TEXT: 1
  Ploys and Plots: 
  A Skill and Feat Collection
  by David Nicholas Ross
  
  2
  Ploys and Plots
  Skill and Feat Collection 
  Author: David Nicholas Ross
  Editor: Perry Fehr
  Cover Art: Tamás Baranya
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Special Thanks: Tim Lane for review and balancing.
  Introduction
  Ploys and Plots offers ways to spice up games with 
  cinematic flair. Use your skills in new ways and dis-
  cover new feats that enable you to use clever tricks that 
  grant major advantages, memorable schemes based on 
  reading foes’ movements like a book, and words that 
  can strike at an opponent’s very core. The feats and 
  new skill uses contained in this collection are designed 
  to reward players for roleplaying, for intelligent tactics 
  and cooperation, for making good use of social and 
  deceptive skills, and for playing characters with high 
  mental ability scores even without casting spells.
  New Skill Uses
  These new uses for the Bluff, Intimidate, Perception, 
  Sense Motive, and Sleight of Hand skills are available 
  to all characters.
  Bluff (Cha)
  Below are several additional ways to use Bluff.
     Fast-Talk: You can attempt to tell a lie to a target so 
  quickly that it goes unquestioned. Doing so requires 
  half the normal time to convince the target, to a mini-
  mum of one standard action, but in doing so you take 
  a –10 penalty on your Bluff check.
     Feign Injury: Whenever you are dealt damage, you 
  can make a Bluff check as an immediate action to con-
  vince foes you have been injured to a different extent 
  than you truly have been, opposed by a Sense Motive 
  check. You can appear to be uninjured, mildly injured 
  (with more than half your total hit points remain-
  ing), significantly injured (reduced to less than half hit 
  points), disabled (at 0 hit points), dying (at negative 
  hit points), or dead. For each step away from your true 
  condition you pretend to be, you suffer a cumulative 
  –2 penalty on your Bluff check. If you pretend to be 
  dying or dead, you must fall prone accordingly (a free 
  action).
     Quick Secret Message: You can attempt to deliver a 
  secret message in no more time than it would normally 
  take to deliver openly, but you take a –10 penalty on 
  your Bluff check for doing so.
  Intimidate (Cha)
  Below is an additional way to use Intimidate.
     Quick Coercion: You can use Intimidate to change 
  an opponent’s attitude in only 2d4 rounds, but doing 
  so increases the DC by +10. You can instead make the 
  Compatibility with the Pathfinder 
  Roleplaying Game requires the Path-
  finder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more infor-
  mation on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not 
  endorse this product.
  
  3
  attempt as a full-round action, but doing so increases 
  the DC by +20.
  Perception (Wis)
  Below are several additonal ways to use Perception.
     Listen Underwater: The DC to hear a sound at a dis-
  tance underwater increases more slowly than it does in 
  air because sound travels better underwater, although 
  water conditions can make the rate change from place 
  to place and time to time. Typically, however, the DC 
  is increased  by  +1/50 feet.
     Listen Through Soil: The DC to hear a sound when 
  both the listener and the source of the sound are in di-
  rect contact with the earth increases much more slowly 
  with distance than it does in air. The DC is increased  
  by only +1/400 feet.
     Pinpoint Sound: If you exceed the Perception DC 
  to hear a sound by 20, you pinpoint the source of the 
  sound, learning the exact space the sound came from. 
  If you cannot see the sound’s source, it still has total 
  concealment against your attacks.
  Sense Motive (Wis)
  Below are two additional ways to use Sense Motive.
     Analyze Prowess: You can read a foe’s body language, 
  movements, words, and other cues to guess its prowess 
  and likely abilities. The DC is 10 + target’s base attack 
  bonus + target’s Charisma modifier or 10 + target’s 
  Bluff modifier, whichever is higher. If you succeed, you 
  learn the target’s base attack bonus. For every 2 points 
  by which you exceed the DC, you learn of one combat 
  feat the target possesses. Analyzing prowess is a move 
  action.  If you fail this Sense Motive check, you can 
  make a guess at your foe’s abilities, but are aware that 
  it is unreliable. The GM secretly takes the higher of the 
  foe’s base attack bonus or ranks in Bluff, subtracts 4, 
  and adds 1d8. You learn only the result, but know that 
  it may be as much as 4 points different from the true 
  value and could represent either combat training or the 
  ability to fake it wel
     Quick Scan: You can make a Sense Motive check to 
  get a hunch or sense an enchantment in one-third to 
  two-thirds the time it would normally take (minimum 
  2d4 rounds), but the DC is increased by +10. You can 
  attempt to suss out such information with only a full 
  round of observation and conversation, but if you do, 
  the DC is increased by +20.
  Sleight of Hand (Dex)
  Below are several additional ways to use Sleight of 
  Hand.
     Conceal Held Item: You can conceal a drawn weapon 
  or another item held in hand using a Sleight of Hand 
  check. Any onlooker must succeed on a Perception 
  check to notice a drawn weapon or other item you 
  carry in your other hand, opposed by your Sleight 
  of Hand check. Light weapons that are too bulky to 
  conceal on your body, light crossbows, rods, and simi-
  larly sized items impose a –4 penalty on this Sleight of 
  Hand check; one-handed weapons, heavy crossbows, 
  shortbows, and similarly sized items impose a –8 
  penalty; and two-handed weapons, javelins, longbows, 
  staffs, and similarly large items (held in one hand) 
  Rewarding Thoughtful Play
  If you find your group has fallen into a pattern of 
  taking the quick and easy way out, focusing on 
  straightforward hack-and-slash tactics with little 
  thought to showing off the personalities of char-
  acters or injecting the drama of a well-executed 
  plan, but you and/or others in the group consider 
  such things refreshing and interesting, consider 
  rewarding players who do inject such elements into 
  the game. A well-performed piece of roleplayed 
  dialogue that goes along with a skill check or feat 
  could, for example, apply a +2 bonus to the result 
  or increase any DC involved by 2. A combat plan 
  that is exciting , cinematic, or otherwise bright-
  ens up the game session might grant a +2 bonus 
  to an important roll. In-game, these bonuses can 
  be thought of as the gods granting a minor boon 
  to those heroes they favor—and few gods do not 
  appreciate cleverness and dramatic victory! Alter-
  natively, or even in addition, the typical standby 
  of awarding bonus XP for these activities is usually 
  effective. Try awarding a bonus equal to one-eighth 
  the XP from an encounter with a foe of CR equal 
  to the character’s level for any significant contribu-
  tion, half that for basic contributions, and double 
  that for exemplary contributions. If you do so, re-
  member to pay attention to the effect this is having 
  on character advancement, and consider if it creates 
  dramatic divergences in how quickly characters gain 
  levels.
  
