Editing MLP Talents

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** '''Lucky Avoidance'''(Prerequisite: Lucky Moment Feat): You can expend two luck rerolls as a immediate action to force someone to reroll an attack roll against you. You gain an additional luck reroll per day.
 
** '''Lucky Avoidance'''(Prerequisite: Lucky Moment Feat): You can expend two luck rerolls as a immediate action to force someone to reroll an attack roll against you. You gain an additional luck reroll per day.
 
** '''Try Your Luck''': Whenever you accrue a failure in a skill challenge, choose one ally. The next time that ally uses the same skill that you used to accrue a failure before the end of the skill challenge, that ally rolls two dice on the skill check and keeps the better result.
 
** '''Try Your Luck''': Whenever you accrue a failure in a skill challenge, choose one ally. The next time that ally uses the same skill that you used to accrue a failure before the end of the skill challenge, that ally rolls two dice on the skill check and keeps the better result.
* '''Trickster''' (6/6) -  
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* '''Trickster''' (4/6) -  
** '''Blend In''': You know how to blend into a variety of cultures and groups with ease. As a swift action, you gain total concealment when adjacent to at least two other creatures. This benefit does not apply to attacks from adjacent creatures.
 
 
** '''Distraction''': Through the use of ploy and deception, you may be able to temporarily confuse a target (target must have an Intelligence score of 6 or higher, be within 30 feet, and be able to hear and understand you). By using a full-round action, you may make an Deception check against the target's Will defense. If they fail, they become dazed for a number of rounds equal to 1 + your Cha. modifier. The character must hold up the distraction for each round he wishes to daze his or her opponent. This may be attempted on a target only once per encounter.
 
** '''Distraction''': Through the use of ploy and deception, you may be able to temporarily confuse a target (target must have an Intelligence score of 6 or higher, be within 30 feet, and be able to hear and understand you). By using a full-round action, you may make an Deception check against the target's Will defense. If they fail, they become dazed for a number of rounds equal to 1 + your Cha. modifier. The character must hold up the distraction for each round he wishes to daze his or her opponent. This may be attempted on a target only once per encounter.
 
** '''Disruptive''': By spending two swift actions, you can use 'your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight.
 
** '''Disruptive''': By spending two swift actions, you can use 'your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight.
** '''Hidden Movement'''(Prerequisite: Improved Stealth): You're very good at hiding when mobile. You take no penalty on your Stealth check when moving your normal speed.
 
** '''Improved Stealth''': You may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.
 
 
** '''Walk the Line'''(Prerequisite: Disruptive): As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight take a - 2 penalty to their defenses and opposed skill checks until the start of your next turn. The penalty is negated if line of sight is broken.
 
** '''Walk the Line'''(Prerequisite: Disruptive): As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight take a - 2 penalty to their defenses and opposed skill checks until the start of your next turn. The penalty is negated if line of sight is broken.
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** '''Blend In''': You know how to blend into a variety of cultures and groups with ease. As a swift action, you gain total concealment when adjacent to at least two other creatures. This benefit does not apply to attacks from adjacent creatures.
  
 
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