Potentia Techs

Tier I
Bladefist (Pa): When executed this tech shrouds your hands in a blade-shaped swarm of nanites, causing all unarmed damage to be lethal and slashing for as long as this tech is running on your console.

Nanite Charge I (Pa): When executed as a full-round action the nanites give your body a burst of regeneration healing you for 2d8 points of damage, +1 per caster level (max 5). When executed as a standard action it heals you for 4+1 per caster level (max 5).

Heroic Leap (Pa): When executed, this tech grants you a +20 bonus to acrobatics on your next jump attempt.

Strengthen (Pa): When executed, this tech grants the user a +2 alchemical bonus to strength for as long as it runs in the console.

Toughen Skin, Lesser (Pa): When executed, this tech grants the user DR 3/- for as long as it runs in the console. This DR does not stack with other forms of DR/- from tech sources.

Burden (Sa): When executed the targets total current encumberance is increased by 20 lbs plus 1 lb per caster level for 1 minute per two caster levels. A successful fortitude save reduces the duration to 1 round per two caster levels. The save DC for this tech is Strength-based.

Deflection (Fc): This tech can be executed as an immediate action, doing so grants the user the benefits of the shield spell for 1 round. This tech can only be executed if a force cloak effect is active.

Force Arrow (Fc): When this tech is executed one creature is shot at by an arrow of force. The user must make a ranged touch attack. If successful the target takes 1d8+4 points of force damage while force cloak is active, otherwise the subject only takes 1d4+2 damage. This is a swift action.

Force Cloak I (Fc): Force Cloak techs take twice the normal amount of console capacity to sustain as other techs of the same tier. Upon execution the user gains a cloak of force that swirls around behind them. This does not take the user's back slot as it is not a literal cloak but a field of pure force that surrounds them that can be used as a focus for other techs in this subschool. As long as the user has a force cloak effect active he gains a deflection bonus to AC equal to the tier of the tech used to conjure it. The force cloak is taxing as for as long as it is in effect, the user takes 1 point of force damage per round  and this damage cannot be reduced or resisted, otherwise it remains until the tech is shut down. It can be shut down as a free action and executed as a standard action. Only one version of force cloak can be active any any given time, higher tier version of the tech simply overwrite lower tier versions.

Force Displacement (Fc): When this tech is executed the target gains concealment equal to the tier of the tech used to conjure the force cloak multiplied by 4 for as long as this tech remains active in the user's console. This tech can only be executed if a force cloak effect is active.

Harden Cloak (Fc): When this tech is executed, the deflection AC of the force cloak currently in effect is doubled for a single attack. This is an immediate action. This tech can only be executed if a force cloak effect is active.

Hemorrhage, Lesser  (Sa):   When executed the tech user must select a single target, and that target must make a fortitude save as a burst of force crushes their internal organs. If the target fails its save he falls under the effects of  deep bleeding  for 2 damage. deep bleeding  has a more difficult DC to heal over normal bleeding (DC 25) and cannot be removed with cure wounds spells unless that spell takes them to maximum hit points. This is a force and a bleed effect, the save DC for this tech is Dexterity-based.

Shadow Claw (Sa): As long as this tech is running in the user's console they have Sneak Attack +1d6.

Weaken Feet (Sa): When executed one target has its speed reduced by 15 feet for 1 minute per caster level. A sucessful will save reduces the duration from 1 minute per caster level to 1 round per caster level. The save DC for this tech is Dexterity-based.

Weaken Skin (Sa): When executed, one target has any DR/- it has reduced by 5 for 1 minute per caster level. A sucessful fortitude save reduces the duration from 1 minute per caster level to 1 round per caster level. The save DC for this tech is Dexterity-based.

Tier II
Flash Charge (Pa): When this tech is executed the user uses a charge attack with a -4 penalty to the attack roll. This is a swift action, a pounce attack cannot be made with this charge, but a second charge to a different target can be made in the same round if the rest of your actions have not been used.

Heroic Agility (Pa): When this tech is executed the user gains a +2 alchemical bonus to Reflex saves and Acrobatics attempts made to move through threatened squares, to balance, or to move through rough terrain and effects that might cause it (such as entangle). This tech lasts as long as it runs in your console.

