It depends a lot on where in the world you happen to be at the time and who you're with, but when in doubt follow this simple principle: Puff, puff, pass. Oh, you want to know about smoke SCREENS? You should have said so to begin with.
Smokers are experts in the creation and deployment of smokescreens for concealment, which can be an invaluable tactical tool. It doesn't have to be smoke, either- depending on what's plausible in your campaign world, you can create similar concealing effects via evoking mist, holographic projections or maybe creating an area of tall grass or something.
Smoker | Deploy smokescreen grenades. | |
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caret-right | Autodrop | Drop smoke when attacked. |
caret-right | Disorienting | Mislead those inside. |
caret-right | Lingering | Smoke lasts longer and can be used for signals. |
caret-right | Sanctuary | Regenerates those hiding in it. |
caret-right | Wide Cloud | Bigger area of effect. |
Protection | plus-circleScreening: You may toss a smoke bomb into any space within throwing range (0-10 meters). The targeted space and all other spaces within 2 meters gain complete concealment, and all other spaces within 5 meters become one step more concealed than before (no concealment becomes partial concealment, partial concealment becomes total concealment). plus-circleOpaque: Concealment created by smoke cannot be seen through the way that concealment created from darkness can. If a creature is on the opposite side of a smoke-filled space with complete concealment, then they have complete concealment relative to you even if their actual position is outside the smoke entirely. If a creature is inside the smoke, they treat all spaces as having the same amount of concealment as they have themselves. minus-circleShort Burst: The smoke dissipates at the beginning of your next turn. minus-circleSupplies: Roll a trigger die when you toss a smoke bomb. If the result is 1-3, you lose one Supplies. You cannot use smoke bombs if you have no Supplies remaining. |
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Protection | plus-circleDid Not Care For That: When you are targeted by any weapon attack, you can choose to drop a smoke bomb as a free action that is resolved immediately after the attack that provoked it. minus-circleAt Your Feet: Dropping a smoke bomb with Autodrop always centers the effect around your current location instead of letting you throw it anywhere you'd like. |
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Offense | plus-circlePerception Shifter: You can choose to make your smoke highly disorienting to those caught in it- perhaps it creates misty phantom shapes or is laced with mild hallucinogens. Every time a creature inside the smoke takes a movement action, they must roll a trigger die: on a result of 1-6 (if inside the totally concealed interior) or 1-3 (if inside the partially-concealed outer area) you get to decide where they go instead. plus-circleComforting: You and your allies are used to your smoke's disorienting nature and have no chance to move anywhere you didn't mean to while inside it. minus-circleNo Free Move Redirection: Any movement made as a free action or as part of another type of action (such as Pounce from the Lacerator archetype or Vanguard from the Steadfast archetype) is performed on a purely instinctual level and is not affected by being inside disorienting smoke. |
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Utility | plus-circleNon-Dissipation: You can choose to make the smoke last until the end of the current exploration turn instead of dissipating at the beginning of your next combat turn. plus-circleOptional: Every time you toss a smoke bomb, you can choose whether you'd prefer it to be lingering or dissipate quickly as per the default. minus-circleWind Interference: When you create smoke in an area of significant wind, it dissipates quickly regardless of whether you'd prefer it to last longer. You can't use this ability under those conditions. |
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Utility | plus-circleSmoke Signal: Lingering smoke is visible from quite a long ways away. You can also choose to give your smoke a specific color if you want (like red, green, blue, purple, etc). | |
Protection | plus-circleCombat Stimulants: When you throw a smoke grenade, you can choose to make it a sanctuary grenade instead. Sanctuary grenades create smoke that is laced with stimulants that energize anyone hiding in it: any creature that starts their turn anywhere inside the sanctuary cloud automatically regains 1 point of lost Energy. This happens immediately before they regain Attention. minus-circleSupplies: Every time you throw a sanctuary grenade, you must spend 1 Supplies. You no longer make a trigger die check; Supplies expenditure happens automatically. This only happens when throwing a sanctuary grenade; normal smoke grenades consume Supplies at the normal lower rate. |
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Utility | plus-circleBillowing Veil: The smoke's area of effect is increased to five meters from the target space for complete concealment and ten meters from the target space for partial. plus-circleOptional: Every time you toss a smoke bomb, you can choose whether you'd prefer it to fill a larger space or the normal smaller space. |
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caret-right | Alternative | plus-circleFog Bank: You can choose to increase the smoke's area of effect even further to ten meters from the target space for complete concealment and twenty meters from the target space for partial. minus-circleHeavier Bomb: Every time you create an unusually huge smoke cloud in this way, you lose 1 point of Energy. |