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skirmisher [2013/10/05 10:13]
dan
skirmisher [2017/07/10 12:13]
toml Pastes to Potions for Poisoned Dagger use
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 ====== Skirmisher ====== ====== Skirmisher ======
-{{gdraw>​1nvu2fcd0UkpRMu6EqvCdJriEuQO9ht8K15zWUoX2ZTc width=800 title="​test title" center}} +{{gdraw>​1nvu2fcd0UkpRMu6EqvCdJriEuQO9ht8K15zWUoX2ZTc width=800 title="​Skirmisher Weapon Skills" center}} 
-{{gdraw>​1m-e56OUGz3yOd726SkdIDoVArEN0shd4CeiNu2opMeg width=800 title="​test title" center}} +{{gdraw>​1m-e56OUGz3yOd726SkdIDoVArEN0shd4CeiNu2opMeg width=800 title="​Skirmisher Ability Skills #1" center}} 
-{{gdraw>​1EtPCOK3RPU5a3gE29NVH6gD3vLKgz8ScZlOgKG0mcTk width=800 title="​test title" center}}+{{gdraw>​1EtPCOK3RPU5a3gE29NVH6gD3vLKgz8ScZlOgKG0mcTk width=800 title="​Skirmisher Ability Skills #2" center}}
  
 ===== Skirmishers and being 'in motion'​ ===== ===== Skirmishers and being 'in motion'​ =====
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 ===== Class Feature - Agility ===== ===== Class Feature - Agility =====
-Skirmishers have the ability to perform sudden bursts of activity, whether leaping to a new firing position or tumbling through the opponents lines in a whirl of blades. Once per encounter and while //in motion// you can choose to DODGE all weapon blows that strike you for the next five seconds. If any effect grants you a second use of this ability, you must leave ten clear seconds between usages.+Skirmishers have the ability to perform sudden bursts of activity, whether leaping to a new firing position or tumbling through the opponents lines in a whirl of blades. Once per encounter and while //in motion// you can choose to DODGE all weapon blows that strike you for the next five seconds. If any effect grants you a second use of this ability, you must leave ten clear seconds between usages. If you are hit with any ranged or direct effects (e.g., the ZERO REND from a Share the Pain spell) it will take affect immediately at the end of your 5 seconds agility.
  
 ===== Combat Paths ===== ===== Combat Paths =====
 Skirmishers can choose one [[:​combat_paths|Combat Path]] to add to their skill tree, the first skill is free but further skills in the Path must be bought as usual. Skirmishers can choose one [[:​combat_paths|Combat Path]] to add to their skill tree, the first skill is free but further skills in the Path must be bought as usual.
 +
 +===== Weapon Skills =====
 +You may choose a single [[backgrounds#​weaponry|weapon background]],​ the skills in this background are available for purchasing as if you had bought the background normally.
  
 ===== Skill Effects ===== ===== Skill Effects =====
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 You may add THROUGH to your base damage with a dagger. You may add THROUGH to your base damage with a dagger.
 === Dagger Mastery 1 === === Dagger Mastery 1 ===
-You gain one dodge while fighting with a dagger in either ​hand.+You gain a single DODGE while fighting with either ​one or two daggers.
 === Dagger Mastery 2 === === Dagger Mastery 2 ===
 You may call DOUBLE THROUGH with daggers. You may call DOUBLE THROUGH with daggers.
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 You may call TRIPLE THROUGH with a dagger. You may call TRIPLE THROUGH with a dagger.
 === Poisoned Dagger Use === === Poisoned Dagger Use ===
-You are adept at applying alchemical ​paste to daggers for melee fighting. ​Once applied, you may choose which blow the alchemical paste’s effect is used on (without this skill, the effect ​applies on the next blow struck). +You are adept at applying ​[[alchemy|alchemical ​potions]] ​to daggers for melee fighting. ​Effects which apply to your next strike ​may instead be stored and used whenever you wish (although you may only prepare one effect ​per a weapon).  ​You may only prepare effects which provide ​use of standard calls.
-=== Poisoned Dagger Efficiency ​ === +
-Each time you apply an alchemical paste to a dagger, you may use that effect TWICE.+
  
 === Ambidextrous === === Ambidextrous ===
 You may fight with a weapon of any length you can use in either hand. You may fight with a weapon of any length you can use in either hand.
 === Main Gauche Swiftness === === Main Gauche Swiftness ===
-You gain a dodge while fighting with a Main Gauche.+You gain a DODGE while fighting with a Main Gauche.
 === Twin Defensive Swiftness === === Twin Defensive Swiftness ===
-You gain a dodge while fighting with a weapon in each hand.+You gain a DODGE while fighting with a weapon in each hand.
 === Weapon Catching === === Weapon Catching ===
- While fighting with a Main Gauche or dagger ​in your off hand, you may call one DISARM per encounter.+While fighting with a weapon ​in each hand, you may call one DISARM per encounter. 
 + 
 +=== Twin Dagger Disarm === 
 +While fighting with twin daggers and successfully blocking a melee blow with **both** daggers, you may call a DISARM. You cannot do this more often than once every 20 seconds. 
 + 
 +=== Powerful Strike === 
 +When wielding two melee weapons that you can use (36in or longer) and you successfully strike an opponent with both weapons at once, you may add the damage calls together subject to the following restrictions:​ 
 +  * If you are also using an effect call that targets a limb((strictly speaking if you are using an effect call which targets anything, both blows must strike it, I just don't know why you are using this ability to call DISARM, other than the LOLs I suppose.)), then both blows must have hit that limb. 
 +  * You cannot exceed QUINT through any means. 
 + 
 +Example: 
 +  - You wield 2 hammers, can call DOUBLE with each hammer, and have 2 uses of STRIKEDOWN. You manage to land simultaneous blows against each of your targets legs, and call QUAD STRIKEDOWN. 
 +  - You wield 2 swords, can call DOUBLE with each sword, have 2 uses of WOUND 10, and are currently Strengthened. You land 2 simultaneous blows against your targets left arm and call QUINT WOUND 10. 
 + 
  
