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specialist [2019/12/21 03:56] 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 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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   * 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.
 +  * 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.   * 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.
specialist.txt · Last modified: 2021/01/18 19:42 by dave