Appraise
Autohypnosis
Balance
Bluff
Climb
Concentration
Control Shape
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Iaijutsu Focus
Intimidate
Jump
Knowledge
Listen
Martial Lore
Move Silently
Open Lock
Perform
Profession
Psicraft
Ride
Search
Sense Motive
Skill Tricks
Sleight of Hand
Speak Language
Spellcraft
Spot
Survival
Swim
Truespeak
Tumble
Use Magic Device
Use Psionic Device
Use Rope

Skill Tricks

Skill tricks were introduced in Complete Scoundrel and present a new way of customizing your scoundrel, allowing her to perform such cinematic effects as swinging across a chasm hanging from a whip, leaping off a warhorse while swinging a sword, jumping and running up a wall, and other similar actions popular in movies but until now unsupported in the D&D rules. Because they require the expenditure of skill points, skill tricks appeal most strongly to members of those character classes that focus on skills.

The four types of skill tricks are interaction, manipulation, mental, and movement. Each type focuses on a different subset of skills. While any character can learn tricks of any type, members of certain classes favor particular types of tricks (whether due to the class's skill list, the character's areas of expertise, or both).

Learning Skill Tricks

Learning a skill trick costs 2 skill points. Whenever you acquire skill points, you can choose to spend skill points to acquire a skill trick instead of purchasing ranks in skills.

You can learn any skill trick, as long as you meet prerequisite and can afford to expend 2 skill points. If you later no longer meet the prerequisite for a skill trick, you can't use it again until you once more qualify.

You can't learn more than one skill trick at any given level, and your total skill tricks cannot exceed one-half your character level (rounded up). Certain feats a prestige class features allow a character to exceed these limits. If you use the retraining rules in Player's Handbook II you can choose to unlearn any one skill trick when you attain a new level, assigning the reclaimed skill points as you wish (either to buy skill ranks or to learn a different skill trick).

You can learn a skill trick only once; you either know it or you don't.

Using Skill Tricks

Skill tricks are special maneuvers, so you can't just use them as often as you want. Unless otherwise noted, a skill trick can be performed only once per encounter (or once per minute, for scenes that don't involve combat or other conflict). This restriction sets skill tricks apart from feats and class features, which are often repeatable.

Typically, performing a skill trick is either part of another action or an action in itself. Each skill trick's description specifies what sort of action, if any, is required.

A skill trick usually either requires a successful skill check to pull off, or it 'piggybacks' on a skill check you're already making. For example, the Extreme Leap trick functions only if you've already succeeded on a DC 20 Jump check (or DC 10 with a running start) to make a horizontal jump; it doesn't require a separate Jump check. Exceptions to this general rule are noted in the skill trick descriptions.

Using a skill trick does not provoke attacks of opportunity unless its description specifically states that it does (or it involves an action that would normally provoke attacks of opportunity, such as moving our of a threatened square).

