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Acrobatic BackstabEdit

Complete Scoundrel, p. 84) 

[MovementSkill Trick

You dart past your opponent's attacks, ending up perfectly positioned for a devastating counterattack.

PrerequisiteEdit

Tumble 12 ranks,

BenefitEdit

If you succeed on a Tumble check to move through an enemy's space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn.

Your enemy must be standing on the ground or floor in order for you to use this trick.

Ascetic StalkerEdit

Complete Scoundrel, p. 73)  [General

You have practiced a secret technique that combines your considerable talents in unarmed combat with a greater understanding of your inner ki.

PrerequisiteEdit

Ki power, ki strike (magic),

BenefitEdit

Your monk and ninja levels stack for the purpose of determining the size of your ki pool. For example, a 4th-level monk/2nd-level ninja with this feat could use her ki powers a number of times equal to 3 (half the sum of her monk and ninja levels) + her Wisdom bonus (if any).

Your monk and ninja levels also stack for the purpose of determining your unarmed strike damage, as well as your ki strike class feature. For example, a 4th-level monk/6th-level ninja would deal 1d10 points of damage with her unarmed strike, and her unarmed strike would overcome damage reduction as a lawful magic weapon (as if she were a 10th-level monk).

In addition, you can multiclass freely between the monk and ninja classes. You must still remain lawful in order to continue advancing as a monk. You still face the normal XP penalties for having multiple classes more than one level apart.

SpecialEdit

A monk can select Ascetic Stalker as a bonus feat at 1st, 2nd, or 6th level instead of one of the other feats indicated for those levels (PH 41)

Assume QuirkEdit

Complete Scoundrel, p. 85) 

[InteractionSkill Trick

You can perfectly imitate a small habit or idiosyncrasy of a person you impersonate in order to throw off suspicion.

PrerequisiteEdit

Disguise 5 ranks,

BenefitEdit

When impersonating a particular individual, you can eliminate the normal Spot bonus granted to a viewer familiar with that individual (PH 73). The effect extends to all viewers.

Using this trick requires no special action, but you can maintain the deception for only 1 hour per day

Back on Your FeetEdit

Complete Scoundrel, p. 85) 

[MovementSkill Trick

You can hop back to your feet instantly if you fall.

PrerequisiteEdit

Tumble 12 ranks,

BenefitEdit

If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity

Better Lucky than GoodEdit

Complete Scoundrel, p. 74) 

[Luck

You can succeed where others would surely fail.

PrerequisiteEdit

Character Level 6, any two luck feats,

BenefitEdit

If you roll a natural 1 when making an attack roll, you can expend one luck reroll as a swift action to instead treat the roll as a natural 20. You can use this feat once per day. You gain one luck reroll per day

Chant of the Long RoadEdit

Complete Scoundrel, p. 74) 

[Bardic

You can channel the power of your bardic music to encourage your allies to pick up the pace on a long walk.

PrerequisiteEdit

BenefitEdit

As a standard action, you can expend one daily use of your bardic music ability to allow yourself and all allies within 60 feet to avoid taking nonlethal damage for hustling (PH 164). This requires 1 minute of performance, and the effect lasts for 1 hour

Advantageous AvoidanceEdit

Complete Scoundrel, p. 73) 

[Luck

You have a knack for ducking at just the right moment.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as an immediate action to force a foe to reroll a critical hit confirmation roll made when attacking you. You can expend two luck rerolls as an immediate action to force a foe to reroll an attack roll made against you. You gain one luck reroll per day.

SpecialEdit

Unlike other luck feats, you can use this feat after seeing the success of the roll to be affected.

Chord of DistractionEdit

Complete Scoundrel, p. 75) 

[Bardic

You can channel the power of your bardic music to make a sudden sound or gesture that momentarily distracts an opponent.

PrerequisiteEdit

Perform 9 ranks, Bardic music.,

BenefitEdit

As an immediate action, you can expend three daily uses of your bardic music ability to distract an opponent. The target must be within 30 feet of you and able to hear or see you. Make a Perform check, opposed by the target's Sense Motive check (modified as if you were using Bluff to feint in combat). If you succeed, that opponent is rendered flat-footed against an ally of your choice. The effect lasts until that opponent is attacked or until the start of your next turn, whichever comes first

Clarity of VisionEdit

Complete Scoundrel, p. 85) 

[MentalSkill Trick

You can briefly see invisible opponents.

PrerequisiteEdit

Spot 12 ranks,

BenefitEdit

As a swift action, you can attempt a DC 20 Spot check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. This clarity lasts until the end of your turn.

Clever ImproviserEdit

Complete Scoundrel, p. 85) 

[ManipulationSkill Trick

Tools? Why would you need tools? It's just a combination lock with a poison needle trap, after all.

PrerequisiteEdit

Disable Device 5 ranks, Open Lock 5 ranks,

BenefitEdit

When making a Disable Device or Open Lock check without using thieves' tools, you ignore the normal —2 penalty.

You can use this trick any number of times per day until you fail a Disable Device or Open Lock check made without using thieves' tools. After a failure, you can't use Clever Improviser again until after you have rested for 8 hours

Collector of StoriesEdit

Complete Scoundrel, p. 85) 

[MentalSkill Trick

You've heard so many tales of legendary monsters that you remember all sorts of gory details.

PrerequisiteEdit

Knowledge (any) 5 ranks,

BenefitEdit

When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check

Conceal SpellcastingEdit

Complete Scoundrel, p. 85) 

[ManipulationSkill Trick

You can cast spells without others noticing.

PrerequisiteEdit

Concentration 1 ranks, Sleight of Hand 5 ranks, Spellcraft 1 ranks,

BenefitEdit

You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell

Concussion AttackEdit

Complete Scoundrel, p. 75) 

[Ambush

Your attacks can damage your opponent's ability to think clearly.

