specialist
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specialist [2020/01/21 13:33] – [Specialist] andrew | specialist [2020/02/12 00:06] – [Assassin] andrew | ||
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|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 | | |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 +1 to an ability score of your choice;| | + | |6|+3|Add +1 to an ability score of your choice; |
|7|+3|Gain one different feature from your chosen | |7|+3|Gain one different feature from your chosen | ||
|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 | | |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 | | ||
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* Starting HP 6 + 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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* You gain proficiency with heavy armor. | * You gain proficiency with heavy armor. | ||
* Gain Brewing and Poisoner skills. | * Gain Brewing and Poisoner skills. | ||
- | * Score a critical hit on an attack unseen by the target on an 18-20. | + | * Score a critical hit on 18-20 if attacking with advantage. |
* Gain advantage on all Disguise and Deception skill checks. | * Gain advantage on all Disguise and Deception skill checks. | ||
* Gain advantage on all Stealth skill checks. | * Gain advantage on all Stealth skill checks. | ||
* Tactician: Gain Tactics skill with advantage. | * Tactician: Gain Tactics skill with advantage. | ||
* Add +4 permanent hit points. | * Add +4 permanent hit points. | ||
- | * Add +2D6 damage | + | * Add +2D6 damage |
* Use a [[actions|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. | ||
* Add +4 to your maximum load. | * Add +4 to your maximum load. | ||
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* Gain advantage to all Persuasion and Deception skill checks. | * Gain advantage to all Persuasion and Deception skill checks. | ||
* Learn a number of modern languages equal to your Charisma score (not bonus). | * Learn a number of modern languages equal to your Charisma score (not bonus). | ||
- | * Healing Song: Allies heal +1d8 HP per rest or they may remove a point of [[Stress|Stress or Exhaustion]] even if it is not a safe rest. | + | * Healing Song: Allies heal +1D8 HP per rest or they may remove a point of [[Stress|Stress or Exhaustion]] even if it is not a safe rest. |
* Learn a number of ancient languages equal to your Charisma bonus. | * Learn a number of ancient languages equal to your Charisma bonus. | ||
* Born Leader: You gain advantage to any rolls for recruiting or retaining NPC retainers or henchmen, all retainer wages are 3/4 normal cost, and your retainers roll their morale checks at advantage. | * Born Leader: You gain advantage to any rolls for recruiting or retaining NPC retainers or henchmen, all retainer wages are 3/4 normal cost, and your retainers roll their morale checks at advantage. | ||
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====Venturer==== | ====Venturer==== | ||
- | A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found. | + | A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found. |
You gain the Appraisal, Gambling, Medicine, Insight, Riding, Survival, Occupation (teamster) and Occupation (sailor) skills. | You gain the Appraisal, Gambling, Medicine, Insight, Riding, Survival, Occupation (teamster) and Occupation (sailor) skills. |
specialist.txt · Last modified: 2021/01/18 19:42 by dave