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| paths:adventurer_path [2023/11/17 07:25] – [Path of the Adventurer] elfinlocks | paths:adventurer_path [2025/07/09 01:28] (current) – [Key Skills] vondor | ||
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| <WRAP round box> | <WRAP round box> | ||
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| * **Requirements: | * **Requirements: | ||
| - | You may spend 4 TP as part of an attack roll, saving throw, or skill check to add a 1d4 luck bonus to the result. You may also spend TP to grant this bonus to an ally as an immediate action, even after the results of the roll are revealed. This Talent does not allow the check in question to be rerolled - it only adds a luck bonus. | + | You may spend 4 TP as part of an attack roll, saving throw, or skill check to add a 1d4 luck bonus to the result. You may also spend TP to grant this bonus to an ally as an Immediate Action, even after the results of the roll are revealed. This Talent does not allow the check in question to be rerolled - it only adds a luck bonus. |
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| You learn how to create unstable preparations using various salts and minerals, which you can hurl at a creature as a ranged touch attack with a range of 30 ft., dealing 1d4 bludgeoning, | You learn how to create unstable preparations using various salts and minerals, which you can hurl at a creature as a ranged touch attack with a range of 30 ft., dealing 1d4 bludgeoning, | ||
| - | Preparing and throwing a flashbang is a Standard | + | Preparing and throwing a flashbang is a Half Action. For every 5 ranks in Craft (Alchemy) which you possess, the damage of the Flashbang increases by 1d4, the save DC increases by 2, and the range increment increases by 10 ft. |
| Some Material Impositions grant secondary effects that have the [explosive] descriptor; these impositions allow you to expend TP when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang. | Some Material Impositions grant secondary effects that have the [explosive] descriptor; these impositions allow you to expend TP when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang. | ||
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| ==== Payload Ammunition (Ex) ==== | ==== Payload Ammunition (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You learn how to affix your Flashbangs to bolts, arrowheads, and similar ranged projectiles (though typically not bullets). As part of an attack action made with a ranged weapon, you can affix a Flashbang to your chosen projectile, causing any creature struck by it to be treated as though it had also been struck by one of your Flashbangs. Flashbangs whose effects would affect an area larger than a single target treat the target of the attack as the center of their effect. A Flashbang delivered in this manner does not target touch AC, unless the projectile is capable of doing so on its own. | You learn how to affix your Flashbangs to bolts, arrowheads, and similar ranged projectiles (though typically not bullets). As part of an attack action made with a ranged weapon, you can affix a Flashbang to your chosen projectile, causing any creature struck by it to be treated as though it had also been struck by one of your Flashbangs. Flashbangs whose effects would affect an area larger than a single target treat the target of the attack as the center of their effect. A Flashbang delivered in this manner does not target touch AC, unless the projectile is capable of doing so on its own. | ||
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| * **Requirements: | * **Requirements: | ||
| - | You may treat deadly wounds a number of times per day equal to your Wisdom modifier on a given creature. You may spend 5 TP to treat Deadly Wounds as a full round action, instead of an hour. You may add your INT instead of your WIS to the damage healed from treating deadly wounds, if desired. | + | You may treat deadly wounds a number of times per day equal to your Wisdom modifier on a given creature. You may spend 5 TP to treat Deadly Wounds as a Full Action, instead of an hour. You may add your INT instead of your WIS to the damage healed from treating deadly wounds, if desired. |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Improved Aid (Ex) ==== | ==== Improved Aid (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| When you successfully use the Aid Another action, you grant your chosen ally a minimum +4 bonus instead of +2. | When you successfully use the Aid Another action, you grant your chosen ally a minimum +4 bonus instead of +2. | ||
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| * **Requirements: | * **Requirements: | ||
| - | You may use the Aid Another action as a Move Action instead of a Standard | + | You may use the Aid Another action as a Swift Action instead of a Half Action. Any specific ally may only receive the Aid Another bonus once per turn. |
| </ | </ | ||
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| You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, | You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, | ||
| - | As a Full-Round | + | As a Full Action, you may dig through your pockets to retrieve an item you specify at that time (even if the time to retrieve an item from your person would normally be shorter), deducting its TU value from the established pool. This item cannot weigh more than 20 pounds. When the total remaining cost reaches 0, you can retrieve no more items until you refill your Deep Pockets by spending 8 more hours in an appropriate settlement. |
| </ | </ | ||
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| * **Requirements: | * **Requirements: | ||
| - | If you have successfully identified a creature through a Knowledge check, you may spend a Full Round Action to instruct your allies on its weaknesses. This grants all allies who can see and hear you a +4 circumstance bonus to confirm critical hits against the creature targeted with this ability. In addition, the creature is considered flanked by all attackers. This applies to all such creatures if multiple creatures of the exact same type are present when this ability is used, but only for that encounter. These effects lasts for one minute for every 5 ranks you possess in Knowledge (Dungeoneering). You gain one piece of information as dictated in Examine Foe for every 5 ranks in Knowledge (Dungeoneering) which you possess, to a maximum of four at 20 ranks. | + | If you have successfully identified a creature through a Knowledge check, you may spend a Full Action to instruct your allies on its weaknesses. This grants all allies who can see and hear you a +4 circumstance bonus to confirm critical hits against the creature targeted with this ability. In addition, the creature is considered flanked by all attackers. This applies to all such creatures if multiple creatures of the exact same type are present when this ability is used, but only for that encounter. These effects lasts for one minute for every 5 ranks you possess in Knowledge (Dungeoneering). You gain one piece of information as dictated in Examine Foe for every 5 ranks in Knowledge (Dungeoneering) which you possess, to a maximum of four at 20 ranks. |
| </ | </ | ||
