mercoledì 29 novembre 2023

Patron Request: Asp Naga Bloodline for Rokugan: Legends of the Five Rings

As requested by Ronald g Paris!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Asp (Naga Bloodline)

The Asps are the most aggressive and combative naga, and among the most numerous. They show thinly veiled contempt toward those whom they feel are weaker than they are, such as most humans. Asps have the following racial trait.

Spit Venom (Feat and Skill, 2 RP)  An asp gains Spit Venom (from the Advanced Race Guide) as a bonus feat.

domenica 26 novembre 2023

Mesmerist Trade Tradition for Spheres of Guile

A mesmerist is both a spell class and a skill class so he needs both traditions.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Mesmerist

Automatic Trade Talents: Orator, Translator.

Trade Talent Class Skills: BluffR, Diplomacy, Intimidate, Knowledge (history), Knowledge (local), Knowledge (nobility), Linguistics, Sense Motive.

Automatic Skill Sphere: Bluster sphere.

Adroit Trade Talents: False Mage, Smuggler.

Trade Talent Class Skills: Disguise, Knowledge (arcana), Sleight of HandR, Stealth, Use Magic Device.

R Escape Artist and Spellcraft in place of redundant Bluff, Knowledge (religion) in place of redundant Sleight of Hand.

Adroit Bonus Skill Talents: Communication sphere or the Bluster sphere (Meaningful Look talent).

sabato 25 novembre 2023

Slayer Trade Tradition for Spheres of Guile

A slayer fights from shadows and hides in shadows.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Slayer

Automatic Trade Talents: Duelist, Scout.

Trade Talent Class Skills: Acrobatics, BluffR, IntimidateR, Knowledge (geography), LinguisticsR, Sense Motive, Stealth, Survival.

Automatic Skill Sphere: Investigation sphere.

Adroit Trade Talents: Con Artist, Pirate.

Trade Talent Class Skills: Appraise, Climb, Disguise, Knowledge (local), Swim.

R Heal in place of redundant Bluff, Knowledge (dungeoneering) in place of redundant Intimidate, Ride in place of redundant Linguistics.

Adroit Bonus Skill Talents: Faction sphere or the Investigation sphere (Debilitating Blow talent).

mercoledì 22 novembre 2023

Slayer Martial Tradition for Spheres of Guile

As a martial class with 6 skill ranks per level, slayers need both a martial and a trade tradition.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Slayer
Slayers are hunters and killers, who use martial ability and guile to stalk their prey.
Bonus Talents:
Equipment: Rogue Weapon Training
Fencing Sphere
Scout Sphere
Variable: Slayers gain either the Sniper sphere or a talent of their choice from the Equipment sphere.

domenica 19 novembre 2023

Ninja Casting Tradition for Spheres of Power

 Shinobi are famous for their shadow and illusion magic other than their deceiving arts. Some ninja can use magic talents.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Ninja

Magic Type: Psychic

Casting Ability Modifier: Intelligence

Drawbacks: Mental Focus, Somatic Casting, Verbal Casting; Lycanthropic (Alteration), Figment Companion (Conjuration), Personal Meld (Dark), Personal Magics (Enhancement), Personal Time (Time), Personal Warp (Warp)

Boons: Drawback Feat (Powerful Focus); +1 spell point, +1 per 6 levels in casting classes

sabato 18 novembre 2023

Patron Request: Naga Race from Rokugan: Legends of the Five Rings

As requested by Ronald g Paris!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Naga (Advanced Race, 19 RP)

Nagas are the noble inhabitants of eastern jungles. They have great powers and wisdom, and a rich culture; but not all of them are honorable or friendly.


Type: Aberration (3 RP) Nagas have the aberration type.

Ability Score Modifiers: Standard (0 RP) +2 Con, +2 Wis, -2 Cha.  

Size: Large (7 RP)  As Large creatures, nagas gain a +2 size bonus to Strength, a –2 size penalty to Dexterity, a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. They take up a space that is 10 feet by 10 feet and have a reach of 5 feet.

Speed: Fast (1 RP) 40 ft.

Languages: Standard (0 RP) Nagas begin game speaking Aklo and Common. Trolls with high Intelligence scores can choose from the following: Abyssal, Aquan, Celestial, Draconic, Infernal, Terran, Undercommon.