Mind Charge (Pa): When this tech is executed the user gains a +2 alchemical bonus Will saves for as long as this tech runs in your console.

Speed Charge (Pa): When this tech is executed the user gains a +10-foot bonus to speeds of all types that they already have for as long as it runs in their console.

Cloak of the Craftsman (Fc): When this tech is executed strands of power flow into the user granting them a +2 alchemical bonus to crafting checks for as long as this tech runs in their console. This tech can only be executed if a force cloak effect is active.

Force Cloak II (Fc):  Force Cloak techs take twice the normal amount of console capacity to sustain as other techs of the same tier. Upon execution the user gains a cloak of force that swirls around behind them. This does not take the user's back slot as it is not a literal cloak but a field of pure force that surrounds them that can be used as a focus for other techs in this subschool. As long as the user has a force cloak effect active he gains a deflection bonus to AC equal to the tier of the tech used to conjure it. The force cloak is taxing as for as long as it is in effect, the user takes 2 point of force damage per round and this damage cannot be reduced or resisted, otherwise it remains until the tech is shut down. It can be shut down as a free action and executed as a standard action. In addition, force cloak II grants the user a +1 alchemical bonus to Strength and Wisdom while it is active. Only one version of force cloak can be active any any given time, higher tier version of the tech simply overwrite lower tier versions.

Force Wave (Fc): When this tech is executed it cancels the effects of any force cloak techs currently active as well as any techs that depend on force cloak being active. Once executed all creatures within a 30-foot radius of the tech user takes 2d4 points of force damage per point of capacity that was freed upon cancelling force cloak and its dependencies. This tech can only be executed if a force cloak effect is active.

Parry (Fc):  This tech can be executed as an immediate action, doing so deflects a single melee attack. This tech can only be executed if a force cloak effect is active.

Disarm  (Sa):   When this tech is executed one creature must make a Fortitude save or drop their weapon as weakness overcomes their arms. The save DC for this tech is Dexterity-based.

Endrix's Guise (Sa): When this tech is executed the user comes under the effects of the invisibility spell for as long as it runs in their console until they take any hostile action that would otherwise break it.

Internal Distress (Sa): When this tech is executed one creature must make a Fortitude save or vomit on their next turn as a standard action. The save DC for this tech is Dexterity-based.

Spongegut (Sa): When this tech is executed the user must make a touch attack, if successful one creature's stomach becomes riddled with holes causing them to be sickened, take 1 point of bleeding damage and take a -2 penalty to fort saves for 1 minute.

Tier III
Bird Killer (Pa): As long as this tech is running in the user's console, they gain a +4 circumstance bonus on all damage rolls against creatures with flying.

Shooting Star (Pa): When executed the user must have a melee weapon equipped. Make a ranged attack against a creature no closer than 20-feet away and no further than 60-feet away. If your attack roll is successful inflict critical damage against the target.

Toughen Skin (Pa):  When executed, this tech grants the user DR 6/- for as long as it runs in the console. This DR does not stack with other forms of DR/- from tech sources.

Will Break (Pa): When executed, your next successful attack gives the target a penalty of -4 to Will saves for 1 round.

Force Cloak III  (Fc):   Force Cloak techs take twice the normal amount of console capacity to sustain as other techs of the same tier. Upon execution the user gains a cloak of force that swirls around behind them. This does not take the user's back slot as it is not a literal cloak but a field of pure force that surrounds them that can be used as a focus for other techs in this subschool. As long as the user has a force cloak effect active he gains a deflection bonus to AC equal to the tier of the tech used to conjure it. The force cloak is taxing as for as long as it is in effect, the user takes 3 point of force damage per round and this damage cannot be reduced or resisted, otherwise it remains until the tech is shut down. It can be shut down as a free action and executed as a standard action. In addition, force cloak III grants the user a +1 alchemical bonus to Strength, Dexterity, intelligence and Wisdom while it is active. Only one version of force cloak can be active any any given time, higher tier version of the tech simply overwrite lower tier versions.

Force Whip (Fc): This tech can only be activated while a force cloak is active, when executed part of the cloak sprouts out in a tendril of force to attempt make a Trip or Steal maneuver with a +2 bonus to CMB.

