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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. | ||
| Line 362: | 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 404: | 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 417: | 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 461: | 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 482: | 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 526: | 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 553: | 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 560: | 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 569: | 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 584: | 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 597: | 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 610: | 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 617: | 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 624: | 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 643: | 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 660: | 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 689: | 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. | ||