Defense Racial Traits

Impervious to Curses (2 RP) A naga gains a +2 racial bonus on saving throws against curse effects.


Feat and Skill Racial Traits

Serpentine Diplomacy (2 RP) Nagas gain a +2 racial bonus on any Charisma ability or skill check regarding nagas or other serpentine monsters.

Jungle Survivalist (2 RP) Nagas gain a +2 racial bonus on all Survival skill checks.


Senses Racial Traits

Darkvision 60 ft.


Other Racial Traits

Bloodline Ability In addition to other racial traits, a naga gains one unique ability tied to its bloodline. Naga bloodline abilities are listed below.

mercoledì 15 novembre 2023

Ninja Trade Tradition for Spheres of Guile

The ninja is another iconic skill class that deserves a trio of traditions.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Ninja

Automatic Trade Talents: Burglar, Spy.

Trade Talent Class Skills: BluffR, Disable Device, Disguise, Escape Artist, Sense Motive, Sleight of Hand, Stealth*.

* Increased skill bonus to Stealth checks.

Automatic Skill Sphere: Subterfuge sphere.

Adroit Trade Talents: Athlete, Orator.

Trade Talent Class Skills: Acrobatics, Climb, Diplomacy, Fly, Intimidate, Knowledge (history), Swim.

R Knowledge (local) in place of redundant Bluff.

Adroit Bonus Skill Talents: Body Control sphere or the Subterfuge sphere (Adaptable Appearance talent).

domenica 12 novembre 2023

Skald Trade Tradition for Spheres of Guile

 The skald is not properly a skill class, but is heavily involved with performance anyway, so he should have this too.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Skald

Automatic Trade Talents: Courtier, Storyteller.

Trade Talent Class Skills: Bluff, DiplomacyR, Knowledge (history), Knowledge (local), KnowledgeR (nobility), Sense Motive.

R Intimidate in place of redundant Diplomacy, Knowledge (arcana) in place of redundant Knowledge (nobility).

Automatic Skill Sphere: Performance sphere (instrumental or lyrics).

Adroit Trade Talents: Athlete, Roughrider.

Trade Talent Class Skills: Acrobatics, ClimbR, Fly, Handle Animal, Ride, SwimR.

R Escape Artist in place of redundant Climb, Appraise in place of redundant Swim.

Adroit Bonus Skill Talents: Bluster sphere or the Performance sphere (Courageous Chorus talent).

sabato 11 novembre 2023

Killit, Guileful Thaumaturge/Savant

I remade this character as a Genius Thaumaturge at first, but it was seriously impaired if confronted with a pure Savant. Then I thought: a Genius can combine with a Martial Thaumaturge, right? And so I created the Guileful Thaumaturge archetype, and made this.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Killit Aurabuca

Halfling thaumaturge (Guileful Thaumaturge/Savant) 1

CG Small humanoid (halfling)

Init +3; Senses Perception +3


Defense

AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)

hp 11 (1d10+1)

Fort +4, Ref +4, Will +2; +2 racial vs. fear


Offense

Speed 20 ft.

Melee dagger +5 (1d3) or shortsword +5 (1d4, 19-20)

Ranged dagger +5 (1d3) or sling +5 (1d3)

Special Attacks fatal thrust +1d6, strain +2


Guile

Skill Leverage 1; Trade Tradition Thief; OAM Cha (+3)

Infiltration Sphere - Skills Disable Device 1 rank, Stealth 1 rank; Talents none; Utility Talents Skilled Sneak

Subterfuge Sphere - Skills Sleight of Hand 1 rank; Drawbacks Deft; Talents none; Utility Talents Effortless Theft

Vocation Sphere - Utility Talents Burglar, Con Artist, Dungeon Delver, Pirate


Martial
Tradition Thief (Equipment sphere: Dagger Bravo, Rogue Weapon Training; Fencing Sphere; Scoundrel sphere); PAM Cha

Equipment sphere - DC 13, Talents Dagger Bravo, Rogue Weapon Training

- dagger bravo (increase critical threat and range of a dagger sized for you)

-rogue weapon training (proficient with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip; +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person).

Fencing Sphere- DC 13, Talents none, Drawbacks none
- fatal thrust (+1d6 precision damage vs. a target within 30 ft. that you are flanking, is flat-footed, or has lost its Dexterity bonus to AC).