PrerequisiteEdit

Sneak attack +3d6,

BenefitEdit

Your successful sneak attack imposes a 2 penalty on the target's Intelligence and Wisdom checks, as well as on any Intelligence and Wisdom-based skill checks, for 10 rounds. If you use this feat a second time on a target before 10 rounds have elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 2d6.

Cool Head (CS)Edit

Complete Scoundrel, p. 75) 

[General

Your mental acuity serves you better than most.

PrerequisiteEdit

Any two mental skill tricks.,

BenefitEdit

You immediately learn up to two mental skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on mental skill tricks.

NormalEdit

You are limited to a maximum number of skill tricks equal to one-half your character level

Corner PerchEdit

Complete Scoundrel, p. 85) 

[MovementSkill Trick

You can brace yourself against walls to leave your hands free.

PrerequisiteEdit

Climb 8 ranks,

BenefitEdit

If you succeed on a Climb check to ascend or descend either a "chimney," where you can brace against opposite walls, or a corner where you can brace against perpendicular walls (PH 69), you can suspend yourself momentarily. Until the end of your next turn, you can use your hands freely for any other purpose (including attacking) without risk of falling. At the end of your next turn, you fall from the wall unless you succeed on a Climb check against the normal DC + 5 (made as a move action) or you have succeeded on another Climb check to move up or down the wall as normal.

Example: Ember the monk succeeds on a DC 15 Climb check to scramble up 10 feet (one-quarter of her speed) into a corner formed by two typical dungeon walls. Using Corner Perch, she then braces her legs against the walls and uses her remaining standard action to draw and throw a shuriken at a bugbear on the ground below her. On her next turn, still braced in the corner, she draws her quarterstaff and attacks an ogre that has moved next to her, gaining a +1 bonus on the attack roll for higher ground. At the end of that turn, she drops from the wall rather than attempting to hold her position. Since she has the slow fall class feature, Ember takes no damage from the drop

Daredevil AthleteEdit

Complete Scoundrel, p. 76) 

[General

You are capable of pulling off amazing stunts.

PrerequisiteEdit

BenefitEdit

Three times per day, you can use an immediate action to gain a +5 competence bonus on a single Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check

Daring OutlawEdit

Complete Scoundrel, p. 76) 

[General

You combine grace and stealth to deadly effect.

PrerequisiteEdit

Sneak attack +2d6, Grace +1,

BenefitEdit

Your rogue and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 7th-level rogue/4th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler.

Your rogue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus damage. For example, a 7th-level rogue/4th-level swashbuckler would deal an extra 6d6 points of damage with her sneak attack, as if she were an 11th-level rogue

Daring WarriorEdit

Complete Scoundrel, p. 76) 

[Fighter Bonus FeatGeneral

You combine agility and extraordinary combat prowess to great effect.

PrerequisiteEdit

Weapon Specialization (PH) , Grace +1,

BenefitEdit

Your fighter and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 6th-level fighter/5th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler. Your fighter and swashbuckler levels also stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus.

SpecialEdit

A fighter can select Daring Warrior as one of his fighter bonus feats (PH 38)

Deadly DefenseEdit

Complete Scoundrel, p. 76) 

[General

You are at your most dangerous when forced to protect yourself.

PrerequisiteEdit

BenefitEdit

When fighting defensively, you deal an extra 1d6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or whip). This feat's benefit applies only when you are unarmored or wearing light armor and not using a shield.

SpecialEdit

If you have the Combat Expertise feat, you also gain the benefit of Deadly Defense when taking a penalty of at least -2 on your attack roll from that feat.

A fighter can select Deadly Defense as one of his fighter bonus feats (PH 38)

Deafening StrikeEdit

Complete Scoundrel, p. 76) 

[Ambush

Your stealthy attack leaves your foe's head ringing.

PrerequisiteEdit

BenefitEdit

Your successful sneak attack causes the target to be deafened for 3 rounds. If you use this feat a second time on a target before 3 rounds have elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 3d6

Disemboweling StrikeEdit

Complete Scoundrel, p. 0) 

[Ambush

You can slash open your opponent to devastating effect.

PrerequisiteEdit

BenefitEdit

Your successful sneak attack with a slashing weapon for which you have selected Weapon Focus deals 1d4 points of Constitution damage in addition to its normal damage. You can't use this feat against the same target more than once per day. Using this feat reduces your sneak attack damage by 4d6

Dismount AttackEdit

Complete Scoundrel, p. 86) 

[MovementSkill Trick

You can leap out of the saddle onto a foe.

PrerequisiteEdit

Ride 5 ranks,

BenefitEdit

If your mount has moved at least 10 feet in this round and you succeed on a fast dismount (Ride, PH 80), you can use a standard action to attack an adjacent opponent as if you had charged that opponent

Dumb LuckEdit

Complete Scoundrel, p. 77) 

[Luck

You can survive situations that should kill you.

PrerequisiteEdit

Character Level 6, any two luck feats,

BenefitEdit

If you roll a natural 1 when making a saving throw, you can expend one luck reroll as an immediate action to instead trear the roll as a natural 20.  You can use this feat once per day.  You gain one luck reroll per day

Easy EscapeEdit

Complete Scoundrel, p. 86) 

[ManipulationSkill Trick

You can slip free from the grasp of a larger enemy with ease.

PrerequisiteEdit

Escape Artist 8 ranks, Medium or smaller size,

BenefitEdit

If your opponent is larger than Medium, you gain a circumstance bonus on your Escape Artist check to escape a grapple or pin. The size of the bonus depends on your opponent's size, according to the following table.

Opponent Size Escape Artist Bonus
Large +4
Huge +8
Gargantuan +12
Colossal +16

Eldritch ErosionEdit

Complete Scoundrel, p. 77) 

[Ambush

Your attack can weaken a foe's resistance to magic.