 ==== Other Skills ==== ==== Other Skills ====
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 You have +2 body hits You have +2 body hits
 === Light Armour Swiftness === === Light Armour Swiftness ===
-You gain +1 dodge while in light armour+You gain +1 DDOGE while in light armour
 === Light Armour Training +1 === === Light Armour Training +1 ===
 You gain 1 additional armour hit from wearing light armour. You gain 1 additional armour hit from wearing light armour.
 === Nimble === === Nimble ===
-You have +1 dodge per encounter. +You have +1 DODGE per encounter. 
-=== Light Footed ​=== +=== Escape Artist ​=== 
-You may resist one STRIKEDOWN ​per encounter.+You may call IMMUNE to ENTANGLE. You may trivially slip out of mundane bonds like rope, handcuffs, or manacles. Arcane bindings are a different story, and will usually be capable of keeping you bound unless you have some additional tricks up your sleeve (basically arcane bounds work or not at GM discretion). 
 +=== Agile Skirmisher === 
 +You may call IMMUNE to all STRIKEDOWN ​calls, and ignore the strikedown effectYou still suffer any damage component of the call. 
 + 
 === Larceny === === Larceny ===
 You have basic criminal talents, such as lockpicking or sneaking past a sleepy guard at night. You have basic criminal talents, such as lockpicking or sneaking past a sleepy guard at night.
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 If you spend five seconds uninterrupted in close proximity to another person without them paying attention to you, you may tell a GM and you will have stolen something from their pockets. If you spend five seconds uninterrupted in close proximity to another person without them paying attention to you, you may tell a GM and you will have stolen something from their pockets.
 === Backstab === === Backstab ===
-You are exquisitely skilled at striking deadly blows on unprepared targets. If you strike a blow on someone from behind with a dagger without them noticing you before the blow struck, you may call BACKSTAB ​QUAD THROUGH.+You are exquisitely skilled at striking deadly blows on unprepared targets. If you strike a blow on someone from behind with a dagger without them noticing you before the blow struck, you may call BACKSTAB ​20.
 === Hamstring === === Hamstring ===
-You are skilled at disabling foes with a backstab. You may choose to call BACKSTAB ​QUAD REND when using a backstab.+You are skilled at disabling foes with a backstab. You may choose to call BACKSTAB ​40 when using a backstab.
 === Improved Backstab === === Improved Backstab ===
-You may now use your backstab calls with any bladed weapon ​up to 36”.+You may now use your backstab calls with any bladed weapon.
 === Getaway === === Getaway ===
 After backstabbing a target and while //in motion//, you may call DODGE against ALL blows that strike you for three seconds. After backstabbing a target and while //in motion//, you may call DODGE against ALL blows that strike you for three seconds.
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 === Master Survivalist === === Master Survivalist ===
-You can lead a trek through pretty much anywhere mundane, up to and including frozen tundra, searing deserts and the lip of a volcano that's rumbling ominously.+You can lead a trek through pretty much anywhere mundane, up to and including frozen tundra, searing deserts and the lip of a volcano that's rumbling ominously. In addition, you can occasionally seize an advantage from the terrain - three times per adventure, when you DODGE an attack, you can immediately make the call you were struck with back at the attacker.
 === Guide === === Guide ===
 As long as you have a Survivalist skill sufficient to cover the terrain you’re travelling in, the whole party gains a dodge. For you, this is in ADDITION to the one you get from Survivalist. As long as you have a Survivalist skill sufficient to cover the terrain you’re travelling in, the whole party gains a dodge. For you, this is in ADDITION to the one you get from Survivalist.
 === Using the Land === === Using the Land ===
-As long as you have a Survivalist skill sufficient to cover the terrain you’re travelling in, gain one STRIKEDOWN ​per encounter.+As long as you have a Survivalist skill sufficient to cover the terrain you’re travelling in, gain one ENTANGLE ​per encounter ​that can be called at anyone within five metres.
 === Whirling Dervish === === Whirling Dervish ===
 As long as you are in terrain you have an appropriate survivalist skill for, your Agility class feature'​s duration increases to TEN seconds. As long as you are in terrain you have an appropriate survivalist skill for, your Agility class feature'​s duration increases to TEN seconds.
  
skirmisher.txt · Last modified: 2017/07/10 12:13 by toml