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Trickster

Trickster Path Abilities

Some of the trickster abilities have been modified.

Deadly Throw (Ex)

As a swift action once per encounter, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn’t provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.

Fleet Charge (Ex)

As a swift action once per encounter, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Surprise Strike (Ex)

As a swift action once per encounter, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

1st Tier Trickster Abilities

Some of the trickster abilities have been modified. Those 1st tier abilities not listed here can be used as normal.

Combat Trickery (Ex)

Through buffoonery and deceit, you can trick opponents into moving where you want them. You can make a single combat maneuver check using your Bluff check modifier in place of your CMB. Apply the result of this check to one opponent and resolve it as a bull rush, drag, or reposition combat maneuver. By expending one use of mythic power as a free action, you can target an additional opponent who must be adjacent to the primary target.

Compelling Feint (Ex)

Your parries, attacks, and dodges are sporadic and difficult to predict by those who oppose you. Whenever you feint, you can spend one use of mythic power choose to feint against all opponents within 10 feet, using the same Bluff check for each opponent. If you expend two uses of mythic power while you’re feinting, any target you successfully feint against is considered flat-footed against the first attack any creature makes against it before its next turn. You must use this ability after your Bluff check is rolled but before the results are revealed.

Unintentional Feint (Ex)

You make near misses look like expert feints, and your efforts are rarely wasted. If you make an attack roll that misses your original target, you can expend one use of mythic power to specify a second target, which must be adjacent to you (if a melee attack) or the original target (if a ranged attack). Due to d20 pro limitations, instead of using the same roll on the first target, you instead may re-roll the attack against the new target.

Unwavering Skill (Ex)

You can always take 10 on checks using class skills, even if threatened or in a hazardous situation. If you can normally take 10 on a skill check when threatened, you can now take 20 on the check. You can’t use this ability with skill checks that don’t normally allow you to take 10 or take 20.

3rd Tier Trickster Abilities

Some of the trickster abilities have been modified. Those 3rd tier abilities not listed here can be used as normal.

Fickle Attack (Ex)

This ability is not available in Ascendancy.

Mirror Dodge (Su)

This ability is not available in Ascendancy.

Vanishing Move (Su)

When you wish to not be seen, you aren't. By expending one use of mythic power, as a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend two use of mythic power when using this ability, it instead acts as greater invisibility.


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