs, you can spend 1 exploit |
| both the trigger and the action you have ready. You must | both the trigger and the action you have ready. You must | ||
| ready an action that takes the same kind of action as your | ready an action that takes the same kind of action as your | ||
| Line 656: | Line 718: | ||
| action, and if you readied a move action, you could switch | action, and if you readied a move action, you could switch | ||
| to another move action or a swift action.) | to another move action or a swift action.) | ||
| - | D Sustained Determination (Ex) | + | |
| - | As a move action, you can spend 2 Resolve | + | === Sustained Determination (Ex) === |
| - | an ally within | + | |
| + | As a move action, you can spend 2 exploit | ||
| + | an ally within | ||
| to empower one of his abilities, even if he has spent all of | to empower one of his abilities, even if he has spent all of | ||
| - | his own Resolve | + | his own exploit |
| Point before the start of your next turn; if he does not | Point before the start of your next turn; if he does not | ||
| - | do so, he loses the Resolve | + | do so, he loses the exploit |
| - | Resolve | + | exploit |
| the benefits of this ability again until both you and your | the benefits of this ability again until both you and your | ||
| - | ally have recovered your Resolve | + | ally have recovered your exploit |
| rest or its equivalent. | rest or its equivalent. | ||
| ==== Type 7 ==== | ==== Type 7 ==== | ||
| - | Efficient Cloaking Field (Ex) | + | === Efficient Cloaking Field (Ex) ==== |
| - | D | + | |
| Your cloaking field lasts for up to 100 rounds (10 minutes), | Your cloaking field lasts for up to 100 rounds (10 minutes), | ||
| and it recharges at the rate of 2 rounds of cloaking per minute | and it recharges at the rate of 2 rounds of cloaking per minute | ||
| - | while inactive. You can spend 1 Resolve | + | while inactive. You can spend 1 exploit |
| to recharge 20 rounds immediately, | to recharge 20 rounds immediately, | ||
| while the cloaking field is active. You must have the cloaking | while the cloaking field is active. You must have the cloaking | ||
| field exploit to learn this exploit. | field exploit to learn this exploit. | ||
| - | Knockout Shot (Ex) | + | |
| - | D | + | === Knockout Shot (Ex) === |
| For your debilitating trick, you can attempt to knock the target | For your debilitating trick, you can attempt to knock the target | ||
| out in one blow. The target must succeed at a Fortitude save | out in one blow. The target must succeed at a Fortitude save | ||
| Line 685: | Line 751: | ||
| your knockout shot for 24 hours. You must have the staggering | your knockout shot for 24 hours. You must have the staggering | ||
| shot and stunning shot exploits to learn this exploit. | shot and stunning shot exploits to learn this exploit. | ||
| - | Multiattack Mastery (Ex) | + | |
| - | D | + | |
| - | When you use triple attack or quad attack to attack the | + | === Uncanny Senses (Ex) === |
| - | same target with all of your attacks, after your full attack is | + | |
| - | complete, if at least two of your attacks hit, you can apply a | + | |
| - | debilitating trick to the target. | + | |
| - | Uncanny Senses (Ex) | + | |
| - | D | + | |
| Your enhanced senses grow even more discerning. Your | Your enhanced senses grow even more discerning. Your | ||
| - | blindsense becomes blindsight with a range of 60 feet. If you | + | blindsense becomes blindsight with a range of 12 squares. If you |
| - | have darkvision, its range increases by 30 feet. You must have | + | have darkvision, its range increases by 6 squares. You must have |
| the enhanced senses exploit to learn this exploit. | the enhanced senses exploit to learn this exploit. | ||