Resistance Field (Fc): This tech can only be activated while a force cloak is activated. As long as this tech is running in the user's console he gains spell resistance equal to 12 plus the tier of the force cloak currently active. If force cloak is deactivated, this tech too is deactivated. While resistance field is up the deflection bonus to AC granted by the force cloak is halved (rounded down).

Shawl of Shadows (Fc): This tech can only be activated while a force cloak is active. For as long as this tech is running in the user's console, the user gains a +4 Circumstance bonus to Stealth Checks.

Assassin's Deadly Torture  (Sa):   This tech can be executed as an Immediate action as part of any one attack that deals sneak attack damage. The target must make a Fortitude save or take 1 point of Strength, Dexterity drain. The DC for this tech is Dexterity-based.

Fickle Touch  (Sa):   When executed the user must make a melee touch attack against a single creature. If successful the creature loses their Dexterity-bonus to AC for 1 round.

Gallows Swing  (Sa):   This tech can be executed as a free action as part of a single Melee or Ranged attack made as a standard action. Make a CMB check, if successful the creature becomes entangled for 1 minute.

Thieves' Elbow  (Sa):   This tech can be executed as a free action as part of a Steal maneuver. When executed the user gains a +2 to CMB on the check. And may deal 1/2 of weapon damage to the target.

Tier IV
Dodge Break  (Pa): When executed, the user's next successful melee attack negates the target's dodge bonus to AC for 1 round.

Fish Killer (Pa):  As long as this tech is running in the user's console, they gain a +4 circumstance bonus on all damage rolls against creatures with a swim speed.

Fulcrum Strike (Pa): When executed make a single melee attack against the target. If successful you gain a bonus on the damage for that attack equal to your hit dice. If the target is prone, this bonus is doubled.

Ire (Pa): When executed, the target creature must make a Will save to attack anyone other than you for 1 round. The DC for this tech is Strength-based.

Force Cloak IV  (Fc):   Force Cloak techs take twice the normal amount of console capacity to sustain as other techs of the same tier. Upon execution the user gains a cloak of force that swirls around behind them. This does not take the user's back slot as it is not a literal cloak but a field of pure force that surrounds them that can be used as a focus for other techs in this subschool. As long as the user has a force cloak effect active he gains a deflection bonus to AC equal to the tier of the tech used to conjure it. The force cloak is taxing as for as long as it is in effect, the user takes 3 point of force damage per round and this damage cannot be reduced or resisted, otherwise it remains until the tech is shut down. It can be shut down as a free action and executed as a standard action. In addition, force cloak IV grants the user a +1 alchemical bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma while it is active. Only one version of force cloak can be active any any given time, higher tier version of the tech simply overwrite lower tier versions.

Missile Ward (Fc): This tech can only be executed while a force cloak is activated. For 1 minute per four caster levels the user gains a +5 circumstance bonus to AC against ranged and ranged touch attacks. This tech does not count against the capacity of the console being used.

Nanite Webbing (Fc): This tech can only be executed while a force cloak is activated. As long as this tech is running in the user's console he gains nano resistance equal to 12 plus the tier of the force cloak currently active. If force cloak is deactivated, this tech too is deactivated. While nanite webbing is up the deflection bonus to AC granted by the force cloak is halved (rounded down).

Whispers of the Night (Fc): This tech can only be executed while a force cloak is activated. For 1 minute per four caster levels, the user gains a bonus to Perception checks equal to the tier of the currently active force cloak.

Danbermut's Decay  (Sa): When executed, one creature must make a Fortitude save or take a -4 penalty to all damage rolls for 1 round per caster level. The DC for this tech is Dexterity-based.

Red Spot  (Sa): When executed, one creature becomes marked with a painful red bruise unless they make a successful Fortitude save. Creatures marked by this take a +2 on all damage dealt to them by weapon damage rolls. This damage is multiplied on a critical hit. The DC for this tech is Dexterity-based.

Twisted Iron Tackle  (Sa): When executed make a Bull-rush maneuver against a single creature as part of the tech execution action. If successful, the bull-rush attack deals twice your weapon's damage.

Underhook  (Sa): This tech may be executed as a free action as part of an attack or full-attack action. When executed hit an enemy an additional time for 1/2 of your weapon damage against the target of the attack's flat-footed AC.