Scoundrel sphere - DC 13, Talents none, Drawbacks none
- swift hands (use your Dexterity with dirty trick or steal maneuvers and use your ranks in Sleight of Hand as your base attack bonus for dirty trick or steal maneuvers; apply any enhancement bonuses to your unarmed strikes to dirty trick and steal combat maneuvers)
- marked target (batter a creature as a swift action and inflict a -1 penalty on Perception checks for 1 round; apply trick talents to steal or dirty trick combat maneuvers or Sleight of Hand checks)


Statistics

Str 10, Dex 16, Con 13, Int 13, Wis 12, Cha 16

Base Atk +1; CMB +0 (+7 with dirty trick and steal); CMD 13

Traits Helpful, Inspiring

Feats Weapon Finesse

Skills Acrobatics +9, Bluff +7, Climb +6, Diplomacy +7, Disable Device +7, Escape Artist +7, Perception +5, Sleight of Hand +8/+10, Stealth +11

Languages Common, Elven, Halfling

SQ flexible combat training, insights 3/day (conditioning, skill mimicry, talent shift; DC 13)

Gear dagger (2 gp), leather armor (10 gp), rogue’s kit (50 gp), shortsword (10 gp), sling with 10 bullets (1sp), smoke pellet (25 gp), 7 gp, 9 sp


Special Abilities


Equipment: Dagger Bravo Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x2 (although its critical multiplier cannot be increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to 50 feet. Associated Feat: Weapon Focus (dagger)


Equipment: Rogue Weapon Training (discipline) You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.


Fencing Sphere Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.

When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.


Fencing: Fatal Thrust Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

A fencer may apply the effects of a single (exploit) talent to any fatal thrust.


Flexible Combat Training (Ex) A savant may combine combat spheres and talents to create powerful martial techniques.

Savants are considered Proficient combatants. When they gain their first level in the savant archetype, savants may choose either Charisma, Intelligence or Wisdom as their practitioner modifier. Whenever a savant rests for 8 hours (or the equivalent), he may change any and all combat talents gained from savant levels, choosing new spheres and new talents.

Combat talents gained as part of levels taken in other classes, as part of his martial tradition, or combat talents gained from taking the Extra Combat Talent feat are not eligible to be changed in this fashion.


Infiltration Sphere Operatives of the Infiltration sphere train to avoid scrutiny, move stealthily, and outsmart traps that stand in their way. They are silent and unobtrusive when they need to be, blending into shadows and moving where no eyes will see.

Associated Skill: Disable Device.


You gain the following benefits when you gain the Infiltration sphere.

When you gain the Infiltration sphere, you gain 5 ranks in Disable Device, plus 5 ranks per additional talent spent in the Infiltration sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Disable Device, you may immediately retrain them.

Skill Leverage: When you gain the Infiltration sphere, you unlock skill leverage with Disable Device and Stealth.


You also acquire the Fast Sabotage and Light Step abilities.


Infiltration: Fast Sabotage (Ex) You can attempt Disable Device on any item that would normally require up to 2d4 rounds in a single standard action (without a penalty for working quickly). You can perform disastrous sabotage (new skill use) in 1d4 rounds (without a penalty for working quickly). If the sabotage allows a saving throw, it is against your sphere DC if that is higher than the usual DC. If the sabotage allows a skill check, the DC is 15 + 150% your ranks in Disable Device + your operative ability modifier. Instead of a common Disable Device sabotage effect, you can apply the effect of a suitable (sabotage) talent to the device, but you cannot apply a talent faster by accepting a Disable Device penalty (as you can with disastrous sabotage).

You can apply the sabotage effect immediately or choose for it to take effect when triggered. Typical triggers are when it is used a certain number of times (for items like weapons) or after a certain total number of minutes of use (for items like tools or vehicles). You can also make the trigger contingent on specific, physically distinct modes of use. For example, you might make sabotage to armor trigger when the wearer attempts two skill checks to move or sabotage to a lock trigger upon becoming specifically locked or specifically unlocked. When sabotage is triggered by an action or the use of the item, it takes effect during the triggering use (which might penalize or waste that action). If a (sabotage) talent’s effect goes unused for more than 1 day, it triggers.

