Mastery: Acrobatics

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Acrobatics Choices

  • Choose one additional feat

Atk/Dmg

  • A single sure-hit strike and movement.
  • An additional attack that turn (aimed) intant action.
  • 5 Unaimed Attacks and movement.
  • Add Stun10 to an attack, other actions as normal.
  • Add Blind12 to an attack, other actions as normal.
  • A knockback12 attack and movement.
  • A knockdown12 attack and movement.
  • +3dmg for the turn.
  • +5dmg, only 1 attack that turn, other actions as normal.
  • 1 attack this turn, if successful bleed4.

Abilities

  • Extend attacks up to Ranged for a turn.
  • Attack with 100 AP for a turn, other actions as normal.
  • Double Movement (for 1 total action) other actions as normal.
  • Triple movement, no other actions.

Defense

  • Parry 1 physical attack and any associated dmg/effects (on enemy's turn).
  • +2 dodge/save until beginning of next turn, other actions as normal.
  • Sure-footed: nullify one knockdown or knockback effect against you/rest.
  • Thick-headed: nullify one stun effect against you/rest.

Maneuvers

  • Giant Leap (airborn until beginning of next turn) other actions as normal.
  • Draw aggro (may need to roll for large bosses)