Alternate Agility Perks

Agility Perk Replaces Rank Effect
Escape Artist Adroitness 1 +1 to Legerdemain. You can escape from bounds in half the time.
Escape Artist Adroitness 2 +1 to Legerdemain. You treat yourself as 1 size smaller for determining squeeze and managing tight passages.
Escape Artist Adroitness 3 +1 to Legerdemain. You can make an escape artist check as a full round action regardless of the bounds.
Escape Artist Adroitness 4 +1 to Legerdemain. You may use escape artist to save vs entangle and freeze.
Escape Artist Adroitness 5 +1 to legerdemain You become proficient in escape artist checks.
Smuggler Adroitness 1 +1 to Legerdemain. You reduce the penalty for weight to hiding an item on your person by 2.
Smuggler Adroitness 2 +1 to Legerdemain. You may hide oddly shaped items on your person, albeit at an additional -2
Smuggler Adroitness 3 +1 to Legerdemain. You reduce any penalties by an additional 2.
Smuggler Adroitness 4 +1 to Legerdemain. You may hide your armor and enhanced equipped items in such a way they blend seamlessly with your clothes. As long as their weight is less than your encumbrance you do not need to roll to hide such items.
Smuggler Adroitness 5 +1 to Legerdemain. You roll with proficiency when hiding items.
Pick Pocket Adroitness 1 Your quick hands and sticky fingers make picking pockets easier, and you gain a +1 bonus to Legerdemain and reduce your total pickpocket penalties by 2.
Pick Pocket Adroitness 2 You gain a +1 to Legerdemain and can place live grenades or apply poison to your mark
Pick Pocket Adroitness 3 You gain a +1 to Legerdemain and can pickpocket worn items
Pick Pocket Adroitness 4 You gain a +1 to Legerdemain You can pickpocket while engaged in combat as an immediate action for 4 AP.
Pick Pocket Adroitness 5 You gain a +1 to Legerdemain. You become proficient in pick pocket.
Throwing Master One Hander 1 All perks in this tree affect only one handed throwing weapons. You gain a +1 to DV, and when drawing throwing weapons, you may draw 2 at a time instead of just 1.
Throwing Master One Hander 2 +1 to DV and +2 to range.
Throwing Master One Hander 3 +1 to DV. Throwing a weapon no longer provokes an attack of opportunity.
Throwing Master One Hander 4 +1 to DV. Mass Enhanced: Choose one enhanced throwing weapon in your possession. You treat all nonenhanced weapons in your possession as having the same enhancements. You may choose a different weapon each time you level up to enhance your weapons with.
Throwing Master One Hander 5 +1 to DV. Every time you throw a weapon you can draw another weapon as a non action.
Gunslinger One Hander 1 Gunslinger only affects revolvers. You gain a +1 to DV with revolvers. You may also fan the hammer. You can fire the revolver in a 3RB, using 3 rounds of ammo.
Gunslinger One Hander 2 +1 to DV and attacks no longer provoke an attack of opportunity.
Gunslinger One Hander 3 +1 to DV and you can fan the hammer with 6 rounds as if doing an automatic burst.
Gunslinger One Hander 4 +1 to DV and you may fan the hammer to gain the benefit of suppressive fire. You must use 6 rounds for each radius you wish to suppress.
Gunslinger One Hander 5 +1 to DV and you reduce the cost to reload a revolver by 1 move action.
Slinger One Hander 1 +1 to DV. Slinger only works with slings
Slinger One Hander 2 +1 to DV. You take no accuracy penalty when using stones in a sling
Slinger One Hander 3 +1 to DV. +2 to range with a sling.
Slinger One Hander 4 +1 to DV. You take no DV penalty when using stones in a sling.
Slinger One Hander 5 +1 to DV. -1 AP.
Two Handed One Hander 1 Two handed only applies to ranged weapons while two weapon fighting. Only one weapon needs to be a ranged weapon, the other could be a melee or other type. You gain a +1 to DV with two handed weapons.
Two Handed One Hander 2 You gain +1 to DV. Attacking with a two handed weapon no longer provokes an attack of opportunity.
Two Handed One Hander 3 You gain +1 to DV. Reloading while two handed no longer increases its reload time.
Two Handed One Hander 4 You gain +1 to DV. Reloading or drawing a one handed weapon no longer provokes an attack of opportunity.
Two Handed One Hander 5 You gain +1 to DV. If you make the aim maneuver while two handed fighting you gain an additional +1 to accuracy.
Sly Sneak 1 +1 to sneak. For 2 PP You may use sneak in place of bluff while feinting.
