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Expertise and Exploits

FIXME edit exploits

Expertise is the focus on certain skill sets that work well together.

Exploits are things based on studies of sentient creatures.

Exploit points

Some abilities require Exploit points to activate.

Social characters have Exploit points equal to Operative class level/2+Scientist class level/2+Mystic class level/2+Envoy class level+Wisdom modifier. Round up.

Exploit points are regained after a long rest.

Expertise

You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise.

When attempting checks on the Associated skills below, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus at a cost of one exploit point.

The higher levels apply to the same skills as selected at start, but give a higher bonus.

When getting Expertise(1d6), you must select Your expertise category from below.

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.

Daredevil

You specialize in missions requiring courage and athleticism.

Associated Skills: Acrobatics and Athletics.

Operative: You can attempt an Acrobatics check to make a trick attack.

Specialization Exploit: Versatile movement.

Specializations power: Terrain Attack (Ex): when you and a foe are both balancing, climbing, flying, or swimming, you automatically succeed at any Bluff check required to make a trick attack against that foe.

Detective

Your ability to read people and make deductions helps you ferret out the truth in any situation.

Associated Skills: Culture and Sense Motive.

Operative: You can attempt a Sense Motive check with a +4 bonus to make a trick attack by reading your foe.

Specialization Exploit: Glimpse the truth.

Specializations power: Detective’s Insight (Ex): Your incredible insights help you move investigations forward where mundane inquiries fail. Once per day, you can spend 10 minutes pondering a mystery or quandary to gain an enigmatic insight, though the result is often presented as a cryptic clue.

Doctor

You can do scientific things in the blink of an eye where more traditional scientists take days or months.

Associated Skills: Medicine and Biotics

Operative: You can attempt an Biotics check to make a trick attack.

Specialization Exploit: FIXME ADD

Specializations power: FIXME ADD

Explorer

You’re an expert in scouting out dangerous locations using your knowledge and survival skills.

Associated Skills: Culture and Survival.

Operative: You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings to your advantage.

Specialization Exploit: Ever vigilant.

Specializations power: Into the Unknown (Ex): You gain a +4 bonus to Culture and Survival checks. While you’re outside the old federation territories, you gain a +2 bonus to initiative checks.

Ghost

You can move from place to place without being noticed.

Associated Skills: Acrobatics and Stealth.

Operative: When you use Stealth to make a trick attack, you gain a +4 bonus to the skill check.

Specialization Exploit: Cloaking field.

Specializations power: Phase Shift Escape (Ex): You can move through solid matter by taking your body’s matter out of phase for just a moment. As a full action, you can phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the use and take the action but the attempt fails. You cannot phase through force effects such as force fields. After using phase shift escape, you can’t use it again until after you’ve taken a full 8-hour rest.

Hacker

Whether it’s a computer system or a mechanical device, you can hack it.

Associated Skills: Computers and Engineering.

Operative: You can attempt a Computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can’t use this option if stripped of all computerized gear in an area with no computers).

Specialization Exploit: Elusive hacker.

Specializations power: Control Hack (Ex): When you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.

Scientist

You can do scientific things in the blink of an eye where more traditional scientists take days or months.

Associated Skills: Physical science and Life science.

Operative: You can attempt an Physical science check to make a trick attack by using a chemics or physics trick to confuse the foe.

Specialization Exploit: FIXME ADD

Specializations power: FIXME ADD

Spy

You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle.

Associated Skills: Bluff and Disguise.

Operative: When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.

Specialization Exploit: Master of disguise.

Specializations power: Fool Detection (Ex):Whenever you succeed at a saving throw against a technological device, or ability that would provide information about you (such as detect thoughts), instead of negating the effect, you can provide false information that matches your cover identity. If such an effect has no saving throw, you can attempt a Bluff check opposed by the Sense Motive check of the caster or user, and provide similar false information on a success.

Thief

You specialize in acquisition, from quick swipes to complex heists.

Associated Skills: Perception and Sleight of Hand.

Operative: You can use Sleight of Hand to make a trick attack by concealing your weapons and motions.

Specialization Exploit: Holographic distraction.