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  impose a –12 penalty. You can only attempt the check 
  if you have a piece of clothing, another held item, or 
  body part large enough to hide the item behind, such 
  as a cloak. Foes that do not realize you are armed may 
  move to provoke attacks of opportunity from you with-
  out realizing they are taking a risk,(although they are 
  not denied their Dexterity bonus to AC against such 
  unexpected attacks). 
     Lift Large Item: You can steal objects normally too 
  large to grab with a standard Sleight of Hand check. 
  Against a foe unaware of you (or not attempting to 
  prevent you from touching them), you can loosen a 
  secured item such as a shield or backpack with one 
  DC 20 Sleight of Hand check for each strap or other 
  fastener holding the item in place. Once the item has 
  been loosened, it can be removed with a DC 30 Sleight 
  of Hand check as a full-round action. As normal, you 
  cannot attempt such a Sleight of Hand check against 
  a foe aware of you during combat and a foe can no-
  tice your work with a Perception check opposing your 
  New Feats
  Most feats in this collection are designed for the use of intelligent warriors, clever schemers, and charismatic char-
  acters of any type. 
  GENERAL FEAtS
  Name
  Prerequisites
  Benefits
  Acoustic Wayfinding
  Wis 15, Blind-Fight, Perception 
  1 rank
  Pinpoint creatures and objects within 60 feet 
  with sound
  Active Avoidance*
  Dex 13, Int 13, Combat Exper-
  tise, Dodge
  Force one opponent to reroll attacks when you 
  use Combat Expertise against them.
  Advantageous Ricochet*
  Int 13, base attack bonus +6
  Bounce ranged attacks off hard objects for a 
  better angle of attack
  Unexpected Ricochet*
  Int 13, Advantageous Ricochet, 
  base attack bonus +7
  Feint to hit flat-footed AC with ricocheted 
  ranged attacks
  Analytical Tactician*
  Int 13, Combat Expertise, 
  Sense Motive 3 ranks, base at-
  tack bonus +2
  Gain a bonus on attacks, AC, and many skill 
  checks against foes you have analyzed
  Predict Actions*
  Int 19, Analytical Tactician, 
  Sense Motive 15 ranks, base at-
  tack bonus +11
  Interrupt an analyzed foe’s action with a stan-
  dard action as if readied
  Perfect Prediction*
  Int 21, Analytical Tactician, 
  Predict Actions, Sense Motive 
  19 ranks, base attack bonus +14
  Gain foresight as the spell that applies against 
  all analyzed foes and use Predict Actions with-
  out a skill check
  Tactical Adviser*
  Int 13, Analytical Tactician, 
  Combat Expertise, Sense Mo-
  tive 3 ranks, base attack bonus 
  +2
  Grant one of your Analytical Tactician bonuses 
  to your allies
  Sleight of Hand check (though a successful Perception 
  check doesn’t prevent you from completing that ac-
  tion). A foe that fails to notice you removing an item 
  from his arms gets a new Perception check to realize 
  his item is gone at the start of each of his turns thereaf-
  ter. The DC for this Perception check is equal to your 
  Sleight of  Hand result – 10.
     Secret Storage: You can make a Sleight of Hand check 
  opposed by onlookers’ Perception checks to store an 
  item or retrieve a stored item from a bag, sheath, or 
  other container without being noticed. Doing so re-
  quires at least a standard action, or longer if the action 
  would normally require a standard action or longer. 
  You can store or retrieve an item in the normal amount 
  of time (usually a move action) by taking a –10 penalty 
  on your Sleight of Hand check. If you have the ability 
  to draw a weapon as a free action or as part of a move, 
  you can conceal the attempt with a Sleight of Hand 
  check made as a swift action with a –20 penalty.
  
  5
  Belittling Words
  Cha 13, Diplomacy or Perform 
  (comedy or oratory) 5 ranks
  Demoralize a target and grant allies a +2 bonus 
  on attacks until the target damages an ally
  Beyond Reproach
  Cha 13
  Enemies take –2 penalty on attacks against you 
  unless you attack
  Clever Positioning*
  Int 13
  Increase bonuses from battlefield position by 2
  Bait and Switch*
  Int 13, Acrobatics 9 ranks, 
  Clever Positioning
  Trick an opponent into attacking someone else 
  when they mean to attack you
  Secondary Target*
  Int 13, Clever Positioning
  Your missed attack might hit a secondary 
  target
  Combat Legerdemain*
  –
  Use Sleight of Hand modifier for disarm and 
  steal combat maneuvers, possibly undetected
  Equipment Trick*
  Base attack bonus +1
  Use chosen equipment to perform combat 
  tricks
  God-Touched
  Cha 13, must not have the 
  domain class feature
  Gain a 1st-level spell-like ability usuable 1/day.
  Glorious Rally*
  Aristocrat, cavalier, or paladin 
  level 7th or Perform (oratory) 7 
  ranks
  Grant allies with fewer HD +2 bonus to at-
  tacks
  Great Offense
  Antagonize
  Antagonize multiple targets at once
  Honeyed Wordplay
  Diplomacy 9 ranks
  Make suggestions as the spell
  Imperious Command
  Cha 13, character level 7th
  Command multiple targets as the spell
  Improved Combat Aid*
  Base attack bonus +5
  Increase the attack or AC bonus you grant 
  with aid another by 1/5 your base attack bonus
  Improved Skill Aid
  5 ranks in any skill
  Increase the skill bonus you grant with aid 
  another by 1/5 your ranks in that skill
  Incite Overconfidence*
  Int 13, Combat Expertise, Im-
  proved Feint
  Inspire foes with foolish pride when they hit 
  you or you miss them
  Latent Sorcery
  Cha 13, must not have the 
  bloodline class feature
  Gain a 1st-level spell-like ability usable 1/day
  Luring Retreat*
  Int 13, Combat Expertise, Im-
  proved Feint
  Trick foes into following you when you move 
  passively
  Moral Support
  Cha 13
  Grant an ally a +1 morale bonus on most rolls
  Improved Moral Support
  Cha 17, Moral Support
  Increase bonus granted by Moral Support* by 
  1
  Inspiring Presence
  Cha 15, Moral Support, charac-
  ter level 7th
  Grant all allies within 30 feet a +1 bonus on 
  most rolls and increase the bonus from Moral 
  Support by 1
  Improved Inspiring 
  Presence
  Cha 19, Inspiring Presence, 
  Moral Support, character level 
  11th
  Increase the bonuses from Moral Support and 
  Inspiring Presence by 1.
  Offer Redemption
  Wis 19, character level 11th, 
  good alignment
  Temporarily move a target’s alignment closer 
  to yours or offer atonement as the spell
  Opportunistic Aid*
  –
  Aid another as an attack of opportunity
  
  6
  Piercing Insight
  Wis 13, Diplomacy or Sense 
  Motive 5 ranks
  Gain a +2 bonus on some skill checks and 
  mind-affecting ability DCs against a foe whose 
  secret you discover
  Stunning Insight
  Wis 13, Diplomacy 9 ranks, 
  Sense Motive 5 ranks, Piercing 
  Insight
  Reveal a piercing insight to stun a foe
  Pithy Brevity
  Cha 13
  Verbally use skills and activate feats more 
  quickly
  Witty Retort
  Cha 13, Pithy Brevity, Intimi-
  date 11 ranks
  Demoralize foes that fail to harm you
  Possum Ploy*
  Bluff 1 rank
  Half penalties to feign injury and play dead to 
  catch an opponent flat-footed
  Quick Coach
  3 ranks in any skill
  Aid another with a skill check verbally as a 
  move action
  Riposte*
  Int 13, Combat Expertise, base 
  attack bonus +9
  Enemies that miss you by 10 or more while 
  you use Combat Expertise provoke an attack 
  of opportunity
  Rousing Levity
  Perform (comedy) 7 ranks
  Use your comedy to protect allies from lan-
  guage-dependent effects and offer new saves 
  against mind-affecting effects
  Seductive Allure
  Cha 17
  Make a Charisma check to gain a +2 bonus on 
  certain skill checks and mind-affecting effect 
  DCs against a foe
  Sidestep Charge*
  Dex 13, Dodge, Mobility, Side-
  step, Acrobatics 1 rank
  Get out of the way of charges from friends and 
  foes alike as an immediate action
  Sow Discord
  Cha 13, Diplomacy 7 ranks
  Briefly convince a foe its allies are false friends
  Studied Strike*
  –
  Gain a weapon damage bonus from your Intel-
  ligence and your ranks in certain skills
  Tumbling Strike*
  Acrobatics 7 ranks
  Catch foes flat-footed when you use Acrobatics 
  to move past them
  Unassuming Bearing
  Bluff 7 ranks
  Make yourself an unattractive target for melee 
  attacks
  Visionary Strategist
  Int 17, Sense Motive 11 ranks, 
  base attack bonus +8
  Predict your opponent’s location at the start of 
  an encounter before declaring your own
  tEAMWoRk FEAtS
  Name
  Prerequisites
  Benefits
  Flawless Cooperation*
  5 ranks in any skill, base attack 
  bonus +3
  Gain a +2 bonus on rolls to aid another and 
  increase the bonus you provide by 2
  Friendly Fire Dodge*
  –
  +4 bonus against allied attacks and spells, pos-
  sibly avoid penalty to ranged attacks for allies 
  against foes you engage
  Intimate Bond
  Must be taken simultaneously 
  by an ally
  Help your ally break free of mind-affecting ef-
  fects and gain bonuses against foes that inca-
  pacitate your ally
  * Combat feat.
  