Sly Sneak 2 +1 to sneak. For 3 PP you may use sneak in place of vigor when using defense.
Sly Sneak 3 +1 to sneak. For 3 PP you may use sneak in place of vigor when making a vigor save.
Sly Sneak 4 +1 to sneak. For 3 PP you may use sneak in place of grit when making a grit save.
Sly Sneak 5 +1 to sneak. For 3 PP you may use sneak in place of Willpower when making a Will save.
Chameleon Sneak 1 +1 to sneak. You learn invisibility as the spell. Your trapping must be darkness or illusion. You may augment the spell using your ranks of Chameleon as your casting tier.
Chameleon Sneak 2 +1 to sneak. You may cast invisibilty as a move action.
Chameleon Sneak 3 +1 to sneak.You may cast invisibilty as an immediate action.
Chameleon Sneak 4 +1 to sneak. The PP cost to cast invisibility is reduced by 1.
Chameleon Sneak 5 +1 to sneak. It now costs 5 AP to cast invisibility as an immediate action.
Sniper Sneak 1 +1 to sneak. You reduce the penalty for sniping by 1 per round
Sniper Sneak 2 +1 to sneak. You reduce the penalty for sniping by 1 per round
Sniper Sneak 3 +1 to sneak. Any round you do not move you double your sneak bonus from cover.
Sniper Sneak 4 +1 to sneak. You reduce the penalty for sniping by 1 per round
Sniper Sneak 5 +1 to sneak. You reduce the penalty for sniping by 1 per round
Mobility Acrobatics 1 +1 acrobatics. You take no penalties to avoid AOO’s for moving through multiple threatened hexes.
Mobility Acrobatics 2 +1 Acrobatics. When using acrobatics to move through threatened terrain without provoking you no longer expend extra MP for that movement.
Mobility Acrobatics 3 +1 Acrobatics. You take no penalties to avoid AOO’s for moving past multiple opponents.
Mobility Acrobatics 4 +1 Acrobatics. When using the physical defense immediate action to avoid an aoo you can roll acrobatics instead of Vigor.
Mobility Acrobatics 5 +1 to acrobatics. You no longer provoke aoos for movement.
Hidden Strike Ninja 1 + 2/ + 4 sneak attack damage
Hidden Strike Ninja 2 As a full round action you draw your weapon and make a single attack vs a target. If you hit the target is unaware. Your weapon must be sheathed to use this attack.
Hidden Strike Ninja 3 + 2/ + 4 sneak attack damage
Hidden Strike Ninja 4 Whenever you draw your weapon the next opponent struck in the same round is caught unaware
Hidden Strike Ninja 5 + 2/ + 4 sneak attack damage
Befuddling Strike Ninja 1 + 1/+ 2 sneak attack damage and reduce the targets accuracy by 1 the following round.
Befuddling Strike Ninja 2 + 1/+ 2 sneak attack damage and reduce the targets accuracy by 1 the following round.
Befuddling Strike Ninja 3 + 1/+ 2 sneak attack damage and reduce the targets accuracy by 1 the following round.
Befuddling Strike Ninja 4 + 1/+ 2 sneak attack damage and reduce the targets accuracy by 1 the following round.
Befuddling Strike Ninja 5 + 1/+ 2 sneak attack damage and reduce the targets accuracy by 1 the following round.
Bloody Strike Ninja 1 when striking a flat footed foe you deliver bleed (1)
Bloody Strike Ninja 2 when striking a flat footed foe you deliver bleed (-1)
Bloody Strike Ninja 3 when striking a flat footed foe you deliver bleed (-1)
Bloody Strike Ninja 4 when striking a flat footed foe you deliver bleed (-1)
Bloody Strike Ninja 5 when striking a flat footed foe you deliver bleed (-1)
Entangling Strike Ninja 1 + 1/+ 2 sneak attack damage and entangle.
Entangling Strike Ninja 2 + 1/+ 2 sneak attack damage and entangle increases by (- 1).
Entangling Strike Ninja 3 + 1/+ 2 sneak attack damage and entangle (- 1).
Entangling Strike Ninja 4 + 1/+ 2 sneak attack damage and entangle (- 1).
Entangling Strike Ninja 5 + 1/+ 2 sneak attack damage and entangle (- 1).
Debilitating Strike Ninja 1 + 1/+ 2 sneak attack damage and reduce the targets APs by 1.
Debilitating Strike Ninja 2 on a sneak attack you reduce the targets APs by 1.
Debilitating Strike Ninja 3 + 1/+ 2 sneak attack damage and reduce the targets APs by 1.