Specializations power: Contingency Plan (Ex): You’ve performed enough heists to realize that things never go exactly as you had planned. When something unexpected happens during a heist or infiltration, you can spend 2 exploit Points and specify a contingency plan that you had set up in advance for this eventuality, either having the right prop (such as an ID or a computer file, but not a particularly valuable item), having the right information, or having hired a confederate to perform a single task at the right time. You then attempt a skill check. The appropriate skill and the DC are at the GM’s discretion, with a higher DC for a more elaborate or unlikely contingency. If you succeed, you have the item or knowledge, or the confederate performs the task as specified. If you fail, either you don’t have what you need or your plan fails.

Exploits

If an exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your social class level + your Charisma modifier.

If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1.5 × your social class level + your Charisma modifier. The list of exploits appears below. You cannot learn the same exploit more than once unless it specially says otherwise.

Type 1

Clever Feint (Ex) As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score. At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success. D Dispiriting Taunt (Ex) As a standard action, you can taunt an enemy within 60 feet. Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target (see page 276) until the end of your next turn. If you succeed, that enemy is instead shaken (see page 277) until the end of your next turn. This is an emotion and fear effect. At 6th level, you can spend 1 Resolve Point to treat a failed Intimidate check for dispiriting taunt as if it were a success. D Don’t Quit (Ex) As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition (see page 273) of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered. While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal. At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned. At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration (see page 271) in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point. D Expanded Attunement (Ex) You can use beneficial mind-affecting envoy improvisations to aid allies who usually would not be able to gain benefits from mind-affecting effects, such as constructs, robots, and undead. If the improvisation grants a morale bonus, even allies who can’t normally benefit from morale bonuses gain that bonus. D Get ’Em (Ex) As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet. D Inspiring Boost (Ex) As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. D Look Alive (Ex) When you spend a Resolve Point to regain Stamina Points after a 10-minute rest, all allies who stay within 60 feet of you throughout the rest gain a +2 morale bonus to Perception and initiative checks for the next hour or until the next 10-minute rest to recover Stamina Points, whichever comes first. D Not in the Face (Ex) As a move action, you can choose one enemy within 60 feet. That enemy must succeed at a Will save or take a –4 penalty to all attacks it makes against you until the end of your next turn. At 6th level, you can spend 1 Resolve Point to make the enemy take the penalty with no saving throw allowed. D Universal Expression (Ex) When using a language-dependent improvisation that affects an enemy, you can use the improvisation against that enemy even if the two of you do not share a language.

Watch Your Step (Ex) When an ally within 60 feet must succeed at a Reflex save to avoid a harmful effect, as a reaction before your ally attempts the saving throw, you can grant the ally a +2 bonus to that saving throw. At 6th level, you can spend 1 Resolve Point to have the ally roll twice on the saving throw and take the better result. Both of those rolls benefit from the +2 bonus provided by this ability.

Type 2

Alien Archive (Ex) D Your vast experience makes identifying new creatures easier for you. Double your operative’s edge bonus to your skill checks when identifying a creature and its abilities. If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature. D Combat Trick (Ex) You gain a bonus combat feat. You must meet all of that feat’s prerequisites. D Field Treatment (Ex) You can take 1 minute to tend your wounds and spend 1 Resolve Point to recover a number of Hit Points equal to three times your operative level. D Holographic Clone (Ex) You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level. D Inoculation (Ex) You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative’s edge bonus to Fortitude saves against poison and disease. D Jack of All Trades (Ex) You’ve learned how to handle any situation. You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks. D Nightvision (Ex) You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet. D Quick Disguise (Ex) Once per day as a standard action, you can quickly change your appearance. This functions as disguise self and lasts for 1 minute per operative level. You can use this exploit an additional time per day at 6th level, and again at 10th level. D Uncanny Mobility (Ex) When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement. D Uncanny Pilot (Ex) When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.