  7
  In the feat descriptions that follow, new feats intro-
  duced in this product are denoted with an asterisk (*). 
   
  ACoUStIC WAyFINDING
  You can “see” major features of your surroundings by mak-
  ing clicks or similar sounds.
  Prerequisites: Wis 15, Blind-Fight, Perception 1 rank.
  Benefit: As a swift action, you can emit a click with 
  your tongue or a rap with a hard object and listen to 
  the echo to pinpoint any objects and creatures within 
  60 feet as if with blindsense. You can roughly approxi-
  mate the dimensions to within 50% of an object’s or 
  creature’s actual size and can discern between objects 
  that are soft or sparse (such as bushes or fences), objects 
  that are hard or dense (such as rocks or solid metal), 
  and organic creatures. Creatures can be distinguished 
  only by their rough height and width and their relative 
  hardness or softness with this feat (thick fur and loose 
  clothing makes a creature seem softer, while armor 
  makes it seem harder). If these very vague clues are in-
  sufficient to identify a creature, you must rely on other 
  cues such as speech to know who or what a creature is. 
  Creatures you perceive only with this sense still have 
  total concealment against you and still gain the benefits 
  of attacking invisibly. This ability is not impeded by 
  invisibility, darkness, and other purely visual obstacles, 
  but you cannot use it to notice objects or creatures that 
  would have total concealment due to being completely 
  covered by thick clouds of ash, dust, or fog; you merely 
  detect the cloud as a very large and very soft/sparse 
  object.
  ACtIvE AvoIDANCE (CoMBAt)
  You can attempt to avoid an attack as an immediate ac-
  tion.
  Prerequisites: Dex 15, Int 15, Combat Expertise, 
  Dodge, base attack bonus +4.
  Benefit: As an immediate action, you can double the 
  AC bonus granted by your Combat Expertise feat 
  against the next attack from an opponent of your 
  choice. You must choose to add this bonus before the 
  attack is rolled.
  ADvANtAGEoUS RICoCHEt (CoMBAt)
  You can aim ranged attacks such that they hit from unex-
  pected angles.
  Prerequisites: Int 13, base attack bonus +6.
  Benefit: You can bounce a ranged weapon attack off 
  a hard object (such as a wall or floor) to cause it to hit 
  your target from the direction of any square occupied 
  by the object. This affects whether the target has cover 
  relative to the attack. Add the distance traveled from 
  you to the object’s square and from that square to 
  your target to get the total distance the shot travels for 
  purposes of range penalty. The attack suffers an addi-
  tional –1 penalty to both the attack and damage rolls. 
  As normal, if you do not have line of sight to your foe, 
  you cannot use sight to choose which square to target 
  and the foe has total concealment against your attacks.
  ANALytICAL tACtICIAN (CoMBAt)
  You are brilliant at predicting how foes will execute their 
  attacks.
  Prerequisite: Int 13, Combat Expertise, Sense Motive 
  3 ranks, base attack bonus +2.
  Benefit: When you analyze a foe’s prowess with Sense 
  Motive successfully, you gain a +1 insight bonus on at-
  tack rolls, AC, and Acrobatics, Bluff, Perception, Sense 
  Motive, Sleight of Hand, Stealth, and Survival checks 
  against that foe until his base attack bonus increases.
  If you have Int 15, 7 ranks in Sense Motive, and base 
  attack bonus +5, the insight bonus you gain from this 
  feat increases to +2.
  BAIt AND SWItCH (CoMBAt)
  You can trick foes into attacking another target.
  Prerequisite: Int 13, Acrobatics 9 ranks, Clever Posi-
  tioning*.
  Benefit: Once per combat as a move action, you can 
  choose an opponent and a different potential target 
  for an attack (such as another enemy, a tougher ally, 
  or a trapped object) that is adjacent to you and your 
  size or larger. You cannot choose the opponent himself 
  as a potential target, nor can you choose a surface you 
  are near or standing on. If that opponent attempts to 
  attack you before the start of your next turn, make an 
  Acrobatics check with DC equal to 5 + opponent’s 
  Combat Maneuver Defense as a free action. If you 
  succeed, that opponent’s attack accidentally aims at the 
  chosen potential target instead of you if that target is a 
  legal one for the attack. 
  BELIttLING WoRDS
  You can make a foe seem silly, pathetic, or shameful.
  Prerequisite: Cha 13, Diplomacy or Perform (comedy 
  or oratory) 5 ranks.
  Benefit: As a standard action, you can deliver a scath-
  