Debilitating Strike Ninja 4 on a sneak attack you reduce the targets APs by 1.
Debilitating Strike Ninja 5 + 1/+ 2 sneak attack damage and reduce the targets APs by 1.
Sneaky Spell Ninja 1 + 1/+ 2 sneak attack damage with spells and if the target of your spell would be subject to sneak attack damage (whether the spell actually deals damage or not) he takes a -1 to any save vs that spell.
Sneaky Spell Ninja 2 + 1/+ 2 sneak attack damage and if the target of your spell would be subject to sneak attack damage (whether the spell actually deals damage or not) he takes a -1 to any save vs that spell.
Sneaky Spell Ninja 3 + 1/+ 2 sneak attack damage with spells and if the target of your spell would be subject to sneak attack damage (whether the spell actually deals damage or not) he takes a -1 to any save vs that spell.
Sneaky Spell Ninja 4 + 1/+ 2 sneak attack damage and if the target of your spell would be subject to sneak attack damage (whether the spell actually deals damage or not) he takes a -1 to any save vs that spell.
Sneaky Spell Ninja 5 + 1/+ 2 sneak attack damage and if the target of your spell would be subject to sneak attack damage (whether the spell actually deals damage or not) he takes a -1 to any save vs that spell.
Archer Marksman 1 Archer only affects bows. +1 to DV and you can fire a bow twice per reload action when both shots are taken during the same turn.
Archer Marksman 2 +1 DV. ROF +1
Archer Marksman 3 +1 DV. You may fire your weapon as many times per round as your ROF allows for a single reload action.
Archer Marksman 4 +1 DV. ROF +1
Archer Marksman 5 +1 DV. You may steady for 1 PP less as long as all your attacks are against the same target.
Shotgun Surgeon Marksman 1 Shotgun Surgeon only affects shotguns. You gain a +1 to DV and -1 to AP.
Shotgun Surgeon Marksman 2 +1 DV and you gain Push with a shotgun.
Shotgun Surgeon Marksman 3 +1 DV. Your Push gains (-2)
Shotgun Surgeon Marksman 4 +1 DV. Your Push gains (-2)
Shotgun Surgeon Marksman 5 +1 DV. You treat each range increment as one less when determining parameters. Medium becomes short range, long becomes medium etc.
Commando Marksman 2 +1
dv and recoil
Fast Hands Quick Hands 1 Each round you begin a bonus move action. That action can only be used for benefits allowed by fast hands. You can use your bonus move action to draw or reload a weapon.
Fast Hands Quick Hands 2 You can use your bonus move action to stow a weapon or draw any item.
Fast Hands Quick Hands 3 You can use your bonus move action to stow any item or pick up an item.
Fast Hands Quick Hands 4 You can use your bonus move action to switch the item you are holding with another in your possession.
Fast Hands Quick Hands 5 You can use your bonus move action to increase your rate of fire by 1.
Blitz Bonus Move 1 While in combat you can spend 1 PP and a move action to add +2 MP to your base pace and rush an enemy who is in reach of your melee attacks (adjacent if unarmed). While blitzing you still take penaltys to movement from difficult terrain or being crouched, and you still provoke attacks of opportunities. Any excess MP from blitzing is lost, it can only be used to reach your target.
Blitz Bonus Move 2 You gain +1 MP when blitzing. You may blitz as a free action.
Blitz Bonus Move 3 You gain +1 MP while blitzing. Blitzing ignores a penalty from either difficult terrain or crouching (but not both) .
Blitz Bonus Move 4 You gain +1 MP while blitzing. While blitzing you no longer provoke attacks of opportunity.
Blitz Bonus Move 5 You gain +1 MP while blitzing. You gain +1 DV for every 2 hexes you move while blitzing.
Snap Shot Sniper 1 You can make attacks of opportunities with ranged weapons against an adjacent target. Snap shot only affects ranged weapons.
Snap Shot Sniper 2 You can make attacks of opportunity against opponents in 2 hexes.
Snap Shot Sniper 3 You can make attacks of opportunity against opponents in 3 hexes
Snap Shot Sniper 4 You can make attacks of opportunity against opponents in 4 hexes.
Snap Shot Sniper 5 You can make attacks of opportunity with ranged weapons within your weapons first range increment.
Dead Eye Sniper 1 +1 to accuracy.
Dead Eye Sniper 2 +1 to accuracy.
Dead Eye Sniper 3 +1 to accuracy.
Dead Eye Sniper 4 +1 to accuracy.
Dead Eye Sniper 5 +1 to accuracy.

Alternate Agility Perks

BASICS 4.0 underableedingsun