Type 3

D Bleeding Shot (Ex) For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level. D Certainty (Ex) You can spend 1 Resolve Point as a reaction to reroll one of your specialization’s associated skill checks (see page 243). D Debilitating Sniper (Ex) You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flat- footed, and you can use debilitating tricks. D Enhanced Senses (Ex) You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit. D Hampering Shot (Ex) For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn. D Improved Quick Movement (Ex) You can move even faster than other operatives. You gain double the benefits of your quick movement ability, up to a maximum additional increase of +20 feet. You must have quick movement to learn this exploit. D Interfering Shot (Ex) For your debilitating trick, you can prevent your target from using reactions (see page 244) until the end of your next turn. D Mentalist’s Bane (Ex) If you fail your Will saving throw against a mind-affecting effect with a duration of 1 round or more, you can attempt another saving throw against the effect 1 round later at the same DC. You get only one extra chance to save per effect. If you succeed at a saving throw against a charm or compulsion effect, you can prevent the effect’s originator from knowing you succeeded. You gain basic knowledge of what the mental effect would have made you do or feel, and you can attempt a Bluff check to pretend you are under that effect. If the mental effect would provide a link between you and the originator (like the dominate person spell), you can choose to allow the link without the control. D Speed Hacker (Ex) You can disable mechanical devices with Engineering and computer systems with Computers in half the usual time. In the rare cases when disabling a system or device would 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 a move action. D Staggering Shot (Ex) For your debilitating trick, you can attempt to stagger your target. The target must succeed at a Fortitude save or be staggered until the beginning of your next turn. Once you’ve used this ability to attempt to stagger a creature, that creature is immune to your staggering shot for 24 hours. D Stalwart (Ex) If you succeed at a Fortitude save against an effect that normally requires multiples successful saves to cure (such as a disease or poison), that effect immediately ends and is cured with a single successful save. D Sure-Footed (Ex) You move at your full speed when moving over difficult terrain, and without penalty when using Acrobatics or Stealth at your full speed. D Uncanny Shooter (Ex) Your ranged attacks with small arms do not provoke attacks of opportunity.

Type 4

Clever Attack (Ex) You can make an attack that throws your enemy off-balance. 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 overextend and move into a position more favorable to you. You must take the total defense action (see page 247) to use 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 reposition combat maneuver with a +8 bonus to your attack roll against that foe. D Focus (Ex) As a standard action, you can encourage a single ally within 60 feet to focus on the danger at hand. If that ally is flat-footed or off-target, you end that condition. If circumstances would cause the ally to immediately become flat-footed or off-target again, you instead suppress that condition for 1 round. D Hurry (Ex) As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action 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 extra move action in between her other actions, and she can 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. D Quick Dispiriting Taunt (Ex) You can use dispiriting taunt as a move action instead of a standard action. You must have the dispiriting taunt envoy improvisation to choose this improvisation. D Quick Inspiring Boost (Ex) You can use inspiring boost as a move action instead of a standard action, though when you do so, the number of Stamina Points your ally recovers is reduced by your envoy level. You must have the inspiring boost envoy improvisation to choose this improvisation. D Long-Range Improvisation (Ex) Double the range of your improvisations with ranges of at least 30 feet. D Watch Out (Ex) As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggering attack. Once the triggering attack is resolved, the ally falls prone. At 8th level, you can spend 1 Resolve Point to prevent your ally from falling prone after the attack.

Clever Improvisations (Ex) The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest. D Draw Fire (Ex) As a standard action, you can spend 1 Resolve Point to make all enemies within 100 feet take a –4 penalty to all ranged attacks 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 than 100 feet away from each other, and enemies that weren’t within 100 feet when you used draw fire don’t take the penalty if they later come within range. D Heads Up (Ex) When you succeed at a Perception check, as a reaction, you can signal a single ally within 60 feet. That ally can act as if he had also succeeded at the Perception check with the same result. D Improved Get ’Em (Ex) Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.

Type 5

D Cloaking Field (Ex) You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move. Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute. D Deactivating Shot (Su) For your debilitating trick, you can attempt to temporarily suppress one magic item or deactivate one weapon, piece of equipment, or armor upgrade worn or carried by the target. Roll 1d20 + your operative level; the DC is equal to 10 + the item level. If you succeed, you deactivate the device (or suppress the item’s magical properties) until the beginning of your next turn. The device’s owner can spend a move action and attempt an Engineering check (for technological devices) or a Mysticism check (for magic items) against your operative exploit DC to try to reactivate the device.