  8
  ing commentary on a subject’s flaws to inspire your 
  allies with confidence and degrade the victim. This is 
  similar to an Intimidate check to demoralize the target, 
  except you choose Diplomacy, Perform (comedy), or 
  Perform (oratory) as the skill check. In addition, if 
  you beat the DC (even if the target is unaffected due 
  to immunity or another protection), all allies that can 
  hear you from within 30 feet gain a +2 morale bonus 
  on attack rolls against the target until the target hits an 
  ally with an attack or an ally fails a saving throw against 
  an ability of the target.
  BEyoND REPRoACH
  You are a master at convincing others you are innocent.
  Prerequisite: Cha 13.
  Benefit: You exude an aura of tranquil serenity that 
  makes others loath to attack you. Any intelligent crea-
  ture that attempts to attack you suffers a –2 penalty on 
  the attack and damage rolls so long as you do not have 
  any weapons drawn that they can see and you and your 
  apparent allies have not yet attacked that creature or its 
  allies during the current encounter. This feat offers no 
  protection against anyone you have ever attacked. This 
  is an extraordinary mind-affecting emotion effect.
  CLEvER PoSItIoNING (CoMBAt)
  You know how to make the most of tactical opportunities.
  Prerequisite: Int 13.
  Benefit: Whenever you gain a bonus on attack rolls, 
  AC, or Reflex saves due to position on the battle-
  field such as that provided by cover, flanking, higher 
  ground, or lying prone or sitting while dodging ranged 
  attacks, the bonus increases by 2. You lose this bonus if 
  you are helpless.
  CoMBAt LEGERDEMAIN (CoMBAt)
  You can steal an item without being noticed by replacing 
  it with something else.
  Benefit: When attacking a foe that is denied his Dex-
  terity bonus to AC (if any) against you, you can use 
  your Sleight of Hand modifier in place of your combat 
  maneuver bonus when you  attempt a disarm or steal 
  combat maneuver. If your opponent fails a Perception 
  check to notice your Sleight of Hand check, he does 
  not get an attack of opportunity against you for mak-
  ing the maneuver and does not necessarily notice you 
  have taken anything. If you  disarm your opponent, 
  you can substitute another item of a similar size, shape, 
  and weight to prevent them from immediately noticing 
  your action. If you do not make a substitution, your 
  opponent gets a +10 bonus on Perception checks to 
  notice your disarm attempt.
  EqUIPMENt tRICk (CoMBAt)
  Choose one piece of equipment, such as boots, cloak, rope, 
  shield, or heavy blade scabbard. You understand how to 
  use that item in combat.
  Prerequisite: Base attack bonus +1.
  Benefit: You may use any equipment tricks relating 
  to the item if you meet the appropriate trick require-
  ments.  If the item would normally be considered 
  an improvised weapon, you may treat it as a normal 
  weapon or improvised weapon, whichever is more 
  beneficial for you.
  Special: You can gain Equipment Trick multiple times. 
  Each time you take the feat, it applies to a new type of 
  equipment.
  Feats and Improvisation
  This section outlines several feats that put rules to 
  ploys and tactics that have been used in the realm 
  of roleplaying and improvisation in many games 
  before now, and should not be taken as an excuse 
  to restrict players from continuing to make these 
  kinds of improvisations without taking a feat 
  beforehand. Instead, the GM is encouraged to use 
  these rules as guidelines for continued improvisa-
  tion. In general, attempting an action that nor-
  mally requires a feat should be notably less effec-
  tive and/or harder to pull off without a feat, but is 
  not by any means necessarily impossible.
     For example, using an unsettling secret as out-
  lined in the Piercing Insight feat might only grant 
  a PC without that feat a +1 bonus instead of the 
  feat’s +2 bonus, or learning such a secret should 
  require a much more difficult Sense Motive check 
  or a more complicated information-gathering 
  effort. For other feats, a skill check DC might be 
  5 or 10 higher, an attack might be made with a 
  penalty of –4 to –8 or more, or a benefit might be 
  only half as effective. Of course, some feats (most 
  often advanced combat feats), are all but impos-
  sible to replicate without simply taking the feat.
  
  9
  bonus to an ally who also has this feat, you gain a +2 
  bonus on your skill check or attack roll to grant the bo-
  nus. Whenever an ally who also has this feat grants you 
  a bonus using aid another, that bonus is increased by 2.
  New Equipment tricks: Cloak
  Equipment tricks were first introduced in the source that we are not allowed to mention by 
  name, where tricks for heavy scabbards and shields can be found. Below are tricks for the 
  cloak. In addition to the feat, skill, or other requirements listed for each of these tricks, you 
  must have the Equipment Trick (cloak) feat to use a trick. You may use these tricks with 
  any cloak long enough to reach your knees.
     Cloaked Combat (no prerequisites): You gain a +2 shield bonus to AC in any round in 
  which you are wearing a cloak. You must use at least one hand to move your cloak to gain 
  this bonus.
     Cloaked Draw (Sleight of Hand 3 ranks): If you succeed on a Sleight of Hand check as 
  a move action against DC 20 (taking a penalty according to the size of the weapon if it is 
  not a light melee weapon or similar in size as with concealing a held item), you can draw 
  a weapon without alerting foes to the presence of a drawn weapon unless they beat your 
  Sleight of Hand check with a Perception check.
     Head Wrap (Int 13, Combat Expertise, Greater Dirty Trick, Improved Dirty Trick, base 
  attack bonus +6): When you make a dirty trick attempt to blind an opponent with a cloak 
  you hold in hand and are not wearing, you can wrap the cloak snugly around his head, 
  interfering with his speak and entangling him. Anyone who could normally understand his 
  speech must succeed on a DC 10 Linguistics check to do so while his head is entangled and 
  any spell he attempts to cast with a verbal component has a 20% chance of being ruined 
  even if he succeeds at casting with the penalty for being entangled.
     Loose Cloak (no prerequisites): You can loosen a cloak you wear and have it in hand as a 
  swift action rather than a move action.
     Stab from the Fold (Sleight of Hand 5 ranks): The first time in an encounter that you 
  make an attack against a foe who does not realize you are armed because your weapon is 
  concealed by a cloak, that foe is denied his Dexterity bonus to AC (if any) against that at-
  tack.
     Sword Snare (Int 13, Combat Expertise, Improved Dirty Trick): As a dirty trick, you can 
  entangle a foe’s weapon in a cloak you are wearing. Make a combat maneuver check as nor-
  mal. If you succeed, your opponent cannot attack with the weapon or move further away 
  from you with the weapon until he wrests it free with a combat maneuver check. He may 
  treat this check as a dirty trick, disarm, or steal attempt if doing so would be more advan-
  tageous to him. You must have a hand free to resist his attempt or the attempt succeeds 
  automatically. If he releases the weapon, it remains stuck in your cloak until the duration 
  ends, after which it falls to the ground. He can attempt to grab it again during that time, 
  but only with a dirty trick, disarm, or steal combat maneuver.
  FLAWLESS CooPERAtIoN (tEAMWoRk)
  You are well-practiced at helping your allies.
  Prerequisite: 5 ranks in any skill, base attack bonus +3.
  Benefit: Whenever you use aid another to grant a 
  
  10
  FRIENDLy FIRE DoDGE (tEAMWoRk)
  You have practiced evading the attacks of your allies.
  Benefit: You get a +4 dodge bonus to AC against 
  attacks from allies with this feat. You also gain a +4 
  dodge bonus on your Reflex saves against spells cast by 
  allies with this feat. If you succeed on a Reflex saving 
  throw for half damage from such a spell, you instead 
  take no damage. If you have the evasion ability and fail 
  a saving throw for half damage from such a spell, you 
  nevertheless take half damage.
     If you have Int 13 and the Clever Positioning* feat, 
  allies that also have this feat do not take a penalty on 
  ranged attacks against enemies engaged in melee with 
  you.
  GLoRIoUS RALLy
  You can inspire minions and cohorts to victory with your 
  valor and courage.
  Prerequisites: Aristocrat, cavalier, or paladin level 7th 
  or Perform (oratory) 7 ranks.
  Benefit: When you activate this feat, all allies that can 
  see or hear you from within 50 feet per character level 
  with fewer Hit Dice than you gain a +2 morale bonus 
  on attack rolls for 1 round per point of your Charisma 
  bonus (minimum 1 round). You can activate this abil-
  ity by speaking as a standard action. Alternatively, you 
  can activate it as a swift action if you charged this turn.
  GoD-toUCHED
  You have learned to draw on a bit divine power that was 
  bestowed upon you by the gods of the Porphyra.
  Prerequisite: Cha 13, must not have the domain class 
  feature.
  Benefit: Choose a clerical domain. You can cast the 
  1st-level spell from that domain once per day as a spell-
  like ability. Your caster level for this ability is equal to 
  your character level. You gain no other benefit from 
  that domain.
  GREAt oFFENSE
  You can antagonize a number of foes.
  Prerequisite: Antagonize.
  Benefit: You can affect a number of foes with a single 
  use of the Antagonize feat equal to the number of ranks 
  in the skill you are using. Make only a single Diplo-
  macy or Intimidate check and compare it to the DC 
  to affect each target. When affecting multiple targets, 
  you cannot use Sense Motive to make the ability more 
  effective.
  HoNEyED WoRDPLAy
  You can make a suggestion seem preternaturally compel-
  ling.
  Prerequisite: Diplomacy 9 ranks.
  Benefit: As a standard action, you can make a sug-
  gestion as the spell. The save DC is 10 + 1/2 ranks in 
  Diplomacy + Charisma modifier. Any creature that 
  successfully saves against your suggestion cannot be af-
  fected again by your use of this feat for 24 hours. This 
  is an extraordinary mind-affecting compulsion effect.
  IMPERIoUS CoMMAND
  You can apply your own authority or that of an ideal to 
  compel instant compliance.
  Prerequisites: Cha 13, character level 7th.
  Benefit: As a standard action, you can comport your-
  self with an air of commanding authority and bark a 
  one-word command. This ability is similar to the spell 
  command. It works on any creature with fewer Hit 
  Dice than you and an Intelligence of 3 or greater that 
  can understand you. The save DC is 10 + 1/2 character 
  level + Charisma modifier. A creature that saves suc-
  cessfully is immune to the effects of this feat for 1 day. 
  You can affect a number of targets with this ability 
  equal to your Charisma bonus (minimum one). This is 
  an extraordinary mind-affecting compulsion effect.
  IMPRovED CoMBAt AID (CoMBAt)
  You have become skilled at aiding others.
  Prerequisites: Base attack bonus +5.
  Benefit: Increase the bonus you grant to AC or attacks 
  when you aid another by 1 for every 5 points of your 
  base attack bonus.
  IMPRovED INSPIRING PRESENCE
  Your saintly friendship and goodwill lend your allies great 
  strength.
  Prerequisites: Cha 19, Inspiring Presence*, Moral Sup-
  port*, character level 11th.
  Benefit: The bonus granted by your Inspiring Pres-
  ence* feat increases by 1. It is effective at a range of 60 
  feet. The bonus granted by your Moral Support feat in-
  creases by 1 (but does not stack with the bonus granted 
  by Inspiring Presence*).
  IMPRovED MoRAL SUPPoRt
  Your friendship and goodwill lend your allies strength.
  Prerequisites: Cha 17, Moral Support*.
  Benefit: The bonus granted by your Moral Support 
  
