| 1 | trapfinding | 11 | trap sense +3 |
| 2 | evasion | 12 | special ability |
| 3 | trap sense +1 | 13 | |
| 4 | | 14 | hide in plain sight |
| 5 | | 15 | trap sense +4 |
| 6 | | 16 | special ability |
| 7 | trap sense +2 | 17 | |
| 8 | lesser hide in plain sight | 18 | |
| 9 | improved evasion | 19 | trap sense +5 |
| 10 | | 20 | special ability |
Alignment
Any
Class skills
Agility, Open Lock, Perception, Search, Sleight Of Hand, Stealth, Tumble, Use Magic Device, Art (acting, dance, painting, sculpture), Knowledge (local), Profession (arms, household, mechanical, scholastic)
Trapfinding
The character can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
The character can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A character who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Evasion (Ex)
The character can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the character is wearing light armor or no armor. A helpless character does not gain the benefit of evasion.
Trap Sense (Ex)
The character gains an intuitive sense that alerts him to danger from traps, giving him a bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps.
Lesser Hide in Plain Sight (Su)
The character can use the Hide skill even while being observed by accepting a -10 penalty to the hide check. As long as he is within 10 feet of some sort of shadow, the character can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
Improved Evasion (Ex)
This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save.
Special Ability
Choose from the following:
Canny Defense (Ex)
The character may add his Intelligence bonus (if any) to modify his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
Defensive Roll (Ex)
Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the character can attempt to roll with the damage. To use this ability, he must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. The character must be aware of the attack and able to react to it in order to execute the defensive roll — if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.
Skill Mastery
Upon gaining this ability, the character selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. The character may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex)
If a character with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Bonus Feat
The character may gain a bonus feat in place of a special ability.
Hide in Plain Sight (Su)
As Lesser Hide in Plain Sight, but with no penalty to the hide check.
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