Until it becomes relevant, the sabotage can generally only be noticed with an active Perception check opposed to your Disable Device result. (Sabotage that has not been triggered yet is never relevant.) Most sabotage that has not yet triggered can be removed without triggering it with a successful opposed Craft check using a suitable skill for the item or with an opposed Disable Device check at a –5 penalty. If a creature attempts to remove sabotage that has not triggered yet and fails by 5 or more, the sabotage triggers immediately.

Each sabotage indicates how it can be ended; if it requires an opposed skill check to end, use either Disable Device at a penalty or Craft unless noted otherwise.

The standard action allowed by this ability is fast enough to sabotage an item held or carried by a creature with a successful dirty trick combat maneuver check (a new Disable Device skill use on page 44). Sabotaging an item a creature wears or carries is not a hostile action for magical effects like invisibility if you give the sabotage a trigger (rather than applying the effect immediately).


Infiltration: Light Step [approach] (Ex) You adopt this approach as a swift action while you are using Stealth. You reduce by 5 the penalty to Stealth for moving up to your full speed, for skulking in the open (page 72), as part of creating a diversion to hide, or for relying on positional concealment (page 15). The penalty is reduced by the number of ranks in Stealth you possess instead if that is higher. You abandon the approach when you break Stealth.


Infiltration: Skilled Sneak [utility] You gain Stealth as an additional associated skill for this sphere (gaining ranks normally).


Insights (Ex) Savants have learned to master their own bodies, pushing themselves in truly remarkable ways and using this knowledge, they may help or harm others as well. A savant may use insights a number of times per day equal to his practitioner modifier, which refreshes when he rests for 8 hours (or the equivalent). Whenever an insight calls for a saving throw, the DC is equal to 10 + ½ the savant’s level + the savant’s practitioner modifier. A savant may only use insights of his level or lower. Unless noted, using an insight is a free action that may be taken even when it isn’t the savant’s turn.

  • Conditioning: At 1st level, the savant may spend a use of insight when making a Strength, Dexterity, or Constitution-based ability check or skill check (but not an attack roll, combat maneuver roll, or save) to roll twice and take the best result.

  • Skill Mimicry: At 1st level, when the savant sees a creature make a Strength or Dexterity-based skill check, he may spend a use of insight to use that creature’s modifier on checks made for that skill for a number of minutes equal to his practitioner modifier. This bonus includes attribute, class, feat, trait, and class skill bonuses but not other bonuses, such as circumstance, competence, insight, sacred, nor any bonus granted by a spell or magic item.

  • Talent Shift: At 1st level, the savant may spend a use of insight to swap one talent gained from flexible combat training for another talent. Any prerequisites of the talent must still be met. He keeps this talent for a number of rounds equal to his practitioner modifier; afterwards the talent is lost. The original talent is regained after a 10 minute rest.


Scoundrel Sphere Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. When you gain the Scoundrel sphere, you gain 5 ranks in the Sleight of Hand skill, plus 5 ranks per additional talent spent in the Scoundrel sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sleight of Hand skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

All practitioners of the Scoundrel sphere gain the following abilities:


Scoundrel: Swift Hands You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.


Scoundrel: Marked Target You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.


Trick: Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.


Strain (Ex) At 1st level, as a free action a savant may increase his base attack bonus by 2 until the end of his turn. Doing so is extremely taxing, leaving him fatigued for 1 round. This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.

When activating this ability, if he fails to deal damage or succeed on a combat maneuver before the beginning of his next turn, he must make a Fortitude save equal to 10 + class level or be dazed instead of fatigued. These conditions bypass immunity. If the savant is already fatigued, he is instead exhausted and if exhausted, he instead falls unconscious for the same duration.


Subterfuge Sphere Operatives of the Subterfuge sphere train to avoid scrutiny and act unsuspected. They are unobtrusive when they need to be, moving with crowds and moving so subtly that their actions are unnoticed even when they are plainly seen. Even when noticed, Subterfuge masters can seem like they belong almost anywhere, drawing no attention even under an enemy’s nose.

Associated Skill: Disguise.


You gain the following benefits when you gain the Subterfuge sphere.

When you gain the Subterfuge sphere, you gain 5 ranks in Disguise, plus 5 ranks per additional talent spent in the Subterfuge sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Disguise, you may immediately retrain them.

Skill Leverage: When you gain the Subterfuge sphere, you unlock skill leverage with the Disguise and Sleight of Hand skills.


You also acquire the Baffling Revelation, Confident Subtlety, and Fast Disguise abilities.


