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| paths:lancer_path [2025/08/21 03:42] – reon | paths:lancer_path [2026/03/09 21:19] (current) – hyperlinking Athletics elfinlocks |
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| * **Requirements:** [[chargen:common_terms#core_stats|CST]] 3, 10 EXP | * **Requirements:** [[chargen:common_terms#core_stats|CST]] 3, 10 EXP |
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| As an Immediate Action, you may spend 1 [[game_systems:tactic_pool|TP]] to shorten the grip on a wielded spear or polearm with the Reach [[equipment:weapons:weapontraits|Weapon Trait]] to use it against adjacent targets. This action results in a –4 untyped penalty to your attack rolls with that weapon, and causes the weapon to lose the Reach Trait. These effects last until the start of your next turn. Alternatively, you may spend 1 additional TP to return the weapon to its usual reach, as another Immediate Action. The penalty to attack rolls decreases by 1 for every 4 BaB gained after BaB 2, to a penalty of 0 at BaB 18. | As an Immediate Action, you may spend 1 [[game_systems:tactic_pool|TP]] to shorten the grip on a wielded spear or polearm with the Reach [[equipment:weapons:weapontraits|Weapon Trait]] to use it against adjacent targets. This action results in a –4 untyped penalty to your attack rolls with that weapon, and causes the weapon to lose the Reach Trait. These effects last until the start of your next turn. Alternatively, you may spend 1 additional TP to return the weapon to its usual reach, as another Immediate Action. The penalty to attack rolls decreases by 1 for every 4 [[priority:prowess|Prowess]] gained after [[priority:prowess|Prowess]] 2, to a penalty of 0 at [[priority:prowess|Prowess]] 18. |
| </WRAP> | </WRAP> |
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| * **Requirements:** Agile Charge, [[priority:skills:athletics|Athletics]] 10, 20 EXP | * **Requirements:** Agile Charge, [[priority:skills:athletics|Athletics]] 10, 20 EXP |
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| You may perform a Mobile Charge as part of a vertical jump. In Addition, you may spend [[game_systems:tactic_pool|TP]] to reduce the DC multiplier of a high jump. You must spend 1 TP for each amount by which this multiplier is lowered, and you may only lower the multiplier by 1 for every 5 ranks in [[priority:skills:athletics|Athletics]] you possess after rank 5, down to a multiplier of 1 at Athletics 20, with the cost of 3 TP. | You may perform a Mobile Charge as part of a vertical jump. In Addition, you may spend [[game_systems:tactic_pool|TP]] to reduce the DC multiplier of a high jump. You must spend 1 TP for each amount by which this multiplier is lowered, and you may only lower the multiplier by 1 for every 5 ranks in [[priority:skills:athletics|Athletics]] you possess after rank 5, down to a multiplier of 1 at [[priority:skills:athletics|Athletics]] 20, with the cost of 3 TP. |
| </WRAP> | </WRAP> |
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| * **Requirements:** Agile Charge, [[priority:skills:athletics|Athletics]] 10, [[priority:skills:acrobatics|Acrobatics]] 5, 15 EXP | * **Requirements:** Agile Charge, [[priority:skills:athletics|Athletics]] 10, [[priority:skills:acrobatics|Acrobatics]] 5, 15 EXP |
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| While charging, you may spend 3 [[game_systems:tactic_pool|TP]] to make one turn up to 90-degrees. You may not make this turn mid-air unless you are Flying, or if performing a Mobile Charge, you may perform a second athletics check to spring off another wall, column, outcropping, or other suitable surface. Your total movement for the turn during the charge may still not surpass your regular full-movement. | While charging, you may spend 3 [[game_systems:tactic_pool|TP]] to make one turn up to 90-degrees. You may not make this turn mid-air unless you are Flying, or if performing a Mobile Charge, you may perform a second [[priority:skills:athletics|Athletics]] check to spring off another wall, column, outcropping, or other suitable surface. Your total movement for the turn during the charge may still not surpass your regular full-movement. |
| </WRAP> | </WRAP> |
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