PrerequisiteEdit

Sneak Attack +4d6, Knowledge (arcana) 1 rank,

BenefitEdit

Your successful sneak attack reduces your target's spell resistance and power resistance by 5 (minimum 0) for 10 rounds. If you use this feat a second time on a target before the ten rounds have elapsed, the effect of the first expires. using this reduces your sneak attack damage by 4d6

Enduring KiEdit

Complete Scoundrel, p. 77)  [General

You can channel inner energy to make your ki powers last longer.

PrerequisiteEdit

BenefitEdit

By spending an extra daily use of your ki power when you activate it, the chosen effect lasts for an additional round (ki power is a class feature of the ninja; see the sidebar for details). You also gain one extra daily use of your ki power

Epic of the Lost KingEdit

Complete Scoundrel, p. 77) 

[Bardic

You can channel the power of your bardic music to reinvigorate your allies.

PrerequisiteEdit

BenefitEdit

As a move action, you can expend one daily use of your bardic music ability to remove fatigue from up to three allies (including yourself) within 30 feet. If you spend three daily uses of bardic music, you can remove exhaustion from your allies instead

Escape AttackEdit

Complete Scoundrel, p. 86) 

[MovementSkill Trick

You can follow a successful escape with a swift attack.

PrerequisiteEdit

Escape Artist 8 ranks,

BenefitEdit

When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this trick

Expanded Ki PoolEdit

Complete Scoundrel, p. 77) 

[General

You know the secret mantras that grant you greater understanding of your ki.

PrerequisiteEdit

Ki power,

BenefitEdit

You gain three extra daily uses of your ki power (ki power is a class feature of the ninja; see the sidebar for details)

Extreme LeapEdit

Complete Scoundrel, p. 86) 

[MovementSkill Trick

Your extraordinary leaping ability carries you over great distances.

PrerequisiteEdit

Jump 5 ranks,

BenefitEdit

If you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet on that turn

False TheurgyEdit

Complete Scoundrel, p. 86) 

[ManipulationSkill Trick

"How's that magic missile feel? I'm sorry—did you think I was casting sleep?"

PrerequisiteEdit

Bluff (or) 8 ranks, Sleight of Hand 8 ranks, Spellcraft 8 ranks,

BenefitEdit

As a swift action when casting a spell, you can adjust the spell's verbal and somatic components to mimic those of another spell of your choice of the same level. Any creature using Spellcraft or any other means to identify the spell you're casting believes it to be the other spell instead.

This trick renders your spell immune to the normal method of counterspelling, though dispel magic or a similar effect still works normally. Of course, once the spell takes effect, it can be identified and dealt with normally (a fireball still looks and feels like a fireball once you've cast it)

Fortuitous StrikeEdit

Complete Scoundrel, p. 77) 

[Luck

You can hit a foe in just the right place.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as a swift action to reroll a weapon damage roll. You can expend two luck rerolls as a swift action to reroll an attack roll. You gain one luck reroll per day

FreerunnerEdit

Complete Scoundrel, p. 77) 

[General

You can move in more baffling ways than others.

PrerequisiteEdit

BenefitEdit

You immediately learn up to two movement skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on movement skill tricks.

NormalEdit

You are limited to a maximum number of skill tricks equal to one-half your character level

Good KarmaEdit

Complete Scoundrel, p. 77) 

[Luck

You can use your luck to aid an ally--at the risk of your own neck.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as an immediate action to redirect an attack made against an adjacent ally so that it is made against you instead. You must be within reach of the attacker (if a melee attack) or within range of the attack (if a ranged attack) in order to use this ability. The attack roll result remains the same, but it is against your AC, rather than that of your ally. If the redirected attack hits you, you take an extra 50% damage from it. You gain one luck reroll per day

Group Fake-OutEdit

Complete Scoundrel, p. 87) 

[InteractionSkill Trick

You lean left, go right, and leave a whole group of enemies holding the bag.

PrerequisiteEdit

Bluff 8 ranks,

BenefitEdit

You can use Bluff to feint in combat (PH 68) against more than one opponent. Make one Bluff check opposed by separate Sense Motive checks for each opponent. For each opponent after the first that you wish to affect, you take a cumulative —2 penalty on your Bluff check.

Example: Lidda wants to feint against a group of three orcs, so she rolls a Bluff check with a —4 penalty. Each orc rolls a separate Sense Motive check opposed by Lidda's adjusted Bluff check result

Head ShotEdit

Complete Scoundrel, p. 77) 

[Ambush

By striking at your opponent's head, you can temporarily disrupt his thought processes.

PrerequisiteEdit

BenefitEdit

Your successful sneak attack with a bludgeoning weapon for which you have selected Weapon Focus leaves your foe confused for 1 round. A successful Will save (DC 10 + the number of extra damage dice normally dealt by your sneak attack + your Dex modifier) negates this effect. If you use this feat a second time on a target before 1 round has elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 5d6.

SpecialEdit

You must be able to reach your foe's head to use this feat with a melee attack

Healer's LuckEdit

Complete Scoundrel, p. 78) 

[Luck

Your spells can heal more damage.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as a swift action to reroll the number of points of damage healed by a conjuration (healing) spell you have just cast on your current turn. You gain one luck reroll per day

Healing HandsEdit

Complete Scoundrel, p. 87) 

[ManipulationSkill Trick

You can bring someone back from the brink of death.

PrerequisiteEdit

Heal 5 ranks,

BenefitEdit

If you succeed on a Heal check made to stabilize a dying character, that character also heals 1d6 points of damage

Hidden BladeEdit

Complete Scoundrel, p. 87) 

[ManipulationSkill Trick

You can quickly draw a hidden weapon to make a deadly strike.

