specialist
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specialist [2019/12/21 01:48] – [Specialist] andrew | specialist [2020/02/11 19:24] – [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. |
^Level^ Proficiency Bonus^ Class Features^ | ^Level^ Proficiency Bonus^ Class Features^ | ||
|1|+2|Starting HP, [[equipment# | |1|+2|Starting HP, [[equipment# | ||
- | |2|+2|Hide as a quick action instead of an active action; Gain one skill | | + | |2|+2|Hide as a [[actions|Quick |
|3|+2|Gain one feature from your chosen archetype| | |3|+2|Gain one feature from your chosen archetype| | ||
- | |4|+2|Add +2 to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | | + | |4|+2|Add +1 to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | |
|5|+3|Gain one different feature from your chosen | |5|+3|Gain one different feature from your chosen | ||
- | |6|+3| Add +2 to an ability score of your choice, or add +1 to two scores| | + | |6|+3|Add +1 to an ability score of your choice; Gain one skill| |
|7|+3|Gain one different feature from your chosen | |7|+3|Gain one different feature from your chosen | ||
- | |8|+3|Add +2 to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | | + | |8|+3|Add +1 to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | |
|9|+4|Gain one different feature from your chosen | |9|+4|Gain one different feature from your chosen | ||
===== Specialist Basics ===== | ===== Specialist Basics ===== | ||
- | * Starting HP 4 + CON mod | + | * Starting HP 6 + CON mod |
- | * HP each level up 1d6 + CON mod | + | * HP each level up 1D6 + CON mod |
* Armor allowed Light, shields | * Armor allowed Light, shields | ||
* Proficient weapons Simple, Martial | * Proficient weapons Simple, Martial | ||
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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 [[actions|Quick |
- | * 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 round, whether you hit or not. |
- | * 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. | + | * Combat Reflexes: You may take two initiative cards and use the one you want. |
+ | * Savage Attacker: Once per round 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 | + | * 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 |
- | * 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. |
- | * 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. | + | * 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 | + | * Use a [[actions|Quick action]] to halve one attack, trap, or area damage against you. |
- | * Double daggers: | + | * Add +4 to your maximum load. |
- | * Add +4 HP | + | * Combat Reflexes: You may take two initiative cards and use the one you want. |
- | * Choose two skills | + | * 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 round, whether you hit or not. | ||
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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 | + | * Gain any three skills. |
- | * Choose any three modern [[languages]] | + | * Score a critical hit on 19-20 if attacking with advantage. |
- | * Advantage | + | * Gain advantage |
- | * 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: |
- | * Critical hit on 19-20 if attacking with advantage | + | * Can withdraw 5' from combat |
- | * Can withdraw 5' from combat | + | * Commander: |
- | * 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 a [[actions|Quick |
- | * Use a quick action to hide | + | * Add +4 to your maximum load. |
- | * Cunning Swordsman: | + | * 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 [[actions|Quick |
- | * 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