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| paths:mobile_path [2026/03/05 22:31] – [Gotta Go Fast] vondor | paths:mobile_path [2026/03/09 21:57] (current) – Hyperlinking Perception skill entries elfinlocks | ||
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| ==== Mobile Defense 1 ==== | ==== Mobile Defense 1 ==== | ||
| - | **Requirements: | + | **Requirements: |
| You may add up to 2 points of your Secondary Attribute modifier to your Defense as a Dexterity bonus. (This is limited by max Dex bonus from equipment) | You may add up to 2 points of your Secondary Attribute modifier to your Defense as a Dexterity bonus. (This is limited by max Dex bonus from equipment) | ||
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| ==== Mobile Defense 2 ==== | ==== Mobile Defense 2 ==== | ||
| - | **Requirements: | + | **Requirements: |
| You may add up to 4 points of your Secondary Attribute modifier to your Defense as a Dexterity bonus. (This is limited by max Dex bonus from equipment) | You may add up to 4 points of your Secondary Attribute modifier to your Defense as a Dexterity bonus. (This is limited by max Dex bonus from equipment) | ||
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| ==== Mobile Defense 3 ==== | ==== Mobile Defense 3 ==== | ||
| - | **Requirements: | + | **Requirements: |
| You may add up to 6 points of your Secondary Attribute modifier to your Defense as a Dexterity bonus. (This is limited by max Dex bonus from equipment) | You may add up to 6 points of your Secondary Attribute modifier to your Defense as a Dexterity bonus. (This is limited by max Dex bonus from equipment) | ||
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| ==== Mobile Defense 4 ==== | ==== Mobile Defense 4 ==== | ||
| - | **Requirements: | + | **Requirements: |
| You may add up to 8 points of your Secondary Attribute modifier to your Defense as a Dexterity bonus. (This is limited by max Dex bonus from equipment) | You may add up to 8 points of your Secondary Attribute modifier to your Defense as a Dexterity bonus. (This is limited by max Dex bonus from equipment) | ||
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| ==== Mobile Defense 5 ==== | ==== Mobile Defense 5 ==== | ||
| - | **Requirements: | + | **Requirements: |
| You may add up to 10 points of your Secondary Attribute modifier to your Defense as a Dexterity bonus. (This is limited by max Dex bonus from equipment) | You may add up to 10 points of your Secondary Attribute modifier to your Defense as a Dexterity bonus. (This is limited by max Dex bonus from equipment) | ||
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| ==== Fast Movement 1 ==== | ==== Fast Movement 1 ==== | ||
| - | **Requirements: | + | **Requirements: |
| Your base land speed increases by 10 ft. | Your base land speed increases by 10 ft. | ||
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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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| ==== Fast Movement 2 ==== | ==== Fast Movement 2 ==== | ||
| - | **Requirements: | + | **Requirements: |
| The speed granted by your Fast Movement increases to 30 ft. | The speed granted by your Fast Movement increases to 30 ft. | ||
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| ==== Wind Stance ==== | ==== Wind Stance ==== | ||
| - | **Requirements: | + | **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. | 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. | ||
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| ==== Lightning Stance ==== | ==== Lightning Stance ==== | ||
| - | * **Requirements: | + | * **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. | 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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| ==== Perfect Slow Fall ==== | ==== Perfect Slow Fall ==== | ||
| - | **Requirements: | + | **Requirements: |
| You may use Slow Fall from any distance. | You may use Slow Fall from any distance. | ||
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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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| ==== Danger Sense ==== | ==== Danger Sense ==== | ||
| - | **Requirements: | + | **Requirements: |
| - | You gain a bonus equal to your Secondary Attribute modifier to Initiative, and to your AC against unseen threats. | + | You gain a bonus equal to your Secondary Attribute modifier to Initiative. |
| </ | </ | ||
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| **Requirements: | **Requirements: | ||
| - | You can react to danger before your senses would normally allow you to do so. You cannot be caught Flat-Footed, | + | You can react to danger before your senses would normally allow you to do so. You cannot be Surprised or Unaware. However, you still lose this bonus if you are immobilized. Additionally, |
| </ | </ | ||
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| ==== Improved Evasion ==== | ==== Improved Evasion ==== | ||
| - | **Requirements: | + | **Requirements: |
| Your evasion now causes you to take half damage from qualifying attacks, even on a failed saving throw. You still take no damage on a successful save as normal. | Your evasion now causes you to take half damage from qualifying attacks, even on a failed saving throw. You still take no damage on a successful save as normal. | ||
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| ==== Improved Uncanny Dodge ==== | ==== Improved Uncanny Dodge ==== | ||
| - | **Requirements: | + | **Requirements: |
| You can no longer be flanked. | You can no longer be flanked. | ||
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| ==== Abundant Step ==== | ==== Abundant Step ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may magically slip between spaces, as if using the spell [[priority: | + | You may magically slip between spaces, as if using the spell [[priority: |
| </ | </ | ||
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| ===== Miscellaneous Talents ===== | ===== Miscellaneous Talents ===== | ||
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| - | ==== Armored Mobility ==== | ||
| - | **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. | ||
| - | |||
| - | **Special: | ||
| - | </ | ||
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| - | ==== Mobile Defense Master ==== | ||
| - | **Requirements: | ||
| - | |||
| - | You may attempt to parry a single ranged or melee attack every turn. | ||
| - | |||
| - | **Special: | ||
| - | </ | ||
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| ==== Blitz ==== | ==== Blitz ==== | ||
| - | **Requirements: | + | **Requirements: |
| 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. | ||
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| ==== Solipsistic Defense ==== | ==== Solipsistic Defense ==== | ||
| - | **Requirements: | + | **Requirements: |
| - | Your Danger Sense is replaced with Solipsistic Defense. Your Secondary Attribute modifier is now treated as a penalty on your Perception checks to notice danger, but you may instead add that amount to all saving throws and to your Armor Class from unseen threats that you are unaware of. Additionally, | + | Your Danger Sense is replaced with Solipsistic Defense. Your Secondary Attribute modifier is now treated as a penalty on your [[priority: |
| </ | </ | ||
