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vigilant [2019/04/08 11:33]
kyle [Vigilant]
vigilant [2020/12/16 10:40] (current)
kyle [Concentration]
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 ~~NOTOC~~ ~~NOTOC~~
  
-//If you're going to have a shot at success in this adventuring business, you'll need to learn how to keep a sharp eye out for danger. I learned long ago to cover my back and attack from behind.//+//I learned long ago to cover my back and attack from behind.//
  
-Vigilants are twitchy, perhaps even paranoid. Considering how often they end up in danger, this makes them perfectly sane, rational individuals. Branching out into the Vigilant class is useful to any adventurer that wants to come home again or simply those who love to strike first.+Vigilants are twitchy, perhaps even paranoid. Considering how often they end up in danger, this makes them perfectly sane, rational individuals. Branching out into the Vigilant archetype is useful to any adventurer that wants to come home again or simply those who love to strike first.
  
 ^[[#Vigilant]] ^^Watch out for danger. | ^[[#Vigilant]] ^^Watch out for danger. |
 |{{fa>caret-right?24}} |[[#Click]] |Avoid traps. | |{{fa>caret-right?24}} |[[#Click]] |Avoid traps. |
-|{{fa>caret-right?24}} |[[#Dodge]] |Evade incoming attacks. |+|{{fa>caret-right?24}} |[[#Concentration]] |Manage single conditions. |
 |{{fa>caret-right?24}} |[[#Opening Strike]] |Deal heavy damage to the flat-footed. | |{{fa>caret-right?24}} |[[#Opening Strike]] |Deal heavy damage to the flat-footed. |
 |{{fa>caret-right?24}} |[[#Retreat]] |Escape quickly from danger. | |{{fa>caret-right?24}} |[[#Retreat]] |Escape quickly from danger. |
 |{{fa>caret-right?24}} |[[#Whirl]] |Turn to face attacks from behind. | |{{fa>caret-right?24}} |[[#Whirl]] |Turn to face attacks from behind. |
-^[[#Enterprises]] ||Vigilant School |+^^^
  
 ====== Vigilant ====== ====== Vigilant ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Improved Initiative:** You always get two actions in the opening round without having to roll for initiative at all. \\ \\ {{fa>plus-circle?24&align=left}}**Different For NPCs:** Because NPCs don't roll for initiative, the Vigilant class functions differently for them. An NPC with the Vigilant class gets to take one action before rolling for initiative even happens. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Improved Initiative:** You always get two actions in the opening round without having to roll for initiative at all. \\ \\ {{fa>plus-circle?24&align=left}}**Different For NPCs:** Because NPCs don't roll for initiative, the Vigilant archetype functions differently for them. An NPC with the Vigilant archetype gets to take one action before rolling for initiative even happens. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Light Sleeper:** You can be woken up by the slightest thing out of the ordinary. Abilities and effects that would mask a creature's noise or presence to an awake person (such as the Shadow class) still work against you, but no more effectively than they would if you were awake. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Light Sleeper:** You can be woken up by the slightest thing out of the ordinary. Abilities and effects that would mask a creature's noise or presence to an awake person (such as the [[Shadow]] archetype) still work against you, but no more effectively than they would if you were awake. |
 ^ ^^^ ^ ^^^
-^{{ra>cancel?48|Limitation}} ||{{fa>minus-circle?24&align=left}}**Stay Light:** You cannot benefit from any ability in the Vigilant class while carrying anything more than a light load. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Never Off-Guard:** You are completely immune to the Vulnerable condition. |
 ^ ^^^ ^ ^^^
 +^{{ra>cancel?48|Limitation}} ||{{fa>minus-circle?24&align=left}}**Stay Light:** You cannot benefit from any ability in the Vigilant archetype while carrying anything more than a light load. \\ \\ {{ra>doubled?24&align=left}}**Powerhouse Exemption:** If you also have the [[Powerhouse]] archetype, you can ignore this limitation. |
 +^ ^^^
 +
 +|{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. |
 +
 ====== Click ====== ====== Click ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Out Of Danger:** If you personally trigger a trap, landmine, pressure-plate or other mechanism by moving over/near it, roll a trigger die. If the result is a 7+ you may make a single free move action immediately before the mechanism goes off (quite likely allowing you to get out of harm's way entirely). \\ \\ {{fa>plus-circle?24&align=left}}**Saw That Coming:** If you already knew a trap was there before triggering it, you always succeed at dodging it without needing to roll a trigger die. \\ \\ {{fa>minus-circle?24&align=left}}**Just You:** You do not get this defense against traps triggered by others. \\ \\ {{fa>minus-circle?24&align=left}}**Dodge Backwards:** If you trigger more traps as part of your free movement, you are not protected from them. \\ \\ {{ra>doubled?24&align=left}}**Pilot Synergy:** If you have the Pilot class, you can also use this ability while driving a vehicle. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Out Of Danger:** If you personally trigger a trap, landmine, pressure-plate or other mechanism by moving over/near it, roll a trigger die. If the result is a 7+ you may make a single free move action immediately before the mechanism goes off (quite likely allowing you to get out of harm's way entirely). \\ \\ {{fa>plus-circle?24&align=left}}**Saw That Coming:** If you already knew a trap was there before triggering it, you always succeed at dodging it without needing to roll a trigger die. \\ \\ {{fa>minus-circle?24&align=left}}**Just You:** You do not get this defense against traps triggered by others. \\ \\ {{fa>minus-circle?24&align=left}}**Dodge Backwards:** If you trigger more traps as part of your free movement, you are not protected from them. |
 ^ ^^^ ^ ^^^
  
