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burrower [2020/01/24 13:12]
kyle
burrower [2021/01/02 12:52] (current)
kyle
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-  * base: dig through earth (1m/action). no tunnels left behind 
-    * stonebreaker: dig though solid rock (1m/procedure). 
-    * tremorsense: range 5, can be extended to range 20 for a turn as action 
-    * tunneler: leave tunnel behind. extra: can collapse tunnels on targets 
-    * fast digger: 2m/action, can 5m/action by spending CK/Supply. stonebreaker synergy obvious 
-    * use earth as partial cover while freely attacking those outside it. +antlion pits? 
- 
 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//How much time has to pass before grave-robbing becomes archaeology? Seriously, I need an answer.//
  
-.+Like many archetypes dealing with movement, Burrowers can often get places that others can't- in this case, underneath the surface that everyone else is confined to. While of limited usefulness when your adventures lead you to social events, Burrower truly shines when traveling underground. You know, where most dungeons tend to be.
  
 ^[[#Burrower]] ^^Dig through the earth. | ^[[#Burrower]] ^^Dig through the earth. |
 |{{fa>caret-right?24}} |[[#Fast Digger]] |Burrow further. | |{{fa>caret-right?24}} |[[#Fast Digger]] |Burrow further. |
 |{{fa>caret-right?24}} |[[#Stonebreaker]] |Tunnel through rock. | |{{fa>caret-right?24}} |[[#Stonebreaker]] |Tunnel through rock. |
-^[[#Enterprises]] ||Burrower School |+|{{fa>caret-right?24}} |[[#Tremorsense]] |Perceive via vibrations. | 
 +|{{fa>caret-right?24}} |[[#Tunneler]] |Leave tunnels behind. | 
 +|{{fa>caret-right?24}} |[[#Wormsign]] |The earth is your shield. | 
 +^ ^^^
  
 ====== Burrower ====== ====== Burrower ======
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 ^ ^^^ ^ ^^^
 ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Chthonic Speedracer:** You can burrow up to 2 meters as an action instead of only 1. If you know the Stonebreaker ability, you can tunnel 2 meters into rock as a procedure instead of only 1. | ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Chthonic Speedracer:** You can burrow up to 2 meters as an action instead of only 1. If you know the Stonebreaker ability, you can tunnel 2 meters into rock as a procedure instead of only 1. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Earthbolt:** You can choose to burrow up to 5 meters through soil as a single action (or 5 meters through rock as a single procedure) instead of only 2. \\ \\ {{fa>minus-circle?24&align=left}}**Fuel-Heavy:** Roll a trigger die when you burrow more than 2 meters through soil as a single action. If the result is 1-3, then doing so costs 1 Supply or use of a Commissary Kit item. You cannot use this option if you have no Supply/Commissary Kit uses remaining. Burrowing more than 2 meters through rock as a single procedure automatically costs 1 Supply/Commissary Kit use with no roll required. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Earthbolt:** You can choose to burrow up to 5 meters through soil as a single action (or 5 meters through rock as a single procedure) instead of only 2. \\ \\ {{fa>minus-circle?24&align=left}}**Fuel-Heavy:** Roll a trigger die when you burrow more than 2 meters through soil as a single action. If the result is 1-3, then doing so costs 1 Provisions. You cannot use this option if you have no Provisions remaining. Burrowing more than 2 meters through rock as a single procedure automatically costs 1 Provisions with no roll required. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Good Vibes:** You know how to read vibrations in the earth. You are continuously aware of all solid objects, creatures, and obstacles within 5 meters of your location so long as both you and the things you are observing are in contact with the earth (or another solid surface). If you can sense something with tremorsense, it doesn't have concealment against your attacks even if it normally would. \\ \\ {{fa>minus-circle?24&align=left}}**Limitations:** Tremorsense ignores cover and concealment, but flying or swimming things are invisible to it. More porous materials such as sand don't carry vibrations dependably enough for you to use tremorsense through. The range of tremorsense does not ignore or skip past features or terrain that block it- if there is a two-meter-wide chasm in front of you, tremorsense doesn't reveal how close the opposite side is since vibrations don't travel across the open space. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Good Vibes:** You know how to read vibrations in the earth. You are continuously aware of all solid objects, creatures, and obstacles within 5 meters of your location so long as both you and the things you are observing are in contact with the earth (or another solid surface). If you can sense something with tremorsense, it doesn't have concealment against your attacks even if it normally would. You can even sense things on the other side of solid barriers such as walls. \\ \\ {{fa>minus-circle?24&align=left}}**Limitations:** Tremorsense ignores cover and concealment, but flying or swimming things are invisible to it. More porous materials such as sand don't carry vibrations dependably enough for you to use tremorsense through. The range of tremorsense does not ignore or skip past features or terrain that block it- if there is a two-meter-wide chasm in front of you, tremorsense doesn't reveal how close the opposite side is since vibrations don't travel across the open space. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Tremorsensitive:** You can choose to extend the range of your tremorsense to 20 meters instead of 5. This lasts until the beginning of your next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Momentary Diversion:** Extending your tremorsense requires you to spend an action to concentrate. | 
 +^ ^^^ 
 + 
 +====== Tunneler ======
  
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Tremorsensitive:** . \\ \\ {{fa>minus-circle?24&align=left}}**Momentary Diversion:** . |+^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Give 'Em The Shaft:** You can choose to leave a tunnel behind you when you burrowOther creatures of your own size or smaller can travel through your tunnel comfortably, plus whatever other uses you can come up with for being able to dig holes quick and have them stay dug. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ======+====== Wormsign ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Instant Bunker:** You can spend an action to burrow just underneath the surface. This gives you partial cover (failure chance of 6) against all incoming attacks where cover is a concern. \\ \\ {{fa>plus-circle?24&align=left}}**The Mole Whacks Back:** While using Wormsign to bunker up, your own outgoing attacks are not penalized so long as you stay near the surface. \\ \\ {{fa>minus-circle?24&align=left}}**Movement's So Boring:** If you either hop up out of the earth or burrow deeper, you lose the advantages of the Wormsign ability. Moving around while remaining submerged can only be done at normal burrowing speed (or you can jump out, run to a new location, and burrow down again but this will take both your actions). | 
 +^ ^^^
  
-^Burrower School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
-  
burrower.1579896772.txt.gz · Last modified: 2020/01/24 13:12 by kyle