You can instead use this debilitating trick to temporarily deactivate a construct that has either the magical subtype (such as a golem) or the technological subtype (such as a robot). You don’t need to attempt a check, but the creature can attempt a Fortitude save to negate the debilitating effect. If it fails, it’s stunned until the beginning of your next turn. Once you’ve used this ability to attempt to deactivate a construct, that creature is immune to your deactivating shot for 24 hours. D Elusive Hacker (Ex) Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future. D Ever Vigilant (Ex) You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you – 1, whichever is lower. D Glimpse the Truth (Ex) By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet. D Holographic Distraction (Ex) As a standard action, you can spend 1 Resolve Point to create a single holographic duplicate or psychic projection of yourself that moves away from you for 1 round per operative level. The double climbs walls, jumps across pits, or simply passes through obstacles, moving at twice your speed in one direction indicated by you when the ability is activated. Its course cannot be changed. Those who interact with the double can attempt a Will save to recognize that it is not real. You must have the holographic clone exploit to learn this exploit. Improved Evasion (Ex) D When you fail a Reflex save against an effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must have evasion to learn this exploit. Improved Uncanny Mobility (Ex) D When you use the trick attack action or take a standard action to move up to your speed, your movement doesn’t provoke attacks of opportunity. You still provoke attacks of opportunity normally when making ranged attacks or casting spells. You must have the uncanny mobility exploit to learn this exploit. Master of Disguise (Ex) D You can take on the appearances of other creatures and even specific individuals. This functions as the quick disguise exploit, but the duration increases to 10 minutes per operative level. Alternatively, for 1 minute per operative level, you can take on the appearance of a specific individual that you have seen before. If you have heard the individual talk and can speak her language, you can also modulate your speech to match hers. This disguise is so convincing that creatures familiar with the individual must succeed at a Will saving throw before they can attempt a Perception check to pierce the disguise. You must have the quick disguise exploit to learn this exploit. Stunning Shot (Ex) D For your debilitating trick, you can try to stun your target. The target must succeed at a Fortitude save or be stunned until the start of your next turn. Once you’ve used this ability to try to stun a creature, it’s immune to your stunning shot for 24 hours. You must have the staggering shot exploit to learn this exploit. Versatile Movement (Ex) D You gain a climb speed and a swim speed equal to your land speed. This speed is not increased by the quick movement class feature or improved quick movement exploit.

Type 6

Desperate Defense (Ex) As a move action, you can cause one ally adjacent to you to not be considered helpless (see page 276) for the purpose of actions that can be used only against helpless creatures (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 turn, whichever comes first. D Expert Attack (Ex) As a move action, you can spend 2 Resolve Points to add your bonus from expertise to your next attack roll before the end of your turn. D Hidden Agenda (Ex) You’re an expert at veiling your true thoughts and goals. Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results. D Improved Hurry (Ex) You can use the hurry envoy improvisation as a move action instead of a standard action. You must have the hurry envoy improvisation to choose this improvisation. At 12th level, you can use hurry as a standard action and spend 1 Resolve Point to grant a standard action instead of a move action. D Situational Awareness (Ex) If you ready an action, once before the trigger you selected occurs, you can spend 1 Resolve Point to change both the trigger and the action you have ready. You must ready an action that takes the same kind of action as your originally readied action, or you must ready a lesser action. (For example, if you readied a standard action, you could switch to another standard action, a move action, or a swift action, and if you readied a move action, you could switch to another move action or a swift action.) D Sustained Determination (Ex) As a move action, you can spend 2 Resolve Points to grant an ally within 60 feet 1 Resolve Point that he can spend to empower one of his abilities, even if he has spent all of his own Resolve Points. The ally must spend the Resolve Point before the start of your next turn; if he does not do so, he loses the Resolve Point and you still lose the Resolve Points you spent. You can’t grant the same ally the benefits of this ability again until both you and your ally have recovered your Resolve Points after an 8-hour rest or its equivalent.

Type 7

Efficient Cloaking Field (Ex) D Your cloaking field lasts for up to 100 rounds (10 minutes), and it recharges at the rate of 2 rounds of cloaking per minute while inactive. You can spend 1 Resolve Point as a move action to recharge 20 rounds immediately, and you can do this even while the cloaking field is active. You must have the cloaking field exploit to learn this exploit. Knockout Shot (Ex) D For your debilitating trick, you can attempt to knock the target out in one blow. The target must succeed at a Fortitude save or fall unconscious for 1 minute. Once you’ve used this ability to attempt to knock a creature out, that creature is immune to your knockout shot for 24 hours. You must have the staggering shot and stunning shot exploits to learn this exploit. Multiattack Mastery (Ex) D When you use triple attack or quad attack to attack the 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 blindsense becomes blindsight with a range of 60 feet. If you have darkvision, its range increases by 30 feet. You must have the enhanced senses exploit to learn this exploit.

srb/exploit.1589710073.txt.gz · Last modified: 2020/05/17 03:07 by weby