PrerequisiteEdit

Quick Draw (PH) , Sleight of Hand 5 ranks,

BenefitEdit

After you have used the Sleight of Hand skill to successfully conceal a weapon (PH 81), you can draw that weapon as a move action instead of a standard action. An opponent that was unaware of the concealed weapon is treated as flat-footed against the first attack you make in that turn

Impeding AttackEdit

Complete Scoundrel, p. 78) 

[Ambush

Your strikes render your target temporarily clumsy and awkward.

PrerequisiteEdit

BenefitEdit

Your successful sneak attack imposes a -2 penalty on the target's Strength and Dexterity checks, as well as on any Strength- and Dexterity-based skill checks, for 10 rounds. If you use this feat a second time on a target before 10 rounds have elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 3d6

Improved FamiliarEdit

Complete Scoundrel, p. 78) 

[General

You can acquire a new familiar from a nonstandard list of creatures.

PrerequisiteEdit

Ability to acquire a new familiar, compatible alignment, sufficiently high arcane spellcaster level,

BenefitEdit

When you choose a familiar, the creatures on the table below are also available. You can choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic,good through evil). For example, a chaotic good spellcaster could acquire a neutral familiar. A lawful neutral spellcaster could acquire a neutral good familiar. Except as noted here, improved familiars otherwise use the normal rules for familiars (PH 52). Arcane Familiar Alignment Caster Level Monstrous centipede, Small N 2nd Badger N 3rd Monstrous scorpion, Small N 3rd Viper, Medium N 3rd Monstrous spider, Small N 4th Vargouille* NE 6th Mephit, any N 7th * Vargouilles summoned as familiars do not possess the kiss supernatural ability.

SpecialEdit

This feat was originally presented on page 200 of the DMG; the description here provides new alternatives for arcane spellcasters who want familiars stealthy and versatile enough to follow them anywhere

Improved SkirmishEdit

Complete Scoundrel, p. 78) 

[General

With a few extra steps, you gain even greater benefits from your skirmishing combat style.

PrerequisiteEdit

Skirmish +2d6/+1 AC,

BenefitEdit

If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2.

SpecialEdit

A scout can select Improved Skirmish as one of her scout bonus feats (Complete Adventurer 13).

NormalEdit

A scout's bonus damage and AC bonus apply if she moves at least 10 feet away from where she was at the start of her turn (see the skirmish class feature in the sidebar on page 25).

Leaping ClimberEdit

Complete Scoundrel, p. 87) 

[MovementSkill Trick

There's no better way to start a tough climb than by leaping up the wall.

PrerequisiteEdit

Climb 5 ranks, Jump 5 ranks,

BenefitEdit

If you begin a climb by making a Jump check as a swift action, you can add the vertical distance of your jump to the distance climbed in that round. Treat the Jump check as being made with a running start even if you didn't move at least 20 feet.

Example: Ember the monk is standing at the base of a craggy cliff and wants to scale the cliff as quickly as possible. She spends a swift action to make a Jump check and gets a result of 24. Thus, she adds 6 feet to the distance she climbs in that round

Listen to ThisEdit

Complete Scoundrel, p. 87) 

[MentalSkill Trick

You can perfectly repeat to others what you hear.

PrerequisiteEdit

Listen 5 ranks,

BenefitEdit

Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves.

This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate

Lucky BreakEdit

Complete Scoundrel, p. 79) 

[Luck

You can hit an object in just the right place.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as a swift action to reroll a Strength check made to break an item or burst open a door. You gain one luck reroll per day

Lucky CatchEdit

Complete Scoundrel, p. 79) 

[Luck

Your good fortune can help prevent you from falling to your doom.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as an immediate action to reroll a Balance, Climb, or Jump check. You gain one luck reroll per day

Lucky FingersEdit

Complete Scoundrel, p. 79) 

[Luck

The winds of fortune guide your hands when you most need luck.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as an immediate action to reroll a Disable Device, Open Lock, or Sleight of Hand check. You gain one luck reroll per day

Lucky StartEdit

Complete Scoundrel, p. 79) 

[Luck

Sometimes your luck overcomes a slow natural reaction.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll to reroll an initiative check. You gain one luck reroll per day.

SpecialEdit

Unlike most other luck feats, using Lucky Start requires no action

Magical AppraisalEdit

Complete Scoundrel, p. 87) 

[MentalSkill Trick

You can judge the usefulness of magic items.

PrerequisiteEdit

Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 12 ranks,

BenefitEdit

When you succeed by 5 or more on a Spellcraft check to determine the school of magic of the aura surrounding a magic item (by casting detect magic), you can then spend 1 minute concentrating to also learn the properties of the item, as if you had cast identify.

You can use this skill trick once per day

Magical FortuneEdit

Complete Scoundrel, p. 79) 

[Luck

Even you are sometimes surprised by how well your spells work.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as a swift action to reroll the damage dealt by a spell you have just cast. You can expend two luck rerolls as a swift action to reroll a caster level check. You gain one luck reroll per day

Make Your Own LuckEdit

Complete Scoundrel, p. 79) 

[Luck

Your hard work lets you exploit minor loopholes.

PrerequisiteEdit

Character Level 6th, any luck feat,

BenefitEdit

You can expend one luck reroll as an immediate action to reroll a skill check, as long as you have at least 1 rank in that skill. You gain one luck reroll per day

Martial StalkerEdit

Complete Scoundrel, p. 79) 

[Fighter Bonus FeatGeneral

You practice a powerful fighting style that focuses equally on martial skill and mystical dedication.

PrerequisiteEdit

ki power, Proficiency with all martial weapons,

BenefitEdit

Your fighter and ninja levels stack for the purpose of determining the size of your ki pool, as well as your AC bonus. For example, a 5th-level fighter/1st-level ninja with this feat could use his ki powers a number of times equal to 3 (one-half his ninja and fighter levels) + his Wisdom bonus (if any), and would have a +1 bonus to AC (as if he were a 6th-level ninja). Your fighter and ninja levels also stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus.

