specialist
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specialist [2019/12/27 15:18] – [Specialist Basics] andrew | specialist [2019/12/27 18:55] – andrew | ||
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^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 +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 | | ||
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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 halve one attack, trap, or area damage against you. | + | * Use a [[actions|Quick |
* 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. | ||
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* Add +4 permanent hit points. | * 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. | * 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 |
* 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. | * Combat Reflexes: You may take two initiative cards and use the one you want. | ||
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* Learn a number of modern languages equal to your Intelligence bonus. | * Learn a number of modern languages equal to your Intelligence bonus. | ||
* Born Navigator: Can't get lost, you always know which way is North, and you always know how many hours until sunset. | * Born Navigator: Can't get lost, you always know which way is North, and you always know how many hours until sunset. | ||
- | * Can withdraw 5' from combat without drawing an attack of opportunity as a quick action. | + | * Can withdraw 5' from combat without drawing an attack of opportunity as a [[actions|Quick |
* Commander: use your movement action to allow any ally within 60' to make a free Active Action. | * Commander: use your movement action to allow any ally within 60' to make a free Active Action. | ||
* Add +4 permanent hit points. | * Add +4 permanent hit points. | ||
- | * Use a quick action to halve one attack, trap, or area damage against you. | + | * Use a [[actions|Quick |
* Add +4 to your maximum load. | * Add +4 to your maximum load. | ||
- | * 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 [[actions|Quick |
* Automatic accurate appraisal of all non-magic goods. | * 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. | * 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