  11
  feat increases by 1. You can grant the bonus as a move 
  action.
  IMPRovED SkILL AID
  You are a master of helping others without getting in the 
  way.
  Prerequisites: 5 ranks in any skill.
  Benefit: When you use aid another to grant an ally a 
  bonus on a skill check for a skill in which you have 5 
  or more ranks, increase the bonus you grant that ally 
  by 1 for every 5 ranks you have in that skill.
  INCItE ovERCoNFIDENCE (CoMBAt)
  You know how to trick foes into underestimating you.
  Prerequisite: Int 13, Combat Expertise, Improved 
  Feint.
  Benefit: Whenever you miss with an attack or are 
  struck by an attack, you can make a Bluff check to 
  feint as an immediate action against the opponent you 
  missed or who struck you. If you succeed, instead of 
  the usual benefit of feinting, your opponent becomes 
  so distracted by an overblown sense of self-worth that 
  she takes a –2 penalty on attacks and skill checks. 
  However, this feeling also gives the target a +2 morale 
  bonus on saves against charm and compulsion effects. 
  This effect lasts until the start of your next turn. The 
  duration is extended by 1 round for every 5 points by 
  which your Bluff check exceeds the DC. A foe cannot 
  be affected by this feat more than once in the same 
  combat.
  INSPIRING PRESENCE
  Your friendship and goodwill lend your allies strength.
  Prerequisites: Cha 15, Moral Support*, character level 
  7th.
  Benefit: As a standard action, you can inspire all allies 
  within 30 feet that can clearly see and hear you as if 
  with Moral Support. This feat does not function while 
  you are helpless, nauseated, or confused. The bonus 
  granted by your Moral Support feat increases by 1 
  when you use it to inspire only a single ally.
  INtIMAtE BoND (tEAMWoRk)
  Your powerful relationship allows you to aid an ally.
  Prerequisite: Must be taken simultaneously by an ally.
  Benefit: Choose one ally that also has this feat (your 
  “bond”). You and your bond develop a kinship of spirit 
  founded on deep friendship, true love, or another per-
  sonal connection. As a standard action, you can appeal 
  to your bond’s true self, allowing him to make a new 
  saving throw against an ongoing mind-affecting effect. 
  He must be able to clearly hear you from within 30 feet 
  for this ability to work. Whenever you see your bond 
  incapacitated or killed, you gain a +2 morale bonus 
  on attack rolls, damage rolls, and Will saving throws 
  against any foes involved in his incapacitation or death 
  and their allies for 1 minute.
  LAtENt SoRCERy
  You have learned to draw on a bit of your otherwise-un-
  tapped potential to be a sorcerer.
  Prerequisite: Cha 13, must not have the bloodline 
  class feature.
  Benefit: Choose a sorcerer bloodline. You can cast 
  the 1st-level spell from that bloodline once per day as 
  a spell-like ability. Your caster level for this ability is 
  equal to your character level. You gain no other benefit 
  from that bloodline.
  LURING REtREAt (CoMBAt)
  You know how to make yourself an irresistible target in 
  melee combat.
  Prerequisite: Int 13, Combat Expertise, Improved 
  Feint.
  Benefit: Whenever you move away from an opponent 
  that threatens you while you are fighting defensively, 
  using the total defense action, using the withdraw ac-
  tion, or using Combat Expertise, you can lure the foe 
  after you with a Bluff check as an immediate action. 
  Use the rules for feinting, but if you succeed, instead 
  of the usual effect, your target must move to threaten 
  you again during his next turn if able. The effect ends 
  if the creature is unable to do so or attempting to do so 
  would harm it.
  MoRAL SUPPoRt
  Your friendship and goodwill lend your allies strength.
  Prerequisite: Cha 13.
  Benefit: As a standard action, you can utter heartfelt 
  words of encouragement to a single ally who can clearly 
  hear you to grant him a +1 morale bonus on saving 
  throws, attack rolls, ability checks, skill checks, and 
  weapon damage rolls for the next minute or until he 
  can no longer clearly see or hear you.
  oFFER REDEMPtIoN
  Your great wisdom allows you to show another the right 
  path.
  Prerequisites: Wis 19, character level 11th, good align-
  