Subterfuge: Baffling Revelation (Ex) You can outwit any creature as long as they are fooled by your current disguise, you possess an item they believed they possessed, or you know a secret they consider important and well-kept. To outwit them using this ability, you must brandish the item they thought they had, you must reveal the secret, or you must reveal yourself to not be who you appear to be. Revealing a secret or your disguised nature can be verbal or visual, as appropriate. Creatures must generally be within 30 feet for you to outwit them verbally, but they can be up to 60 feet away if you reveal your ruse visually. Anyone who discovers you are disguised this way does not necessarily discover who you are. Once an item or secret is used to outwit a creature, that item or secret cannot be used by anyone to outwit that creature again.


Subterfuge: Confident Subtlety [approach] (Ex) Adopting this approach is a swift action. While you maintain this approach, you reduce the penalty to Sleight of Hand checks for attempting to take an action subtly without taking longer by 6 (reducing it to -4).


Deft [alternate start] [utility start] You use Sleight of Hand (instead of Disguise) as the associated skill for this sphere. You lose the fast disguise ability and cannot gain (disguise) talents; you gain the Effortless Theft talent instead.


Subterfuge: Effortless Theft [utility] You can stow up to two held objects, each with a different hand, as a swift action. You can attempt one Sleight of Hand check either to lift an object or hide an object on your person as part of a move, standard, or full-round action to move, or as part of a standard or longer action to attempt a Bluff, Diplomacy, or Intimidate check.


Vocation: Burglar (trade) [utility] You gain Climb, Disable Device, Sleight of Hand, and Stealth as class skills. You take no penalty to Stealth due to your speed while climbing.


Vocation: Con Artist (trade) [utility] You gain Bluff, Disguise, Knowledge (local), and Linguistics as class skills. You may use the better of your Charisma or Intelligence modifier when attempting either Bluff or Knowledge (local) checks, chosen when you select this talent.


Vocation: Dungeon Delver (trade) [utility] You gain Acrobatics, Disable Device, Knowledge (dungeoneering), and Use Magic Device as class skills. You are only considered to have failed by 5 or more on any of these skill checks if you fail by 7 or more.


Vocation: Pirate (trade) [utility] You gain Appraise, Climb, Intimidate, and Swim as class skills. You may use your Climb or Swim modifier in place of Acrobatics to balance.


Build

Killit is built with a 4d6 roll, discard lower system and 105 gp starting wealth. Favored Class Bonus is +¼ of a daily use of invocations (insights). If using a lower point buy, you can lower Strength and Wisdom. If using a higher point buy (or rolling really well), your most important attributes are Charisma and Dexterity. Charisma is your casting statistic and affects the save DCs of all your magic talents and your spell pool, other than increasing your diplomatic abilities; Dexterity makes you a great finesse warrior, increases your initiative, and bolsters AC. A good Intelligence is desirable too, to have more skills and versatility.


How to Play Killit

Killit is young and optimistic. She sees the thief’s way as a game more than a job, and is always ready to learn new things and give a chance to anyone she meets. Deep down she doesn't think there is something as a really evil creature, but is more than capable to defend herself and her friends when it’s needed. Killit is a regular ray of hope in the lives of those she loves, and many times she has found a way out of unbearable odds when wiser and smarter sages weren’t able to.


Future Abilities

Martial Talents Athletics Sphere (Climb), Barroom Expert*, Barroom Sphere* (Teetotaler), Dagger Dancer, Fast Draw, Improved Grifting, Lethal Precision, Master Thief, Scale Foe, Sniper sphere, Throwing Mastery, Trap Finder*, Trap Sphere (Dismantler)

Skill Talents Busy Hands, Close Sleight, Confident Sniper, False Sense of Security, Pull One Over; Utility: Careful Liar, Case the Joint, Communication Sphere (Communal Pidgin*), Compelling Diversion, Heart to Heart, Impossible Palm, Light Touch, Ranged Disable, Sweep for Traps

Feats Agile Maneuvers, Blinding Flash, Cloak and Dagger Style, Cloak and Dagger Subterfuge, Cloak and Dagger Tactics, Combat Expertise, Courageous Resolve, Extra Combat Talent, Vital Strike

Skills Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Perception, Sleight of Hand, and Stealth are all useful abilities for Killit. Appraise, Sense Motive, and Use Magic Device turn handy too.