Tier V
Armor Break (Pa): When executed, the user's next melee attack reduces the target's armor class by an amount equal to the damage for 1 round.

Dredge Killer (Pa):  As long as this tech is running in the user's console, they gain a +4 circumstance bonus on all damage rolls against creatures with a burrow speed. Will Power  (Pa): The touched target can act in battle even if their Intelligence, Wisdom or Charisma abilities are changed to zero, by a spell, tech or other effect. This tech lasts a number of turns equal to the target's Constitution score, after which time, they collapse and remain comatose until healed. This is an immediate action.

Aura Cloak (Fc): This tech takes twice the normal amount of console capacity to sustain as other techs of the same tier. This tech can only be executed if a force cloak tech is active. The deflection bonus granted by the currently active force cloak effect is granted to allies within 5 feet of the user.

Force Cloak V  (Fc):   Force Cloak techs take twice the normal amount of console capacity to sustain as other techs of the same tier. Upon execution the user gains a cloak of force that swirls around behind them. This does not take the user's back slot as it is not a literal cloak but a field of pure force that surrounds them that can be used as a focus for other techs in this subschool. As long as the user has a force cloak effect active he gains a deflection bonus to AC equal to the tier of the tech used to conjure it. The force cloak is taxing as for as long as it is in effect, the user takes 4 point of force damage per round and this damage cannot be reduced or resisted, otherwise it remains until the tech is shut down. It can be shut down as a free action and executed as a standard action. In addition, force cloak V grants the user a +2 alchemical bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma while it is active. Only one version of force cloak can be active any any given time, higher tier version of the tech simply overwrite lower tier versions.

Force Lance (Fc): When this tech is executed one creature is shot at by a lance of force. The user must make a ranged touch attack. If successful the target takes 4d8+12 points of force damage while force cloak is active, otherwise the subject only takes 2d8+6 damage. This is a swift action.

Hemorrhage (Sa): When executed the tech user must select a single target, and that target must make a fortitude save as a burst of force crushes their internal organs. If the target fails its save he falls under the effects of deep bleeding for 1d4+2 damage. Deep bleeding has a more difficult DC to heal over normal bleeding (DC 25) and cannot be removed with cure wounds spells unless that spell takes them to maximum hit points. This is a force and a bleed effect, the save DC for this tech is Dexterity-based.

Shadowed Tiger's Shield  (Sa): This tech can be executed as an Immediate action during the attack action of an enemy within 30-feet. Make a CMB check against a single other creature within the same radius' CMD. If successful the target of the enemy's attack swaps places with the target of the CMB check. Grappled targets cannot be switched.

Stalker's Stretch  (Sa): This tech can only be executed if the target is unaware of the user. The target is entitled to a perception check to save against this effect but only if they are successful in noticing the attacker. If they fail, the user makes 1d4 melee touch attack rolls against the target that deal the user's weapon damage including any bonuses from sneak attack or ability scores.

Tier VI
Loosefoot (Pa): As long as this tech is running in the user's console, the user gains a +6 dodge bonus to AC.

Power Break (Pa): When executed, the user's next melee attack causes the target's melee damage to be halved for 1 round.

Toughen Skin, Greater (Pa):  When executed, this tech grants the user DR 12/- for as long as it runs in the console. This DR does not stack with other forms of DR/- from tech sources.

Force Cloak VI  (Fc):   Force Cloak techs take twice the normal amount of console capacity to sustain as other techs of the same tier. Upon execution the user gains a cloak of force that swirls around behind them. This does not take the user's back slot as it is not a literal cloak but a field of pure force that surrounds them that can be used as a focus for other techs in this subschool. As long as the user has a force cloak effect active he gains a deflection bonus to AC equal to the tier of the tech used to conjure it. The force cloak is taxing as for as long as it is in effect, the user takes 5 point of force damage per round and this damage cannot be reduced or resisted, otherwise it remains until the tech is shut down. It can be shut down as a free action and executed as a standard action. In addition, force cloak VI grants the user a +2 alchemical bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma; and a +1 alchemical bonus to all saving throws while it is active. Only one version of force cloak can be active any any given time, higher tier version of the tech simply overwrite lower tier versions.

Force Deflection (Fc): This tech can only be executed if a force cloak tech is currenting active, as long as this tech is running in the user's console the user is immune to hostile force effects.

