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specialist [2020/02/11 20:37] – [Venturer] andrewspecialist [2021/01/18 19:42] (current) dave
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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 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. +patrols, and locks better than anyone. You know skills to lead men, make deals, plan a heist, 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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 ==== Assassin ==== ==== Assassin ====
  
-Assassins trained to kill by ambush and treachery. They may be brawling thugs, violent thieves,  murderers-for-hire, or simply rogues with a taste for chaos and violence.+Assassins trained to kill by ambush and treachery. They may be brawling thugs, violent thieves,  murderers-for-hire, or simply rogues with a taste for chaos and violence. While not as tough as warriors in a straight up fight, assassins get ways to fight dirty and hit their opponent where it hurts.
  
 You gain the Athletics and Disguise skills. You gain the Athletics and Disguise skills.
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   * 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 if attacking with advantage+  * Add +1D6/3 levels or fraction thereof damage when attacking unseen or unsuspected like from an ambush or as a disguised ally
-  * 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 once per turn.
   * 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 round, 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.
   * 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.
   * 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.   * 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#stunned|Stunned]] and not cry out or attack until you miss an attack on a subsequent round.
  
  
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   * Learn how to cast one cantrip and one first level spell from the divine spell lists using Charisma rather than Wisdom.   * Learn how to cast one cantrip and one first level spell from the divine spell lists using Charisma rather than Wisdom.
   * Rote Caster: Learn how to use spell scrolls as a spellcaster using Charisma as the spellcasting attribute, and learn one ancient language of your choice.   * Rote Caster: Learn how to use spell scrolls as a spellcaster using Charisma as the spellcasting attribute, and learn one ancient language of your choice.
-  * Inspire Courage: Once per rest through an Active action of oration in which they perhaps recite heroic deeds and epic poems, a bard grants their allies within a 30' radius a +1 bonus to attack throws, damage rolls, morale rolls (for NPCs allied with the bard), and checks against magical fear for the duration of a single battle+  * Inspire Courage: Once per rest through an Active action of oration in which they perhaps recite heroic deeds and epic poems, a bard grants their allies within a 30' radius a +1 bonus to attack throws, damage rolls, morale rolls (for NPCs allied with the bard), and checks against magical fear for ten minutes
-  * Spiritual Song: Grant immunity to spiritual possession and hypnosis magic effects to one's self and all within 10'.+  * Spiritual Song: Grant immunity to spiritual possession and hypnosis magic effects to one's self and all within 15'.
 ==== Thief ==== ==== Thief ====
  
specialist.1581453466.txt.gz · Last modified: 2020/02/11 20:37 by andrew