  12
  ment.
  Benefit: As a standard action, you can attempt to give 
  a foe the chance to put himself on the right path. You 
  can make a Diplomacy check against DC 10 + target’s 
  Hit Dice + target’s Wisdom modifier. If you succeed, 
  the target’s alignment moves one step closer to yours on 
  both the law-chaos axis and the good-evil axis for one 
  minute. Characters who would lose class abilities for an 
  alignment change also get a Will save to resist (DC 10 
  + 1/2 your Hit Dice + your Charisma modifier). This 
  is a mind-affecting effect. You can’t target a creature 
  again with this feat after you fail to affect it until your 
  Wisdom score increases. Creatures with an alignment 
  subtype get a +8 bonus on the saving throw against this 
  ability.
     In addition, once per month, you can engage in dia-
  logue with a totally willing and uncoerced creature for 
  4 hours in order to allow him to change his alignment 
  to match yours as if with atonement.
  Adaptation: Evil-aligned characters or creatures can 
  take an equivalent feat to lead opponents down the 
  wrong path. When taken by an evil character the is 
  called Proffer Damnation instead. Similar feats could 
  also be easily created for lawful characters (Glory of 
  Honor) and chaotic characters (Tempt with Libera-
  tion).
  oPPoRtUNIStIC AID (CoMBAt)
  You know how to seize even the slightest opportunity to 
  aid your allies.
  Benefit: Whenever an opponent provokes an attack of 
  opportunity from you, you can make that attack as an 
  aid another action involving that opponent.
  PERFECt PREDICtIoN (CoMBAt)
  Your tactical brilliance knows no limits.
  Prerequisite: Int 21, Analytical Tactician*, Predict Ac-
  tions*, Sense Motive 19 ranks, base attack bonus +14.
  Benefit: You gain benefits similar to a permanent fore-
  sight spell as an extraordinary ability which applies only 
  to the actions of those whose prowess you have ana-
  lyzed with Sense Motive. This feat grants you a power-
  ful sixth sense in relation to yourself or another; you 
  may change the subject of the feat as a free action once 
  per round on your turn. You can predict impending 
  danger or harm to the subject a few moments before 
  it comes to pass as long as an appropriate creature is 
  directly responsible for that danger or harm. While you 
  are the subject, you are never surprised or flat-footed by 
  such foes. In addition, you get a general idea of what 
  action you might take to best protect yourself and gain 
  a +2 insight bonus to AC and on Reflex saves against 
  applicable dangers. This insight bonus is lost whenever 
  you would lose a Dexterity bonus to AC.
     When another creature is the subject of the feat, you 
  determine impending threats to that creature. Shouting 
  a warning, yanking a person back, and even telepathi-
  cally communicating (via an appropriate spell) can all 
  be accomplished before some danger befalls the sub-
  ject, provided you act on the warning without delay. 
  The subject, however, does not gain the insight bonus 
  to AC and Reflex saves.
     In addition, you no longer need to succeed on a skill 
  check to use Predict Actions on an analyzed opponent.
  PIERCING INSIGHt
  You can read an opponent like a book.
  Prerequisites: Wis 13, Diplomacy or Sense Motive 5 
  ranks.
  Benefit: After observing a subject’s conversation, body 
  language, and attention for 1d4 x 10 minutes, you can 
  make a Sense Motive check to learn of an important 
  emotional vulnerability that you can later exploit. The 
  DC of this check is 10 + target’s Hit Dice + target’s 
  Charisma modifier. Unless there are no informants to 
  provide the secret, such a secret can also be uncovered 
  with a Diplomacy check to gather information against 
  the same DC. If you succeed, you can use this secret to 
  gain a +2 insight bonus on Bluff, Diplomacy, Handle 
  Animal, Intimidate, Linguistics, Perception, Perform, 
  and Sense Motive skill checks against that subject 
  and add a +1 insight bonus to the DC of any mind-
  affecting effects you target the subject with if you speak 
  to the subject in the same round the saving throw is 
  made. After you fail to learn a piercing insight with this 
  feat, you cannot attempt to use this feat on that target 
  again until you gain another rank in Sense Motive. If 
  you succeed on a Diplomacy or Bluff check against the 
  same DC while engaging the target in conversation 
  outside combat, you can complete your observation in 
  1d4 minutes.
  PItHy BREvIty
  You know how to impress listeners with a great deal of 
  meaning in a scant few words.
  Prerequisites: Cha 13.
  Benefit: Whenever you make a Bluff, Diplomacy, or 
  Intimidate check to convince foes to believe or do what 
  
  13
  you want, you take only half the normal penalty for 
  accelerating your conversation. In addition, when you 
  make a skill check or activate a feat that requires only 
  words from you and requires only a full-round, stan-
  dard, or move action (such as demoralizing enemies 
  with Intimidate, making a distraction to hide with 
  Bluff, or using Antagonize, Belittling Words, Glori-
  ous Rally, Honeyed Wordplay, Imperious Command, 
  Inspiring Presence, Moral Support, Offer Redemption, 
  Quick Coach, Rousing Levity, Sow Distrust, Stunning 
  Insight, or Tactical Adviser), you can make the attempt 
  more quickly. It lowers one step in brevity: Full-round 
  actions become standard actions, standard actions 
  become move actions, and move actions become swift 
  actions. If the ability requires a skill check, making the 
  check this quickly imposes a –5 penalty. If the ability 
  offers a saving throw, reduce the DC by 2. If the ability 
  grants a bonus as part of its effect, reduce that bonus 
  by half (a +1 bonus is not reduced). No magical abili-
  ties can be accelerated this way, including supernatural 
  abilities, magic item activation, or spells.
  PoSSUM PLoy (CoMBAt)
  You can convince foes you are more injured than you truly 
  are.
  Prerequisite: Bluff 1 rank.
  Benefit: Reduce the Bluff penalty you take for feign-
  ing injury by half. While prone after pretending to be 
  incapacitated or killed, you can spring back to stand-
  ing as a swift action that does not provoke attacks of 
  opportunity from anyone fooled by your ruse. If you 
  attack someone fooled by your ruse in the same round 
  you stop pretending to be dead or dying, that foe is 
  denied his Dexterity bonus to AC (if any) for the first 
  attack you make that round.
  PREDICt ACtIoNS (CoMBAt)
  When you study your foes, you can read their movements 
  like an open book.
  Prerequisite: Int 19, Analytical Tactician*, Sense Mo-
  tive 15 ranks, base attack bonus +11.
  Benefit: You can predict the movements of a foe whose 
  prowess you have already analyzed with Sense Motive. 
  To activate this feat, make a Sense Motive check as a 
  standard action. The DC is 10 + opponent’s base attack 
  bonus + Charisma modifier or 10 + opponent’s Bluff 
  modifier, whichever is higher. If you succeed, during 
  the chosen opponent’s turn, you can interrupt his ac-
  tions at any point with an extra standard action, even if 
  your action requires readying (such as counterspelling, 
  distracting a spellcaster, or readying a weapon against a 
  charge). If you take this extra standard action, you do 
  not get another turn in this round even if you normally 
  would and your initiative count changes to match the 
  chosen character’s. Your turn then comes immediately 
  before his in future rounds. Using this feat is otherwise 
  similar to readying an action without defining your 
  action or the trigger until they happen. It is difficult to 
  predict the actions of a single opponent multiple times, 
  so any further attempts to do so after the first increases 
  the DC of the check by 5.
  qUICk CoACH
  You know how to size up your ally’s weaknesses in a skill 
  and give helpful advice with remarkable clarity and 
  quickness.
  Prerequisites: 3 ranks in any skill.
  Benefit: You can aid another with a skill check using 
  only words as a move action, so long as you can be 
  heard from within 30 feet and understood by the ally 
  you are aiding and you can clearly see or hear what 
  he is doing (whichever is necessary to track your ally’s 
  progress on the skill check). The bonus granted this 
  way is a competence bonus. You must have at least 5 
  ranks in the skill you are helping your ally use. You 
  cannot use this feat to provide aid on skill checks that 
  would be disrupted by your words (such as certain 
  Stealth or Bluff checks), although you may be able to 
  bypass this limitation by avoiding making sound (such 
  as using telepathy) or by disguising the nature of your 
  words (such as by using Bluff to deliver the advice in 
  a secret message), depending on the nature of the skill 
  check.
  Normal: You can make an aid another action only by 
  directly assisting your ally.
  RIPoStE (CoMBAt)
  When you focus on defense, you can take advantage of 
  small gaps in your opponent’s defense created by attempt-
  ing to hit you despite your dodging.
  Prerequisites: Int 13, Combat Expertise, base attack 
  bonus +9.
  Benefit: Whenever an opponent makes an attack 
  against you with a total attack roll less than your modi-
  fied AC by 10 or more while you are using Combat 
  Expertise, that opponent provokes an attack of oppor-
  tunity from you.
  