-====== Dodge ======+====== Concentration ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Jump Clear:** When you are targeted with an attack, you can choose to dodge it after seeing the dice result but before actually suffering the effect. Dodging lets you move up to 2 meters in any direction you like. The attack targets the place you werenot the place you are (and thus has no further effect). \\ \\ {{fa>minus-circle?24&align=left}}**Gotta See It Coming:** You can only dodge attacks when you can clearly see the attacker (they must be within your visual arc and have no concealment/cover from you). If you also have the Whirl ability from this class, you totally can dodge attacks that you successfully spun around to face. \\ \\ {{fa>minus-circle?24&align=left}}**That One's Gonna Land:** You cannot dodge attacks whose trigger die is 10+. They're going to get you regardless. \\ \\ {{fa>minus-circle?24&align=left}}**Melee Only:** You can only dodge Melee-type attacks. \\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Action:** Every time you choose to dodge an attack, you get one less action on your next turn. You cannot dodge more than twice per round. | +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Risk Management:** When rolling a trigger die to remove a condition you are personally suffering from for any reason (including as part of a recovery action or automatically at the end of each round), you can roll twice and take whichever result you prefer. \\ \\ {{fa>minus-circle?24&align=left}}**Overwhelming Trouble:** You only gain the benefits of Concentration when you are suffering from a single condition at a time. If you have two or more conditions, you must roll to get rid of them normally (at least until you've gotten rid of all but one of them). |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Bullet Time:** You can choose to dodge Projectile-type attacks. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you choose to dodge a projectile, you lose a point of Endurance. |+
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Gone Baby Gone:** At any point during your turn, you can choose to move as a free action. You may do this multiple times per turn. \\ \\ {{fa>minus-circle?24&align=left}}**Live Chicken, Dead Lion:** Your free movement must end with you equidistant or further away from all enemies you are aware of than you were before. If there are enemies in every direction, Retreat doesn't work. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Taking free movement action with Retreat costs 1 Supply/Mojo Catcher use\\ \\ {{ra>doubled?24&align=left}}**Pilot Synergy:** If you have the Pilot classyou can also use this ability while driving a vehicle. |+^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Gone Baby Gone:** At any point during your turn, you can choose to move as a free action. You may do this multiple times per turn. \\ \\ {{fa>minus-circle?24&align=left}}**Live Chicken, Dead Lion:** Your free movement must end with you equidistant or further away from all enemies you are aware of than you were before. If there are enemies in every direction, Retreat doesn't work. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll trigger die when using Retreat to run away. If the result is 1-6then it cost 1 Mojo. You can'use Retreat if you have no Mojo remaining. |
 ^ ^^^ ^ ^^^
- 
  
 ====== Whirl ====== ====== Whirl ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Dervish:** Every time you are attacked from behind, roll a trigger die. If the result is a 7+, you turn to face your attacker immediately before the attack lands and thus deny your attacker their backstab bonus (if any). \\ \\ {{ra>doubled?24&align=left}}**Shield Synergy:** Shields from the Shieldbearer class protect you from attacks in your visual field. If you have a shield up, your shield's protection applies in whatever direction you happen to be facing at the time, allowing you to cover your back more effectively. | +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Dervish:** Every time you are attacked from behind, roll a trigger die. If the result is a 7+, you turn to face your attacker immediately before the attack lands and thus deny your attacker their backstab bonus (if any). \\ \\ {{ra>doubled?24&align=left}}**Shield Synergy:** Shields from the [[Shieldbearer]] archetype protect you from attacks in your visual field. If you have a shield up, your shield's protection applies in whatever direction you happen to be facing at the time, allowing you to cover your back more effectively. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Desperate Whirl:** You can choose to turn to meet an attack even when your trigger die result is 1-6. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you choose to whirl when the trigger die is unfavorable, you lose a point of Endurance. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Desperate Whirl:** You can choose to turn to meet an attack even when your trigger die result is 1-6. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you choose to whirl when the trigger die is unfavorable, you lose a point of Energy. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Vigilant 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: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. | 
vigilant.1554744803.txt.gz · Last modified: 2019/04/08 11:33 by kyle