Actions: W

2 actions, from Wicked Thorns to Wind Them Up.

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Wicked Thorns · Wind Them Up

Wicked Thorns [R]

Ancestry Ghoran; Heritage Thorned

Frequency once per day

Trigger You're hit with an unarmed Strike or a Strike with a non-reach melee weapon.

Several of your thorns break off and hook into your attacker's body. You deal 1d8 piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes 1d4 persistent bleed damage as your thorns embed in its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8, and the persistent piercing damage increases by 1.

LOIL, page 37.

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Wind Them Up [>>]

gunslinger 

Class Gunslinger; Subclass Triggerbrand

Should foes parry your blade or dodge your bullets? Neither—they should be watching their purse. Make a melee Strike with your combination weapon, and then attempt a Thievery check with a –5 penalty to Steal from your target; you can't Steal closely guarded objects or objects that would take a long time to pilfer. You don't need a free hand to attempt to Steal something in this manner. If your Thievery check succeeds, the target is flat-footed against your ranged attacks until the start of your next turn, and you don't trigger reactions that are normally triggered by movement or a ranged attack. These effects occur even if your target has no objects to Steal.

LOIL, page 108.

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