You reduce an enemy to -20 or less hit points.
You do maximum damage on one attack. Must be declared before rolling to hit.
Be the only party member alive at any point in an encounter.
As a move action, you may heal an ally within 30 ft. 1d8 hp.
Sick in the Head
Take a creature’s head as your prize
You gain +5 bonus to your next intimidate check
I Cheated off the Smart Guy
Critically succeed at a skill in which you are not trained.
Gain a +2 bonus to one skill roll
In a tavern consume at least 5 drinks.
Gain a +2 bonus to one fortitude save
You manage to successfully convince a character that you are a close friend of theirs.
+2 to one disguise check
Not quite dead yet…
Successfully bring an ally back from the dead
Gain a permanent +1 per die on all rolls to heal that ally.
Slippery as a Fish
Escape any form of bonds (ropes, cuffs, etc…)
Gain a +1 to your next dexterity based check
Everything is Going to be Okay…
Calm a hostile NPC by any means (non-violent)
Gain a +2 to your next diplomacy check
Roll a natural 20 to confirm a critical threat
Use after hitting an enemy, that attack is automatically a critical hit.
Quicker than You!
Roll a natural 20 on an initiative check.
Get a 20 instead of rolling on your next initiative check
Successfully knock an enemy out with subdual damage
For the rest of the session, you may make non-lethal attacks without taking an attack penalty