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specialist [2019/12/21 01:48] – [Specialist] andrewspecialist [2019/12/27 15:18] – [Specialist Basics] andrew
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 You're sly, cunning, and precise. Stealth is your specialty, and you can bypass obstacles, You're sly, cunning, and precise. Stealth is your specialty, and you can bypass obstacles,
-patrols, and locks better than anyone. You knows skills to lead men, make deals, or land a killing blow. You are an adventurer not because you are tough or devout or gifted but simply because you have the guts to adventure out into the unknown with only your wits. +patrols, and locks better than anyone. You know skills to lead men, make deals, or land a killing blow. You are an adventurer not because you are tough or devout or gifted but simply because you have the guts to adventure out into the unknown with only your wits. 
  
  
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 ===== Specialist Basics ===== ===== Specialist Basics =====
  
-  * Starting HP + CON mod+  * Starting HP + CON mod
   * HP each level up 1d6 + CON mod   * HP each level up 1d6 + CON mod
   * Armor allowed Light, shields   * Armor allowed Light, shields
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   * Add +4 permanent hit points.   * Add +4 permanent hit points.
   * Add +2D6 damage vs. an unaware target.   * Add +2D6 damage vs. an unaware target.
-  * Use a quick action to hide. 
   * Use a quick action to halve one attack, trap, or area damage against you.   * Use a quick action to halve one attack, trap, or area damage against you.
   * Add +4 to your maximum load.   * Add +4 to your maximum load.
   * When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.   * When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
 +  * Combat Reflexes: You may take two initiative cards and use the one you want.
   * Savage Attacker: Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.   * Savage Attacker: Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
   * Silent Kill: if you attack from hiding with a dagger or strangling cord and hit, the target will be stunned and not cry out or attack until you miss an attack on a subsequent round.   * Silent Kill: if you attack from hiding with a dagger or strangling cord and hit, the target will be stunned and not cry out or attack until you miss an attack on a subsequent round.
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 === Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === === Thief Archetype Features (choose at 3rd, 5th, 7th, and 9th level) ===
  
-  * Advantage to all Appraisal checks +  * Gain any two skills. 
-  * Advantage to all Lockpicking and Pickpocket checks +  * Score a critical hit on 18-20 if attacking with advantage. 
-  * Trap Sense: The GM should give the PC a check to detect any hidden traps they don't actively look for. The PC gains Advantage to all Traps checks they do look for, detect, and disarm  +  * Gain advantage to all Lockpicking and Pickpocket skill checks
-  * Climber: Gain a natural climb speed equal to your movement speed +  * Gain advantage on all Stealth skill checks. 
-  * Add +4 to your maximum load +  * Climber: Gain a natural climb speed equal to your movement speed. 
-  * Move at full speed while remaining hidden +  * Tactician: Gain Tactics skill with advantage. 
-  * Critical hit on 18-20 if attacking with advantage+  * Add +4 permanent hit points. 
 +  * Double daggers: if you are wielding a dagger in each hand, you get an attack with each dagger every attack action. 
 +  * Use a quick action to halve one attack, trap, or area damage against you. 
 +  * Add +4 to your maximum load. 
 +  * Combat Reflexes: You may take two initiative cards and use the one you want. 
 +  * Trap Sense: The GM should give the PC a check to detect any hidden traps they don't actively look for. The PC gains Advantage to all Traps checks they do look for, detect, and disarm.
   * When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.   * When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
-  * Use a quick action to halve one attack, trap, or area damage against you 
-  * Double daggers:  if you are wielding a dagger in each hand, you get an attack with each dagger every attack action. 
-  * Add +4 HP 
-  * Choose two skills 
  
  
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 === Venturer Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === === Venturer Archetype Features (choose at 3rd, 5th, 7th, and 9th level) ===
-  * Choose any three skills +  * Gain any three skills. 
-  * Choose any three modern [[languages]] +  * Score a critical hit on 19-20 if attacking with advantage. 
-  * Advantage to Deception and Persuasion +  * Gain advantage to all Persuasion and Insight skill checks. 
-  * Can't get lost and you always know how many hours until sunset +  * Learn a number of modern languages equal to your Intelligence bonus. 
-  * Automatic accurate appraisal of all non-magic goods +  * Born Navigator: Can't get lost, you always know which way is North, and you always know how many hours until sunset. 
-  * Critical hit on 19-20 if attacking with advantage +  * Can withdraw 5' from combat without drawing an attack of opportunity as a quick action. 
-  * Can withdraw 5' from combat safely as a quick action +  * Commander: use your movement action to allow any ally within 60' to make a free Active Action
-  * Any [[Supply]] costs are one lower, but not lower than one when resupplying (e.g. antitoxin costs 4 [[supply]], rather than the normal 5 [[supply]], but arrows remain a cost of 1 [[supply]].) +  * Add +4 permanent hit points. 
-  * Commander: use your movement action to allow any ally within 60' to make a free Active Action +  * Use a quick action to halve one attack, trap, or area damage against you. 
-  * Use a quick action to hide  +  * Add +4 to your maximum load.
-  * Cunning Swordsman:  you may use your INT bonus in place of your STR/DEX bonus with martial weapons.+
   * Master Fencer: when using an arming sword or scimitar, and facing an opponent with any 1-handed weapon, you can disarm your enemy instead of doing damage on a hit, and then may attack again or kick away the weapon as a quick action.   * Master Fencer: when using an arming sword or scimitar, and facing an opponent with any 1-handed weapon, you can disarm your enemy instead of doing damage on a hit, and then may attack again or kick away the weapon as a quick action.
 +  * Automatic accurate appraisal of all non-magic goods.
 +  * Cunning Combatant: you may use your Intelligence bonus in place of the listed attribute bonus with martial weapons.
specialist.txt · Last modified: 2021/01/18 19:42 by dave