level: 10
type: ability

Found 52 matches

Warden's Step
Level 10 Ranger

Prerequisites: master in Stealth

You can guide your allies to move quietly through the wilderness. When you Sneak during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part.

Precise Debilitations
Level 10 Rogue

Prerequisites: thief racket, Debilitating Strike

You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

  • Debilitation The target takes an additional 2d6 precision damage from your attacks.
  • Debilitation The target becomes flat-footed.
Sneak Savant
Level 10 Rogue

Prerequisites: master in Stealth

It is almost impossible to spot you without taking effort to look. When you roll a failure on a Sneak action, you get a success instead. You can still critically fail.

Tactical Debilitations
Level 10 Rogue

Prerequisites: scoundrel racket, Debilitating Strike

You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

  • Debilitation The target can’t use reactions.
  • Debilitation The target can’t flank or contribute to allies’ flanking.
Vicious Debilitations
Level 10 Rogue

Prerequisites: ruffian racket, Debilitating Strike

The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

  • Debilitation The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage.
  • Debilitation The target becomes clumsy 1.
Critical Debilitation
Level 10 Incapacitation Rogue

Prerequisites: Debilitating Strike

Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from.

  • Debilitation The target attempts a Fortitude save against your class DC with the following effects.

Critical Success The target is unaffected.

Success The target is slowed 1 until the end of your next turn.

Failure The target is slowed 2 until the end of your next turn.

Critical Failure The target is paralyzed until the end of your next turn.

Greater Bloodline
Level 10 Sorcerer

Prerequisites: bloodline spell

Further communion with the legacy of your bloodline has uncovered greater secrets. You gain the greater bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.

Overwhelming Energy
Level 10 Manipulate Metamagic Sorcerer

You alter your spells to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.

Quickened Casting
Level 10 Concentrate Metamagic Sorcerer

In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest level sorcerer spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).

Overwhelming Energy
Level 10 Manipulate Metamagic Wizard

With a complex gesture, you alter the energy of your spell to overcome resistances. If the
next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance
to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage
the spell deals, including persistent damage and damage caused by an ongoing effect of the
spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.