  14
  RoUSING LEvIty
  Your comedy can lift the spirits of your friends enough to 
  give them renewed energy.
  Prerequisite: Perform (comedy) 7 ranks.
  Benefit: As a standard action, you can make a Perform 
  (comedy) check to lift the spirits of allies that can 
  clearly see and hear you from within 30 feet. Your allies 
  can use the check result in place of their saving throws 
  for any language-dependent effect that targets them 
  until the start of your next turn. If your check exceeds 
  the save DC of an ongoing mind-affecting effect affect-
  ing an ally, that character can make a new save to break 
  free of the effect. If an effect does not normally allow a 
  saving throw, this feat does not grant one.
  SECoNDARy tARGEt (CoMBAt)
  You can turn a missed attack into a lunge at a secondary 
  target.
  Prerequisites: Int 13, Clever Positioning*.
  Benefit: Whenever you miss with a melee attack, you 
  can choose another opponent you threaten adjacent 
  to the foe you missed as a secondary target for the 
  attack. Whenever you miss with a ranged attack, you 
  can choose another target within range such that the 
  attack’s line of effect between the square you launched 
  your attack from and the secondary target’s space passes 
  through the square you aimed at in the original target’s 
  space. In either case, make a new attack roll against the 
  secondary target with all the same modifiers as your 
  previous attack and add a –5 penalty. You can only 
  choose one secondary target for each attack.
  SEDUCtIvE ALLURE
  You have honed your sexual wiles to amazing effectiveness.
  Prerequisite: Cha 17.
  Benefit: Anyone you wish to affect with this feat must 
  be able to see and hear you clearly from within 30 feet, 
  must be attracted to beings of your gender, and must 
  not find you physically repulsive. To affect the target, 
  make a Charisma check as a move action. The DC is 
  10 + target’s Wisdom modifier. If you succeed, you 
  gain a +2 morale bonus on Bluff, Diplomacy, Intimi-
  date, Perform, and Sense Motive skill checks against an 
  affected creature and add a +1 morale bonus to the DC 
  of any mind-affecting effect you attempt to affect the 
  target with.
  SIDEStEP CHARGE (CoMBAt)
  You are well-practiced in avoiding charges and attacks 
  from reckless opponents.
  Prerequisite: Dex 13, Dodge, Mobility, Sidestep, Acro-
  batics 1 rank.
  Benefit: Your allies can attempt to charge through your 
  space, but you must make an Acrobatics check as an 
  immediate action to allow that ally by. If you fail, she 
  must end her movement immediately before entering 
  your space and loses her attack. The DC is 15 + your 
  ally’s size modifier to Combat Maneuver Bonus. Your 
  ally still cannot end her movement in your space, even 
  if you succeed on the check, but you can allow her to 
  end her movement in that space if you choose to move 
  as a free action to an adjacent space that she did not 
  pass through during her charge. In addition, whenever 
  an opponent charges you, you can make an Acrobatics 
  check to sidestep the charge as an immediate action.   
  The DC is equal to 5 + opponent’s Combat Maneuver 
  Defense. If you succeed, you move to an adjacent space 
  that opponent threatens and the opponent’s attack 
  misses automatically. If you use this feat to move, you 
  cannot take a 5-foot step during your next turn and the 
  total distance you can move during your next turn is 
  reduced by 5 feet. You cannot use this ability to side-
  step an attack against which you would be denied your 
  Dexterity bonus to AC.
  SoW DIStRUSt
  You can drive wedges between allies with just a few words.
  Prerequisite: Cha 13, Diplomacy 7 ranks.
  Benefit: By conversing with one or more targets for 
  three rounds (a free action each round), you can sow 
  the seeds of distrust in their minds. You can affect a 
  number of targets equal to your Charisma bonus. This 
  means inventing lies about the motives and intentions 
  of the target’s allies (requiring a Bluff check opposed 
  by a Sense Motive check as normal), but if you know 
  of true secrets of suspicious nature about her allies and 
  you reveal them instead of lying, the target does not 
  get a Sense Motive check. If the target failed the Sense 
  Motive check or could not attempt it, you can make a 
  Diplomacy check (DC 10 + target’s Hit Dice + target’s 
  Wisdom modifier) as a standard action. Success indi-
  cates that her attitude toward them becomes unfriend-
  ly, or hostile if it was already unfriendly, and she does 
  not treat them as allies for any purpose. Her attitude 
  returns to normal after 1d4 rounds plus 1 round per 5 
  points by which you exceeded the Diplomacy DC. Her 
  
  15
  allies can undo this effect with a Diplomacy check to 
  increase her attitude as a standard action by convinc-
  ing her these suspicions are false; evidence may grant a 
  bonus of +1 to +5 on this check.
  StUDIED StRIkE (CoMBAt)
  You can use your keen intellect to deliver attacks at points 
  that will deal the most damage.
  Benefit: You gain a bonus on weapon damage rolls 
  based on your intellect and your understanding of your 
  foe’s biology or structure. The bonus is equal to the 
  lower of your Intelligence bonus and your ranks in a 
  skill appropriate to the opponent. For living foes, the 
  relevant skill is Heal. For undead, the skill is Knowl-
  edge (religion). For constructs, the skill is Knowledge 
  (arcana). For objects, the skill is Knowledge (engineer-
  ing). This bonus damage is multiplied on a critical hit. 
  You never gain this bonus against opponents immune 
  to critical hits.
  StUNNING INSIGHt
  You can deliver a shocking verbal jab to someone whose 
  secrets you have discovered.
  Prerequisite: Wis 13, Diplomacy 9 ranks, Sense Mo-
  tive 5 ranks, Piercing Insight*.
  Benefit: As a move action, you can deliver a verbal jab 
  exploiting a secret discovered with Piercing Insight so 
  long as you can be understood clearly from within 30 
  feet. The target gets a Will save (DC 10 + 1/2 your 
  Hit Dice + Charisma modifier) to avoid being stunned 
  for 1 round. Success means the target is staggered for 
  1 round instead. Once a target succeeds on a saving 
  throw against a stunning insight involving a specific se-
  cret, you cannot use this feat on the same subject again 
  with that secret; you must learn a new piercing insight 
  about the subject in order to affect him again. This is 
  an extraordinary mind-affecting emotion effect.
  tACtICAL ADvISER (CoMBAt)
  You know how to quickly impart useful tactical insights to 
  your allies.
  Prerequisites: Int 13, Analytical Tactician*, Combat 
  Expertise, Sense Motive 3 ranks, base attack bonus +2.
  Benefit: After you analyze an opponent’s prowess with 
  Sense Motive, you can brief your allies on that op-
  ponent’s likely strategy as a standard action. Doing so 
  grants your allies an insight bonus equal to the bonus 
  you gain from the Analytical Tactician* feat on your 
  choice of attack rolls, AC, Acrobatics checks, Bluff 
  checks, Perception checks, Sense Motive checks, Sleight 
  of Hand checks, Stealth checks, or Survival checks 
  against the chosen foe for 1 hour.
  tUMBLING StRIkE (CoMBAt)
  You can move so erratically that you catch your enemies 
  off-guard.
  Prerequisite: Acrobatics 7 ranks.
  Benefit: Whenever you succeed on an Acrobatics check 
  to avoid an attack of opportunity for moving past an 
  opponent, you gain a +2 bonus on your next attack roll 
  against that opponent as long as you make the attack 
  before the start of that opponent’s next turn. If you 
  succeeded on an Acrobatics check to move through 
  that opponent’s space and do not provoke attacks of 
  opportunity, that opponent is also denied his Dexterity 
  bonus to AC (if any) on your next attack made before 
  the start of his next turn.
  UNASSUMING BEARING
  You can seem to be an uninteresting target.
  Prerequisite: Bluff 7 ranks.
  Benefit:Your unassuming bearing offers you several 
  benefits. First, you gain a +2 bonus on Stealth checks 
  to blend into crowds.
     Second, whenever someone attempts to assess your 
  martial prowess, the DC is increased by 4; if the at-
  tempt fails, the opponent unwittingly has his guess 
  modified by adding 1d4 instead of adding 1d8.
  Third, when an opponent threatens you and at least 
  one ally or mutual enemy, you can make yourself seem 
  like the least dangerous target, causing the opponent 
  to attack another potential target of his choice instead 
  of you if he makes a melee attack before the end of his 
  current turn. To affect the opponent, you must succeed 
  on a Bluff check as an immediate action opposed by his 
  Sense Motive check. Once you have failed to affect an 
  opponent, you cannot affect him again for 1 day.
  UNExPECtED RICoCHEt (CoMBAt)
  You can bounce attacks off walls to surprise foes.
  Prerequisites: Advantageous Ricochet, Bluff 7 ranks, 
  base attack bonus +7.
  Bonus: When you successfully feint against an op-
  ponent, you can treat ranged attacks you make against 
  that foe as melee attacks for the purpose of denying 
  that opponent his Dexterity bonus to AC (if any). The 
  attacks must bounce in such a way that they enter his 
  space through a different side than they would have 
  