SpecialEdit

A fighter can select Martial Stalker as one of his fighter bonus feats (PH 38).

Master SpellthiefEdit

Complete Scoundrel, p. 79) 

[General

Your arcane studies allow you to mingle arcane magic of different flavors for great effect.

PrerequisiteEdit

Ability to cast 2nd-level arcane spells, steal spell,

BenefitEdit

Your spellthief levels stack with levels of other arcane spellcaster classes (that is, levels of any class that grants arcane spellcasting other than the spellthief) for the purpose of determining what level of spell you can steal. For example, a 4th-level spellthief/4th-level wizard could steal spells of up to 4th level, as if he were an 8th-level spellthief. Your spellthief and arcane spellcaster levels also stack when determining your caster level for all arcane spells. The character described above would have a caster level of 8th for both his spellthief spells and his wizard spells. In addition, you do not incur a chance of arcane spell failure for arcane spells cast or stolen from other classes, but only if you are wearing light armor. You incur the normal arcane spell failure chance when wearing medium or heavy armor or when using a shield.

NormalEdit

A spellthief does not incur a chance of arcane spell failure when casting spellthief spells in light armor. He incurs the normal arcane spell failure chance for other arcane spells he casts, including those stolen from arcane casters (Complete Adventurer 15)

Merciful StrikeEdit

Complete Scoundrel, p. 79) 

[Ambush

You can strike a creature's vital areas without killing it.

PrerequisiteEdit

BenefitEdit

Your successful sneak attack deals nonlethal damage. When using this feat, you can ignore the usual -4 penalty on attack rolls for attempting to deal nonlethal damage with a lethal weapon. Using this feat reduces your sneak attack damage by 1d6.

Mind DrainEdit

Complete Scoundrel, p. 79) 

[Ambush

Your attack can weaken your opponent's mental powers.

PrerequisiteEdit

BenefitEdit

Your successful sneak attack drains power points from your target equal to its manifester level (minimum 1). If this attack reduces your target to 0 power points, the opponent also loses any psionic focus. A target that has no power points when you make the sneak attack is not affected by this feat. You can't use this feat on the same target more than once per round. Using this feat reduces your sneak attack damage by 1d6

Miser's FortuneEdit

Complete Scoundrel, p. 80) 

[Luck

Items belonging to you and your allies are abnormally resistant to damage.

PrerequisiteEdit

BenefitEdit

Whenever an opponent makes a sunder attack or Strength check to damage an object within 30 feet of you, you can expend one luck reroll as an immediate action to force that opponent to reroll.  In addition, as long as you still have one luck reroll remaining for the day, items in your possession receive a +5 luck bonus on saving throws.  You gain one luck reroll per day

Mosquito's BiteEdit

Complete Scoundrel, p. 87) 

[ManipulationSkill Trick

You can deliver a vicious strike without your target feeling a thing.

PrerequisiteEdit

Sleight of Hand 12 ranks,

BenefitEdit

If you use a light weapon to hit a flat-footed opponent, you can choose to have the opponent not realize that it has been hit until the start of your next turn. Instead, that opponent reacts as if you had attacked and missed.

Using this skill trick doesn't require an action on your part.

This trick doesn't allow the opponent to ignore any of the other effects of your attack, such as ability damage from poison on your blade or falling unconscious when reduced to fewer than 0 hit points

Never OutnumberedEdit

Complete Scoundrel, p. 87) 

[InteractionSkill Trick

You can demoralize multiple enemies.

PrerequisiteEdit

Intimidate 8 ranks,

BenefitEdit

When you use Intimidate to demoralize an opponent (PH 76), you can affect all enemies within 10 feet that can see you, rather than only a single enemy you threaten. Each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal

Nimble ChargeEdit

Complete Scoundrel, p. 87) 

[MovementSkill Trick

You can run across treacherous surfaces with ease.

PrerequisiteEdit

Balance 5 ranks,

BenefitEdit

You can run or charge across a difficult surface without needing to make a Balance check (PH 67)

Nimble StandEdit

Complete Scoundrel, p. 88) 

[MovementSkill Trick

You can rely on your acrobatic talent to stand up from prone safely.

PrerequisiteEdit

Tumble 8 ranks,

BenefitEdit

You can stand up from prone without provoking attacks of opportunity

Opening TapEdit

Complete Scoundrel, p. 88) 

[ManipulationSkill Trick

"No time to waste on tools—a sharp tap should pop that lock!"

PrerequisiteEdit

Open Lock 12 ranks,

BenefitEdit

As a swift action, you can make an Open Lock check with a —10 penalty by tapping a lock with a hard, blunt object such as the pommel of a weapon. You don't take any additional penalty for making the check without thieves' tools.

You can use this trick any number of times per day until you fail an Open Lock check made in this way. After a failure, you can't use Opening Tap again until after you have rested for 8 hours

Persistent AttackerEdit

Complete Scoundrel, p. 80) 

[Ambush

Once you find a target's weak point, you can easily strike it again.

PrerequisiteEdit

BenefitEdit

If your sneak attack hits, your first attack against that creature on your next turn is also considered a sneak attack even if it wouldn't normally qualify. Using this feat reduces your first sneak attack's damage by 4d6. The resulting second sneak attack deals its full extra damage.

Point it OutEdit

Complete Scoundrel, p. 88) 

[MentalSkill Trick

You can show others what you see.

PrerequisiteEdit

Spot 8 ranks,

BenefitEdit

When you make a successful Spot check, you can spend an immediate action to grant a single ally a free Spot check to see the same thing (with a +2 circumstance bonus). Your ally must be within 30 feet of you and able to see or hear you to benefit from this effect

Poison ExpertEdit

Complete Scoundrel, p. 80) 

[General

Your skill at crafting and delivering toxins has made you a more deadly poisoner.