Shawl of Darkness (Fc): This tech can only be activated while a force cloak is active. For as long as this tech is running in the user's console, the user gains a +6 Circumstance bonus to Stealth Checks and a bonus of +10 feet to their base movement speed before any other modifiers.

Cinnibar Claw (Sa): When executed the user must make a melee touch attack against a creature. If successful the creature takes 1d4 points of Strength, Wisdom, and Charisma damage. This is a poison effect but has no save and nano resistance does not apply.

Endrix's Illusion  (Sa): When this tech is executed the user comes under the effects of the greater invisibility spell for 1 minute per caster level and does not reserve capacity in the user's console.

Hellish Moon Storm  (Sa): This tech can be executed as part of a ranged attack as a free action. When executed 1d10 bolts of shadow fire in a cyclone around the projectile. Each bolt does 1d6 points of Negative energy damage. If the ranged attack misses the target these bolts do nothing. If the attack is a critical and successfully confirms, double the damage of this tech.

Tier VII
Augment: Fortitude (Pa): When executed, the user adds their Strength bonus to all Fortitude Saves and to their AC as a circumstance bonus for 1d4+1 rounds. Only one augment tech can be active, using this again simply resets the duration, while using another augment tech ends the effects of this one immediately.

Augment: Power  (Pa): When executed, the user doubles their Strength bonus when calculating melee attack and melee damage rolls for 1d4+1 rounds. Only one augment tech can be active, using this again simply resets the duration, while using another augment tech ends the effects of this one immediately.

Beast Killer  (Pa):  As long as this tech is running in the user's console, they gain a +8 circumstance bonus on all damage rolls against creatures of the Animal or Magical beast type.

Force Cloak VII (Fc): Force Cloak techs take twice the normal amount of console capacity to sustain as other techs of the same tier. Upon execution the user gains a cloak of force that swirls around behind them. This does not take the user's back slot as it is not a literal cloak but a field of pure force that surrounds them that can be used as a focus for other techs in this subschool. As long as the user has a force cloak effect active he gains a deflection bonus to AC equal to the tier of the tech used to conjure it. The force cloak is taxing as for as long as it is in effect, the user takes 5 point of force damage per round and this damage cannot be reduced or resisted, otherwise it remains until the tech is shut down. It can be shut down as a free action and executed as a standard action. In addition, force cloak VII grants the user a +2 alchemical bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma; and a +2 alchemical bonus to all saving throws while it is active. Only one version of force cloak can be active any any given time, higher tier version of the tech simply overwrite lower tier versions.

Physical Mirror (Fc): This tech can only be executed if a force cloak tech of tier V or higher is active. For 1 round per caster level, any physical damage (bludgeoning, slashing, piercing, force) that would be dealt to the user of this tech is dealt to the attacker as well.

Speed (Fc): This tech  takes twice the normal amount of console capacity to sustain as other techs of the same tier. As long as this tech is running in the user's console, they are entitled to an additional move action each turn. However a 5-foot step made during the same turn negates this additional move action.

Disarm, Mass (Sa): When this tech is executed one creature per caster level must make a Fortitude save or drop their weapon as weakness overcomes their arms. The save DC for this tech is Dexterity-based.

Shadow's Bite of the Providence  (Sa): This tech can only be executed as a free action as part of a melee or ranged attack roll. When executed the weapon ignores Damage Reduction and inflicts an additional 1d6 points of Strength, Constitution, or Dexterity damage and an additional 50% of the weapon's damage dealt as cold damage until the beginning of the user's next turn.

Two Snakes Submission ( Sa): When executed the user makes two ranged attack rolls against a single living creature. If both are successful the target becomes paralyzed for 1 minute unless the target makes a successful Will save. If successful they are instead paralyzed for 1d4+1 rounds.

Tier VIII
Man Killer (Pa):    As long as this tech is running in the user's console, they gain a +8 circumstance bonus on all damage rolls against creatures of the Humanoid or Monsterous Humanoid type.

Nanite Infusion (Pa): When executed as a standard action the user is healed for 10 points of damage per caster level. When executed as a swift action the user is instead healed for 4d10 points of damage +1 per caster level.

