Trigger: An adjacent enemy begins to use a reaction.
Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.
Leaping out from hiding, you assail your target when they least expect it. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
You creatively apply your prepared spells to Counterspell a
much wider variety of your opponents’ magic. Instead of being
able to counter a foe’s spell with Counterspell only if you have
that same spell prepared, you can use Counterspell as long as
you have the spell the foe is casting in your spellbook. When
you use Counterspell in this way, the prepared spell you expend
must share a trait other than its tradition with the triggering
spell. At the GM’s discretion, you can instead use a spell that
has an opposing trait or that otherwise logically would counter
the triggering spell (such as using a cold or water spell to
counter fireball or using remove fear to counter a fear spell).
Regardless of what spell you expend, you take a –2 penalty to
your counteract check, though the GM can waive this penalty if
the expended spell is especially appropriate.
You have a literal sixth sense for ambient magic in your vicinity.
You can sense the presence of magic auras as though you were
always using a 1st-level detect magic spell. This detects magic in
your field of vision only. When you Seek, you gain the benefits
of a 3rd-level detect magic spell on things you see (in addition
to the normal benefits of Seeking). You can turn this sense off
and on with a free action at the start or the end of your turn.