PrerequisiteEdit

Craft (poisonmaking) 4 ranks, Poison use,

Required forEdit

Poison Master (CS) ,

BenefitEdit

Choose a type of poison (contact, ingested, inhaled, or injury). The DC to resist both the initial and secondary damage of poisons of this type that you create and use increases by 1.

This feat has no effect on poisons used by other creatures, even if you craft those poisons. It also has no effect on natural poisons (those exuded from a creature's body).

SpecialEdit

You can gain this feat multiple times. Its effect does not stack. Each time you take the feat, it applies to a new type of poison

Poison MasterEdit

Complete Scoundrel, p. 80) 

[General

The toxins you create and use are particularly virulent.

PrerequisiteEdit

Poison Expert (CS) , Craft (poisonmaking) 8 ranks, Poison use,

BenefitEdit

Choose a type of poison (contact, ingested, inhaled, or injury) for which you have selected the Poison Expert feat. The initial and secondary damage dealt by poisons of this type that you create and use increases by 1 point per die of damage (or by 1 point, if it deals a fixed amount of damage). For example, lich dust used by a character with Poison Master (ingested) would deal initial damage of 2d6+2 Str and secondary damage of 1d6+1 Con plus 1d6+1 Str. If a poison doesn't deal damage, this feat has no effect.

This feat has no effect on poisons used by other creatures, even if you craft those poisons. It also has no effect on natural poisons (those exuded from a creature's body).

SpecialEdit

You can gain this feat multiple times. Its effect does not stack. Each time you take the feat, it applies to a different type of poison for which you have selected Poison Expert

PsithiefEdit

Complete Scoundrel, p. 80) 

[General

You can drain psychic energy and use it against others.

PrerequisiteEdit

BenefitEdit

You can use your steal spell ability to siphon psionic energy instead of spell energy. Instead of stealing a spell, you can choose to steal a number of power points equal twice to the maximum level of spell you can steal minus 1 (up to a maximum value equal to the manifester level of the creature struck). For example, a 4th-level spellthief/1st-level psychic warrior could steal up to 3 power points; if he used this ability against a 2nd-level psion he could steal only 2 power points, since that is the target's manifester level. You can use the stolen power points only to manifest a psionic power you already know. You must use these power points within 1 hour of stealing them; otherwise, the extra psionic energy fades harmlessly away. This feat otherwise follows the rules for the steal spell class feature (Complete Adventurer 16). In addition, Knowledge (psionics) and Psicraft are spellthief class skills for you. These skills appear on page 38 of Expanded Psionics Handbook

Psychic LuckEdit

Complete Scoundrel, p. 80) 

[Luck

Some psions claim that luck doesn't exist. You know better.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as a swift action to reroll the damage dealt by a psionic power you have just manifested. You can expend two luck rerolls as a swift action to reroll a manifester level check. You gain one luck reroll per day

Quick EscapeEdit

Complete Scoundrel, p. 88) 

[ManipulationSkill Trick

In the blink of an eye, you can escape nearly any tight spot.

PrerequisiteEdit

Escape Artist 12 ranks,

BenefitEdit

This trick has two options, either of which can be used once per encounter.

You can make an Escape Artist check to escape from a grapple or pin as a swift action. You can use this trick even if you have already used a standard action on your current turn to attempt the same escape.

Alternatively, you can make any Escape Artist check that would normally require a full-round action as a move action. You can't use this option more than once per day against the same kind of restraint

Quick SwimmerEdit

Complete Scoundrel, p. 88) 

[MovementSkill Trick

You can push yourself to swim faster.

PrerequisiteEdit

Swim 5 ranks,

BenefitEdit

If you succeed on a Swim check to move at least 10 feet, you can move an extra 10 feet as part of that action

Savvy RogueEdit

Complete Scoundrel, p. 80) 

[General

You have mastered one or more of your rogue special abilities.

PrerequisiteEdit

Rogue level 10,

BenefitEdit

Based on the rogue special abilities you have (PH 50), you gain one or more additional special benefits as described below. You gain the benefits for all the special abilities you have, even those you gain after selecting this feat.  Crippling Strike: You can deal Strength damage even to a target that is immune to extra damage from sneak attacks.  Defensive Roll: You can use this ability three times per day, rather than once per day.  Improved Evasion: You gain a +2 competence bonus on Reflex saves.  Opportunist: You can use the opportunist ability as many times per round as you can make attacks of opportunity, but no more than once per creature per round. Each use of the opportunist ability counts as an attack of opportunity.  Skill Mastery: When taking 10 with a skill to which you have assigned skill mastery, you can treat the die roll as a 12 instead of as a 10. (In effect, you're "taking 12.")  Slippery Mind: You gain a +2 competence bonus on the extra save granted by slippery mind.

Second ImpressionEdit

Complete Scoundrel, p. 88) 

[InteractionSkill Trick

You can convince someone of your false identity even after your disguise fails.

PrerequisiteEdit

Bluff 5 ranks, Disguise 5 ranks,

BenefitEdit

If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check to convince him that he's mistaken. Use the observer's Spot check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show.

You must be aware of the observer's discovery in order to use this trick; for example, you can't use it against someone viewing you secretly, nor can you use it against someone who sees through your disguise but keeps that information secret. When in doubt, the DM should allow a character to use this trick if she has any reason to fear that her cover has been blown.

You can use this trick only once per day, but its effect extends to all viewers within 30 feet of you. For example, you could attempt it against an entire patrol of guards confronting you just as effectively as against a single person.