Force Cloak VIII  (Fc): Force Cloak techs take twice the normal amount of console capacity to sustain as other techs of the same tier. Upon execution the user gains a cloak of force that swirls around behind them. This does not take the user's back slot as it is not a literal cloak but a field of pure force that surrounds them that can be used as a focus for other techs in this subschool. As long as the user has a force cloak effect active he gains a deflection bonus to AC equal to the tier of the tech used to conjure it. The force cloak is taxing as for as long as it is in effect, the user takes 6 point of force damage per round and this damage cannot be reduced or resisted, otherwise it remains until the tech is shut down. It can be shut down as a free action and executed as a standard action. In addition, force cloak VIII grants the user a +2 alchemical bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma; and a +3 alchemical bonus to all saving throws while it is active. Only one version of force cloak can be active any any given time, higher tier version of the tech simply overwrite lower tier versions.

Force Gate  (Fc): To executed this tech a force cloak tech must be active. As a full-round action this tech can be executed to entangle any number of creatures in 10 feet for 1 round in a black web of force, for the round this is active the deflection bonus granted by the currently active force cloak tech is doubled.

Nine Cold Shadows (Sa): This tech must be executed as a free action as part of a full-round attack. When executed the user gains nine mirror images and the target of the attack takes nine extra attacks at the user's lowest base attack bonus. These attacks deal the user's weapon damage but do not multiply on a critical hit. Instead, on a critical hit they deal an additional 1d8 cold damage. The user cannot have more than nine mirror images granted by this tech. Instead any concurrent uses while the user still has mirror images granted by this tech instead replace the current ones to a maximum of nine. Mirror images granted by a mirror image effect are handled seperately.

Stalker Fang  (Sa): This tech can be executed only as a free action as part of a successfully confirmed critical hit. Critical hit damage is dealt to the target a second time. Any sneak attack abilities the user has are applied to the second attack but additional attack rolls are not necessary.

Tier IX
Berserk (Pa): When executed one target's melee damage is doubled for 1 minute, however they cannot take any action other than to attack, and if nothing is close enough to attack they must move to the closest target. While this is active the target has the Pounce (Ex) and Ferocity (Ex) abilities. When this effect ends the target is exhausted.

Duel of Rivals (Pa): When executed select one creature. That creature must make a Will save. If they fail they are forced to fight the user and only the user until either it or the user falls unconscious. However if the user takes any action that affects another creature other than the target, the effect ends.

Force Cloak IX  (Fc): Force Cloak techs take twice the normal amount of console capacity to sustain as other techs of the same tier. Upon execution the user gains a cloak of force that swirls around behind them. This does not take the user's back slot as it is not a literal cloak but a field of pure force that surrounds them that can be used as a focus for other techs in this subschool. As long as the user has a force cloak effect active he gains a deflection bonus to AC equal to the tier of the tech used to conjure it. The force cloak is taxing as for as long as it is in effect, the user takes 7 point of force damage per round and this damage cannot be reduced or resisted, otherwise it remains until the tech is shut down. It can be shut down as a free action and executed as a standard action. In addition, force cloak IX grants the user a +2 alchemical bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma; and a +4 alchemical bonus to all saving throws while it is active. Only one version of force cloak can be active any any given time, higher tier version of the tech simply overwrite lower tier versions.

Force Maelstrom (Fc): When executed, all ongoing force cloak techs are terminated, select one creature per four caster levels within a 50-foot radius of each other and dispel them with a bonus equal to the total capacity of techs that were deactivated upon activation of this tech, inflict 1d4 points of force damage per capacity point and cancel all ongoing techs on the chosen targets of 4th tier or lower.

Endrix's Ecstacy (Sa): As long as this tech is running in the user's console, sneak attack damage (as well as other forms of precision damage) dealt by the user is multiplied on a critical hit as part of the weapon's damage.

Seiryuu Death Strike  (Sa): When this tech is executed, the user must make a melee or ranged attack roll. If successful the attack does 4x the attack damage of the weapon the user is wielding. If this damage exceeds 1/2 of the remaining Hit Points of the target they must make a Fortitude save or be utterly destroyed (as per destruction). This attack is susceptible to critical hits but executing this tech takes two rounds. The attack is made on the second round as a standard action after a full-round of preparation. The DC for this tech is Dexterity-based.