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| paths:mobile_path [2023/06/07 17:09] – elfinlocks | paths:mobile_path [2025/08/21 05:21] (current) – [Dimensional Dervish] reon | ||
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| ====== Path of Mobility ====== | ====== Path of Mobility ====== | ||
| - | Movement on the battlefield is everything. Your positioning and reflexes can mean the difference between a scratch and losing an arm, deftly moving out of the way or getting fried by a Fireball. Followers of the Path of Mobility are typically lightly armored, if at all, and carry themselves with grace and poise. Through incredible feats of Acrobatics, followers of this Path can weave through danger on the battlefield where others would meet their end. | + | <WRAP center 50%> |
| + | {{: | ||
| + | </ | ||
| + | |||
| + | //Movement on the battlefield is everything. Your positioning and reflexes can mean the difference between a scratch and losing an arm, deftly moving out of the way or getting fried by a Fireball. Followers of the Path of Mobility are typically lightly armored, if at all, and carry themselves with grace and poise. Through incredible feats of Acrobatics, followers of this Path can weave through danger on the battlefield where others would meet their end.// | ||
| + | |||
| + | ---- | ||
| ===== Key Skills ===== | ===== Key Skills ===== | ||
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| Upon selecting the Path of Mobility, you gain the following Key Skills: | Upon selecting the Path of Mobility, you gain the following Key Skills: | ||
| - | * Athletics | + | * [[priority: |
| - | * Acrobatics | + | * [[priority: |
| - | * Escape Artist | + | * [[priority: |
| - | * Fly | + | * [[priority: |
| - | * Stealth | + | * [[priority: |
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| **Requirements: | **Requirements: | ||
| - | You may add your Secondary Attribute modifier to your Armor Class. This ability | + | You may add your Secondary Attribute modifier to your Armor Class as a Dexterity bonus. (This is limited by max Dex bonus from equipment) This Talent, |
| </ | </ | ||
| ===== Gotta Go Fast ===== | ===== Gotta Go Fast ===== | ||
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| ==== Slow Fall 1 ==== | ==== Slow Fall 1 ==== | ||
| - | **Requirements: | + | **Requirements: |
| When you’re within arms reach of a wall, you may use it to slow your descent. Upon gaining this Talent, you take fall damage as if the fall were 20 ft. shorter. This ability can completely negate fall damage, provided that the fall distance was 20 ft. or less. | When you’re within arms reach of a wall, you may use it to slow your descent. Upon gaining this Talent, you take fall damage as if the fall were 20 ft. shorter. This ability can completely negate fall damage, provided that the fall distance was 20 ft. or less. | ||
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| ==== Slow Fall 2 ==== | ==== Slow Fall 2 ==== | ||
| - | **Requirements: | + | **Requirements: |
| The distance you may fall with Slow Fall increases to 50 ft. | The distance you may fall with Slow Fall increases to 50 ft. | ||
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| </ | </ | ||
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| - | ==== Abundant Step ==== | + | ==== Wind Stance |
| - | **Requirements: | + | **Requirements: |
| - | You may magically slip between spaces, | + | This is a Combat Stance. As long as you move at least 20 ft. during your turn, you gain a concealment (25% miss chance) until the beginning of your next turn. |
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Lightning Stance ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | This is a Combat Stance. This Stance acts as Wind Stance, but also grants you 50% concealment until the beginning of your next turn any time you Double Move, Charge, or take the Withdraw or Run actions. You still only have 25% concealment if you move less than this. | ||
| </ | </ | ||
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| ==== Evasion ==== | ==== Evasion ==== | ||
| - | **Requirements: | + | **Requirements: |
| You can avoid magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. You do not gain this benefit if you are helpless. | You can avoid magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. You do not gain this benefit if you are helpless. | ||
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| You can no longer be flanked. | You can no longer be flanked. | ||
| </ | </ | ||
| + | ===== Dimensional Dervish ===== | ||
| + | <WRAP round box> | ||
| + | ==== Abundant Step ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You may magically slip between spaces, as if using the spell [[priority: | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Dimensional Agility ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | After using Abundant Step or casting [[priority: | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Dimensional Assault ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | As a Full-Round Action, you use Abundant Step or cast [[priority: | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Alpha Strike ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You can take a Full-Attack action, activating Abundant Step or casting [[priority: | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Dimensional Mastery ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | When using Alpha Strike, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this Talent. | ||
| + | </ | ||
| + | |||
| ===== Miscellaneous Talents ===== | ===== Miscellaneous Talents ===== | ||
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| ==== Armored Mobility ==== | ==== Armored Mobility ==== | ||
| - | **Requirements: | + | **Requirements: |
| A character with this talent does not count light armor as wearing armor for the Path of Mobility. However total defense from Mobile Defense counts as Dexterity bonus for the purpose of armor max dex bonus. | A character with this talent does not count light armor as wearing armor for the Path of Mobility. However total defense from Mobile Defense counts as Dexterity bonus for the purpose of armor max dex bonus. | ||
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| You may add your Mobile Defense bonus to your Initiative. This bonus stacks with the bonus granted by Danger Sense. | You may add your Mobile Defense bonus to your Initiative. This bonus stacks with the bonus granted by Danger Sense. | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Wind Stance ==== | ||
| - | **Requirements: | ||
| - | |||
| - | This is a Combat Stance. As long as you move at least 20 ft. during your turn, you gain a concealment (25% miss chance) until the beginning of your next turn. | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Lightning Stance ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | This is a Combat Stance. This Stance acts as Wind Stance, but also grants you 50% concealment until the beginning of your next turn any time you Double Move or take the Withdraw action. You still only have 25% concealment if you move less than this. | ||
| </ | </ | ||
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