This trick doesn't let you maintain a disguise that has been defeated by other means; for example, if your disguise self spell is penetrated by a true seeing spell, Second Impression won't help

Shrouded DanceEdit

Complete Scoundrel, p. 89) 

[ManipulationSkill Trick

You can seem to be where you aren't.

PrerequisiteEdit

Hide 8 ranks, Perform (dance) 5 ranks,

BenefitEdit

As a move action, you can attempt a DC 20 Hide check. If you succeed, you have concealment until the start of your next turn

Slipping PastEdit

Complete Scoundrel, p. 89) 

[MovementSkill Trick

You can slip through a tight space without breaking stride.

PrerequisiteEdit

Escape Artist 5 ranks, Tumble 5 ranks,

BenefitEdit

As a swift action, you can ignore the additional movement movement cost and penalty on attack rolls and to AC when squeezing through a narrow space (PH 148). The benefit lasts until the start of your next turn

Sly FortuneEdit

Complete Scoundrel, p. 80) 

[Luck

Your luck helps you find the right place to move to.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as an immediate action to reroll a Hide, Move Silently, or Tumble check. You gain one luck reroll per day.

Social RecoveryEdit

Complete Scoundrel, p. 89) 

[InteractionSkill Trick

You can talk your way out of a problem you talked yourself into.

PrerequisiteEdit

Bluff 8 ranks, Diplomacy 5 ranks,

BenefitEdit

If your Diplomacy check to influence an NPC's attitude fails, you can spend another full round talking to the NPC, then make a Bluff check with a —10 penalty. Use the result of this check in place of the Diplomacy check result, except that it can't improve the NPC's attitude by more than one step.

Once you use this skill trick (successfully or not), you cannot use it against the same target again for 24 hours

Sound of SilenceEdit

Complete Scoundrel, p. 80) 

[Bardic

You can channel the power of your bardic music to deafen your foes.

PrerequisiteEdit

Perform 9 ranks, Bardic music,

BenefitEdit

As a standard action, you can expend two daily uses of your bardic music ability to deafen a single target for 3 rounds. A successful Will save (using your Perform check result as the DC) negates the effect. The target must be within 30 feet of you and be able to hear you.

Speedy AscentEdit

Complete Scoundrel, p. 89) 

[MovementSkill Trick

You can produce a burst of speed when climbing.

PrerequisiteEdit

Climb 5 ranks,

BenefitEdit

If you succeed on a Climb check to move at least 10 feet, you can move an extra 10 feet as part of that action

Spot the Weak PointEdit

Complete Scoundrel, p. 89) 

[MentalSkill Trick

Your keen eyes allow you to place attacks where they'll do the most good.

PrerequisiteEdit

Spot 12 ranks,

BenefitEdit

As a standard action, you can attempt a Spot check to find a weakness in your opponent's defenses. The DC of this check equals the opponent's AC. If the check succeeds, your next attack against that opponent (which must be made no later than your next turn) is treated as a touch attack.

If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from the trick.

Sudden DrawEdit

Complete Scoundrel, p. 89) 

[ManipulationSkill Trick

You can quickly draw a hidden weapon to make a deadly strike.

PrerequisiteEdit

Quick Draw (PH) , Sleight of Hand 8 ranks,

BenefitEdit

If an opponent provokes an attack of opportunity from you, you can draw a weapon that you have successfully concealed using Sleight of Hand (PH 81) as an immediate action to deliver the attack of opportunity with that weapon. That opponent is treated as flat-footed against the attack with the concealed weapon

Sure HandEdit

Complete Scoundrel, p. 81) 

[General

You can perform more amazing displays of legerdemain than normal.

PrerequisiteEdit

BenefitEdit

You immediately learn up to two manipulation skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on manipulation skill tricks.

NormalEdit

You are limited to a maximum number of skill tricks equal to one-half your character level

Survivor's LuckEdit

Complete Scoundrel, p. 81) 

[Luck

You can avoid situations that would surely affect others.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as an immediate action to reroll a saving throw you just failed. You gain one luck reroll per day

Sweet TalkerEdit

Complete Scoundrel, p. 81) 

[General

Your social expertise is more pronounced than that of most others.

PrerequisiteEdit

Any two interaction skill tricks,

BenefitEdit

You immediately learn up to two interaction skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on interaction skill tricks.

NormalEdit

You are limited to a maximum number of skill tricks equal to one-half your character level

Swift AmbusherEdit

Complete Scoundrel, p. 81) 

[General

You combine your scout training with the stealth of a rogue to open up new methods of ambushing enemies.

PrerequisiteEdit

Skirmish +1d6/+1 AC, Sneak attack +1d6,

BenefitEdit

Your rogue and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/7th-level rogue would deal an extra 3d6 points of damage and gain a +3 competence bonus to AC when skirmishing, as if she were an 11th-level scout. In addition, you can qualify for ambush feats (see page 71) as if your sneak attack bonus damage were the sum of your skirmish damage and sneak attack bonus damage. You cannot sacrifice skirmish extra damage to use those feats, however.

SpecialEdit

A scout can select Swift Ambusher as one of her scout bonus feats (Complete Adventurer 13)

Swift ConcentrationEdit

Complete Scoundrel, p. 90) 

[MentalSkill Trick

You can maintain your mental focus while attending to another task.

PrerequisiteEdit

Concentration 12 ranks,

BenefitEdit

You can maintain concentration on a spell or similar effect as a swift action

Swift HunterEdit

Complete Scoundrel, p. 81) 

[General

You have applied the hit-and-run tactics learned from scouting to your strong hunting abilities.

PrerequisiteEdit

Skirmish +1d6/+1 AC, Favored Enemy,

BenefitEdit

Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/1st-level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. For example, a 4th-level scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she were a 5th-level ranger. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks.

SpecialEdit

A scout can select Swift Hunter as one of her scout bonus feats (Complete Adventurer 13)

Tempting FateEdit

Complete Scoundrel, p. 80) 

[Luck

You are very hard to kill.