InteractionPrerequisitesBenefit
Acrobatic BackstabTumble 12 ranksMove through foe's space to render it flat-footed
Assume QuirkDisguise 5 ranksFamiliar viewers get no bonus to see through your disguise
Back on Your FeetTumble 12 ranksReact immediately to stand up from prone
Clarity of VisionSpot 12 ranksNotice invisible enemies for 1 round
Clever ImproviserDisable Device 5 ranks, Open Lock 5 ranksIgnore penalty for Disable Device and Open Lock checks made without tools
Collector of StoriesKnowledge (any) 5 ranksGain +5 bonus on Knowledge checks to identify monsters
Conceal SpellcastingConcentration 1 rank, Sleight of Hand 5 ranks, Spellcraft 1 rankConceal your spellcasting from onlookers
Corner PerchClimb 8 ranksPerch in chimney or corner to leave hands free
Dismount AttackRide 5 ranksMake a fast dismount from moving mount to charge a foe
Easy EscapeMedium or smaller size, Escape Artist 8 ranksGain bonus on check to escape grapple or pin
Escape AttackEscape Artist 8 ranksMake an attack the same round you escape a grapple
Extreme LeapJump 5 ranksHorizontal jump of at least 10 feet allows 10 extra feet of movement that round
False TheurgyBluff or Sleight of Hand 8 ranks, Spellcraft 8 ranksYour spell appears to be another spell of the same level
Group Fake-OutBluff 8 ranksFeint against multiple foes simultaneously
Healing HandsHeal 5 ranksHeal 1d6 damage when you stabilize a dying character
Hidden BladeSleight of Hand 5 ranks, Quick DrawDraw hidden weapon as move action; treat foe as flat-footed
Leaping ClimberClimb 5 ranks, Jump 5 ranksAdd jump distance to start of climb
Listen to ThisListen 5 ranksPerfectly repeat what you've recently heard
Magical AppraisalAppraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 12 ranksDetermine properties of magic items
ManipulationPrerequisitesBenefit
MentalPrerequisitesBenefit
Mosquito's BiteSleight of Hand 12 ranksFlat-footed target does not notice damage you deal with a light weapon
MovementPrerequisitesBenefit
Never OutnumberedIntimidate 8 ranksDemoralize multiple foes in combat simultaneously
Nimble ChargeBalance 5 ranksRun or charge across difficult surface without Balance check
Nimble StandTumble 8 ranksStand from prone safely
Opening TapOpen Lock 12 ranksOpen a lock as a swift action
Point it OutSpot 8 ranksGrant ally a free Spot check to see something you've spotted
Quick EscapeEscape Artist 12 ranksEscape from grapple or restraints more quickly than normal
Quick SwimmerSwim 5 ranksSwim 10 additional feet with successful check
Second ImpressionBluff 8 ranks, Disguise 5 ranksMake Bluff check to reestablish blown disguise
Shrouded DanceHide 8 ranks, Perform (dance) 5 ranksUse move action to gain concealment for 1 round
Slipping PastEscape Artist 5 ranks, Tumble 5 ranksMove into tight space without penalties
Social RecoveryBluff 8 ranks, Diplomacy 5 ranksMake Bluff check to replace a failed Diplomacy check
Speedy AscentClimb 5 ranksClimb 10 additional feet with successful check
Spot the Weak PointSpot 12 ranksMake your next attack a touch attack
Sudden DrawSleight of Hand 8 ranks, Quick DrawDraw hidden weapon as part of attack of opportunity
Swift ConcentrationConcentration 12 ranksMaintain concentration on spell as swift action
Timely MisdirectionBluff 8 ranksSuccessful feint allows you to avoid attacks of opportunity
Tumbling CrawlTumble 5 ranksCrawl 5 feet without provoking attacks of opportunity
Twisted ChargeBalance 5 ranks, Tumble 5 ranksMake one direction change during a charge
Up the HillBalance 5 ranks, Jump 5 ranksMove up slope or stairs at normal speed
Walk the WallsClimb 12 ranks, Tumble 5 ranksRun straight up wall for 1 round
Wall JumperClimb 5 ranks, Jump 5 ranksLeap from wall as if making a running jump
Whip ClimberUse Rope 5 ranks, proficiency with whipUse a whip as a grappling hook

Skill Tricks From Dragon #357

Skill tricks come in four types: interaction skill tricks influence interpersonal relations between PCs and NPCs, manipulation skill tricks allow acts of legerdemain, mental skill tricks pit the mind and senses of the user against a target, and movement skill tricks typically involve the character physically moving from one location to another.

Learning a skill trick costs 2 skill points, which you can only expend when you acquire skill points. You can learn any skill trick as long as you meet the prerequisite. You cannot learn more than one skill trick at any given time, and your total number of skill tricks cannot exceed one-half your character level (rounded up). You can learn a skill trick only once; you either know it or you don't.

Unless otherwise noted, a skill trick can be performed only once per encounter (or once per minute, for scenes that don't involve combat or other conflict). Each skill trick's description specifies what sort of action, if any, is required to use it. A skill trick usually either requires a successful skill check to pull off or it "piggybacks" on a skill check you're already making. Exceptions to this general rule are noted in the skill trick descriptions.

Using a skill trick does not provoke attacks of opportunity unless its description specifically states that it does (or it involves an action that would normally provoke attacks of opportunity, such as moving out of a threatened square).

TrickPrerequisitesBenefit
Critical Observation (Manipulation)Heal 8 ranks, Improved CriticalYour knowledge of anatomy lets you place blows to devastating effect.
Distracting Taunt (Interaction)Bluff 8 ranks, Spellcraft 8 ranksYou can disrupt an opponent's spells with your taunts.
Ecstatic Fervor (Mental)Concentration 8 ranksYou can ignore pain when casting spells in combat.
Insightful Improvisation (Interaction)Diplomacy 2 ranks, Gather Information 5 ranks, Perform 5 ranksYou can tease out useful information by interacting with your audience.
Rhetorical Flourish (Interaction)Diplomacy 8 ranksYou can smooth over tense situations when under pressure.

Creatures and Teamwork (From DMG2)

Creatures with an Intelligence score of 1 or 2 can be included on a team only if they learn the teamwork trick. Creatures that don't have in Intelligence score can never be part of a team.

Teaching an animal the teamwork trick requires a DC 20 Handle Animal check made as part of teamwork training. This trick allows the animal to be part of a team and thus benefit from any teamwork benefits enjoyed by the team. The animal must still meet any team member prerequisite required by the benefit.


Skills Index
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