  16
  entered through if you had fired the weapon straight at 
  him. They always meet this requirement if your oppo-
  nent has total cover relative to the space you are stand-
  ing in.
  vISIoNARy StRAtEGISt (CoMBAt)
  Your strategies are nearly prescient in their application.
  Prerequisite: Int 17, Sense Motive 11 ranks, base at-
  tack bonus +8.
  Benefit: When you begin an encounter in an environ-
  ment with room for you to choose your placement on 
  the battlefield (most often during random encounters 
  or wilderness encounters, when you lay an ambush, 
  or when you are attacked while making camp), you 
  can make an Intelligence check opposed by the leader 
  of the enemy party or the opponent with the highest 
  Intelligence score. If you succeed, you can choose your 
  placement after knowing the placement of your op-
  ponents. Any allies willing and able to take your advice 
  can also wait until after opponents’ positions have been 
  declared to name their own location.
  WItty REtoRt
  You can demoralize a foe when you shrug off an attack.
  Prerequisite: Cha 13, Pithy Brevity*, Intimidate 11 
  ranks.
  Benefit: Whenever you are unaffected by a foe’s at-
  tack, spell, or special attack due to a miss, a successful 
  saving throw, an immunity, or another protection, 
  you can make a witty retort as an immediate action to 
  demoralize the attacker. Make an Intimidate check as 
  an immediate action to demoralize the target as normal 
  (your target must be able to clearly hear and see you 
  from within 30 feet).
  • • • • • • • • • • •
  PLoyS AND PLotS IN PLAy
  For an example of the sort of play this product is 
  designed to assist, consider this exchange in which an 
  11th-level party consisting of Nexius the haughty hu-
  man sorcerer, Maelwyn the thuggish halfling rogue, Er-
  rel the swashbuckling half-elf fighter, and Auriana the 
  virtuous dwarf cleric face off with a team of bandits.
     GM: The party is surrounded by four bandits. The 
  leader leers at Imperious’s fine jewelry in particular as 
  he demands your valuables or your lives.
     Maelwyn: Maelwyn draws his +1 frost sling discreet-
  ly. Sleight of Hand 23 to avoid them noticing.
     GM: They seem too distracted by the bigger folk to 
  notice the halfling’s hand movement.
     Auriana: Auriana pleads with them not to murder 
  or die for mere gold. I activate my Offer Redemption 
  feat targeting the least charismatic-looking bandit. My 
  Diplomacy result is 24.
     GM: The farthest bandit, a wiry man with a thin 
  face, seems to be thinking deeply about Auriana’s 
  words. “Maybe we should just let ‘em go...” he mum-
  bles in a whiny voice and sheaths his weapon. “Shut 
  up!” the leader shouts as he smacks his companion 
  upside the head.
     Nexius: Imperious isn’t going to be intimidated. He 
  says, “I can see at least one of you has some sense in 
  his head. The rest of you should know you’re out of 
  your league,” and casts waves of exhaustion such that it 
  catches all but the bandit that Auriana neutralized.
     GM: An arrow strikes Imperious as he begins his 
  spell, dealing 13 damage. Make a concentration check.
     Nexius: I get a result of 19. Dang, the spell fizzles. 
  Where did it come from?
     GM: You spot a fifth bandit hiding between some 
  boulders in the ditch alongside the road.
     Nexius: Then I take my move action to get behind 
  Errel.
     Maelwyn: I use Improved Feint on the sniper. It’ll be 
  useful at range since I took Unexpected Ricochet this 
  level. My Bluff result is 30.
     GM: The sniper is fooled. He gets distracted trying 
  to dodge as if you’d already fired your sling.
     Maelwyn: I use a 5-foot step to get within 30 feet 
  for a sneak attack, then use Unexpected Ricochet to 
  bounce my bullet off the rock next to him and catch 
  him flat-footed. The feat inflicts a -1 penalty for bounc-
  ing it, and I rolled badly, but it’s still a 20 even after the 
  penalty and he doesn’t get Dexterity or dodge to his 
  AC against it. I rolled 7 damage from the sling and 29 
  for sneak attack. 36 total damage if it hits.
     GM: You hit! The ice-wreathed sling bullet catches 
  him in the side of the head, making a sickening hol-
  low sound. He seems badly disoriented by the attack as 
  he clutches at his skull. You can tell he’s disabled. The 
  leader and the two armed bandits rush forward, flank-
  ing Errel while avoiding attacks of opportunity.
     Errel: Errel reminds them all that there’s still time for 
  them to get away with their skins as he Quick Draws 
  his rapier. Then, with hideous simplicity, he hisses, 
  “Run!” That’s my Imperious Command feat I’m using 
  on the two bandit aside from the leader. The DC is 17.
  
  17
  oPEN GAME LICENSE vERSIoN 1.0A
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Roleplaying Game. Copyright 2008, 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  The Complete Book of Eldritch Might. Copyright 2004, Malhavoc Press; Author: 
  Monte J. Cook.
  The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: 
  Monte J. Cook.
  Pathfinder Player Companion: Adventurer’s Armory. Copyright 2010, Paizo Pub-
  lishing, LLC; Authors: Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, 
  JD Wiker, and Keri Wiker.
  Ploys and Plots © 2012, Purple Duck Games. Author David Nicholas Ross.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplay-
  ing Game Compatibility License. See http://paizo.com/pathfinderRPG/compat-
  ibility for more information on the compatibility license. 
  open Game Content: All text on pages 2 to 16.
  • • • • • • • • • • •
  Other products in the works from David Nicholas Ross 
  include Legendary Classes: Medium and an fourth 
  volume of Random Encounters Remastered.
  Thank you for continuing to support Purple Duck 
  Games.
  - Mark Gedak 
     GM: One of the bandits bolts back down the road-
  side without even thinking, his eyes wide. The leader 
  curses after him, and the thin-faced bandit moves 
  slowly, then more quickly, to follow the fleeing one. 
  Errel is no longer flanked.
     Errel: I think we can handle that. Errel moves 
  around to flank the leader with Auriana...
  • • • • • • • • • • •
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Ploys And Plots - A Skill and Feat Collection.pdf