PrerequisiteEdit

Character Level 6, any luck feat,

BenefitEdit

You can expend a luck reroll to reroll a stabilization check. In addition, once per day, whenever you have at least 1 hit point remaining and would be dealt enough damage to kill you, you can expend one luck reroll as an immediate action to take only enough damage to reduce you to -9 hit points. You automatically stabilize. You gain one luck reroll per day.

SpecialEdit

Unlike most other luck feats, using Tempting Fate requires no action

Third Time's the CharmEdit

Complete Scoundrel, p. 80) 

[Luck

Your deity smiles upon you.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as an immediate action to use the granted power of the Luck domain an additional time per day. You can only use this benefit immediately after using the Luck domain's granted power (in effect, this feat gives you a third chance to succeed on the roll). You gain one luck reroll per day

Throat PunchEdit

Complete Scoundrel, p. 81) 

[Ambush

By making a precise punch to the throat, you can render a target unable to speak effectively.

PrerequisiteEdit

Improved Unarmed Strike (PH) , sneak attack +3d6,

BenefitEdit

Your successful sneak attack delivered with an unarmed strike temporarily hinders the target's ability to speak. For the next 3 rounds, the target takes a -5 penalty on any skill check requiring speech and has a 50% chance of failure when casting a spell with a verbal component or activating a magic item with a command word. Multiple uses of this feat don't increase the duration beyond 3 rounds. Using this feat reduces your sneak attack damage by 2d6.

SpecialEdit

You must be able to reach your foe's neck to use this feat

Timely MisdirectionEdit

Complete Scoundrel, p. 90) 

[InteractionSkill Trick

You can divert an opponent's attention to avoid its attacks.

PrerequisiteEdit

Bluff 8 ranks,

BenefitEdit

If you succeed on a Bluff check to feint in combat (PH 68), your opponent can't make any attacks of opportunity against you until the start of its next turn. This effect is in addition to the normal benefits of a successful feint

Tumbling CrawlEdit

Complete Scoundrel, p. 90) 

[MovementSkill Trick

You can safely roll away from danger.

PrerequisiteEdit

Tumble 5 ranks,

BenefitEdit

By succeeding on a DC 15 Tumble check, you can crawl 5 feet as a move action without provoking attacks of opportunity. Crawling normally provokes attacks of opportunity from any attackers who threaten you at any point during your crawl (PH 142)

Twisted ChargeEdit

Complete Scoundrel, p. 90) 

[MovementSkill Trick

You can charge in a crooked line.

PrerequisiteEdit

Balance 5 ranks, Tumble 5 ranks,

BenefitEdit

When you charge, you can make one turn of up to 90 degrees during your movement. You can't move more than your speed as part of this charge. All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of your turn

Unbelievable LuckEdit

Complete Scoundrel, p. 81) 

[Luck

The powers of fortune truly smile on you more than most mortals.

PrerequisiteEdit

Any Luck feat,

BenefitEdit

As long as you have at least one luck reroll remaining for the day, you gain a +2 luck bonus on whichever of your saves has the lowest base bonus. If two or more of your saves tie for the lowest base bonus, choose when you select this feat which save it applies to. If your base save bonuses later change so that the chosen save no longer has the lowest base bonus, the luck bonus from this feat immediately applies to the save that now has the lowest base bonus. You gain two luck rerolls per day

Up the HillEdit

Complete Scoundrel, p. 90) 

[MovementSkill Trick

You can move quickly up a slope.

PrerequisiteEdit

Balance 5 ranks, Tumble 5 ranks,

BenefitEdit

You can move up a steep slope or stairs at your normal speed instead of at half speed. This effect lasts for 1 round

Victor's LuckEdit

Complete Scoundrel, p. 82) 

[Luck

You strike with devastating accuracy more often.

PrerequisiteEdit

BenefitEdit

You can expend one luck reroll as a swift action  to reroll a critical threat confirmation roll.  You gain one luck reroll per day

Walk the WallsEdit

Complete Scoundrel, p. 90) 

[MovementSkill Trick

You can run straight up a wall for a few seconds.

PrerequisiteEdit

Climb 12 ranks, Tumble 5 ranks,

BenefitEdit

You can move up a wall without making a Climb check. Each 5 feet of vertical movement costs you 4 squares of movement, and you must begin and end your turn on a horizontal surface

Wall JumperEdit

Complete Scoundrel, p. 90) 

[MovementSkill Trick

There's no better way to end a tough climb than by leaping from the wall.

PrerequisiteEdit

Climb 5 ranks, Jump 5 ranks,

BenefitEdit

If you have succeeded on a Climb check to ascend or descend a wall during this or your previous turn, you can leap horizontally from that wall as if you had a running start

Warning ShoutEdit

Complete Scoundrel, p. 82) 

[Bardic

The force of your performance is so potent that it can guide an ally to safety.

PrerequisiteEdit

Perform 9 ranks, Bardic music, Evasion,

BenefitEdit

As an immediate action, you can expend two daily uses of your bardic music ability to grant a single ally (other than yourself) a +5 morale bonus on her next Reflex save and evasion (see the monk class feature, PH 41). The ally must be within 30 feet of you and able to see or hear you. The effect lasts until the target rolls a Reflex save or until the start of your turn, whichever comes 

Whip ClimberEdit

Complete Scoundrel, p. 90) 

[ManipulationSkill Trick

You can use a whip as a grappling hook.

PrerequisiteEdit

Use Rope 5 ranks, proficiency with the whip,

BenefitEdit

You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weightbearing object in order to climb a wall or swing across a chasm. You make Climb checks using the whip as if it were a normal rope. Using this feat requires a Use Rope check as normal for securing a grappling hook (PH 86) but takes only a move action

 

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