Charlatan Talents

 

Disgrace

       Ambush: During a surprise round, before combat begins, if you are not surprised, you can give up your standard action to allow all nonsurprised allies in line of sight to take an extra move action during the surprise round. Allies can instead spend this move action to reroll their Initiative check and take the better result.

         Prerequisite: Dirty Tactics.

         Dirty Tactics: Once per encounter, as a standard action, you can grant all allies in line of sight a +4 flanking bonus on melee attack rolls instead of the normal +2. Allies lose this benefit immediately if they lose line of sight to you or if you are killed or knocked unconscious.

Misplaced Loyalty: As a swift action once per turn, you can make a Persuasion check against the Will Defense of all opponents within line of sight. If successful, an opponent cannot attack you if one of your allies is within 6 squares of you. You may not use this talent in the same round as the Soldier Talent Draw Fire. This effect lasts until the beginning of your next turn.

         Prerequisite: Dirty Tactics.

         Two-Faced: You have mastered the art of saying one thing and doing another, allowing you to deceive your enemies to keep your machinations hidden. You can use each of the following actions once per encounter.

         *False Security: Make an attack. At any time before the         beginning of your next turn, you can    make a single against      that target against that target as a reaction if that     target attacks you.

         *Nonthreatening: Make an attack. Until the beginning of        your next turn, that opponent cannot make any attacks      against you except attacks of opportunity. This is a mind-      affecting effect.

         *Tricky Target: Make an attack against a target that has       not attacked since your last turn. You gain a +2 bonus to    attack and damage.

         Prerequisites: Dirty Tactics, Misplaced Loyalty.

         Unreadable: You gain a +5 bonus to your Will Defense against skill checks made to read your emotions and influence your attitude, In addition, whenever you succesfully feint a target in combat, the target is flat-footed against all of your attacks until the end of your next turn.

 

Fortune

     Avert Disaster: Once per encounter, you can turn a critical hit against you into a normal hit.

         Prerequisite: Fool's Luck.

         Better Lucky Than Dead: Once per Encounter, as a reaction, you gain a +5 bonus to any one defense until the start of your next turn.

         Prerequisite: Fool's Luck.

         Dumb Luck: You are possessed of incredible luck and an uncanny ability to succeed where others would fail. You can use each of the following abilities once per encounter as a standard action:

      Elude Enemy: Make an attack. If you damage your target, you gain a +2 bonus to Reflex Defense against them until the beginning of your next turn.

      Escape: Make an attack. If your target damages you before the start of your next turn, you can immediately move 2 squares as a reaction. This movement does not provoke attacks of opportunity

      Make Your Own Luck: Make an attack. If you miss, you gain a +2 bonus on your next attack roll.

     Prerequisites: Knack, Lucky Shot.

       Fool's Luck: As a standard action, you can spend a Force Point to gain on of the following benefits for the rest of the encounter:

      A +1 luck bonus on attack rolls.

      A +5 luck bonus on skill checks.

      A +1 luck bonus to all defenses.

Fortune's Favor: Whenever you score a critical hit with an attack, you gain a free standard action. You must take the action before the end of you current turn, or else it is lost.

Gambler: You gain a +2 competence bonus on Wisdom checks when you gamble.

You can select this talent multiple times, gaining an additional +2 bonus each time.

Knack: once per day, you can reroll a skill check and take the btter result.

You can take this talent multiple times, each selection gaining you an additional use.

Labyrinthine Mind: Once per encounter, as a reaction, you become immune to all mind-affecting effects until the end of your next turn (you can choose to ignore this for beneficial effects). Any mind-affecting effects curretly affecting you are removed, though you can choose to retain any beneficial effects you currently have.

Lucky Shot: Once per day, you can reroll an attack roll and take the better result.

You can take this talent multiple times. Each selection gaining an additional use.

Ricochet Shot: When making a ranged attack against a target that has cover, you can choose to reduce the benefit of the cover by one step, from improved cover to cover, or from cover to no cover. You deal half damage with this attack.

Prerequisites: Knack, Lucky Shot

Uncanny Luck: Once per encounter, you can consider any single d20 roll of 16 or higher to be a natural 20.

Prerequisites: Knack, Lucky Shot

Unlikely Shot: Once per encounter, you can reroll the damage of one attack and take the better result.

Prequisites: knack, Lucky Shot.

 

Trickery

     Cunning Distraction: When you succesfully feint an enemy in combat, you can immediately move up to ½ your speed.

         Damaging Deception: As a standard action, you can make a Deception skill check against the Will Defense of any target in line of sight that can see, hear, and understand you. If successful, the next attack made ny one of your allies against that target deals 2 additional dice of damage.

         Prerequisite: Cunning Distraction.

         Distracting Shout: Once per encounter, as a reaction to one of your allies being attacked, you can make a Deception skill check, replacing the Defense scores of that ally with the result of your skill check. If the defense scores are higher than your Deception skill check result, your ally may use their own defenses instead. If the attack still hits, this does not count as your one use per encounter of this ability.

         Prerequisite: Cunning Distraction.

         Improved Soft Cover: While you occupy a square adjacent to another creature, you can use a swift action to gain a +2 cover bonus to Reflex Defense until the start of your next turn or until you are no longer adjacent to another creature, whichever comes first.

         Prerequisite: Innocuous.

         Innocuous: As a swift action, you can make a Deception skill check against the Will Defense of a single enemy within 6 squares of you that can see and understand you. If successful, the target takes a -5 penalty on all attacks made against you until the start of your next turn.

         Treacherous: Whenever you are attacked in combat and adjacent to a creature other than your attacker, you can move one square as a reaction. The attack, intended for you, instead targets the adjacent creature, though if you move away from a creature that threatens you, it may make an attack of opportunity before the original attack is resolved.

         Prerequisite: Improved Soft Cover.