====== Path of Mobility ======
{{:paths:pasted:20231118-081338.jpeg|As untouchable as the wind, and quite unhindered by gravity as well.}}
//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.//
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===== Key Skills =====
Upon selecting the Path of Mobility, you gain the following Key Skills:
* [[priority:skills:athletics|Athletics]]
* [[priority:skills:acrobatics|Acrobatics]]
* [[priority:skills:pilot|Pilot]]
* [[priority:skills:fly|Fly]]
* [[priority:skills:stealth|Stealth]]
==== Mobile Defense 1 ====
**Requirements:** [[priority:skills:acrobatics|Acrobatics]] 3, 5 EXP
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)
==== Mobile Defense 2 ====
**Requirements:** [[priority:skills:acrobatics|Acrobatics]] 6, Mobile Defense 1, 10 EXP
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)
==== Mobile Defense 3 ====
**Requirements:** [[priority:skills:acrobatics|Acrobatics]] 9, Mobile Defense 2, 15 EXP
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)
==== Mobile Defense 4 ====
**Requirements:** [[priority:skills:acrobatics|Acrobatics]] 12, Mobile Defense 3, 20 EXP
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)
==== Mobile Defense 5 ====
**Requirements:** [[priority:skills:acrobatics|Acrobatics]] 15, Mobile Defense 4, 25 EXP
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)
===== Gotta Go Fast =====
==== Fast Movement 1 ====
**Requirements:** [[priority:skills:acrobatics|Acrobatics]] 5, 10 EXP
Your base land speed increases by 10 ft.
==== Slow Fall 1 ====
**Requirements:** Fast Movement 1, 5 EXP
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.
==== High Jump ====
**Requirements:** Slow Fall 1, 15 EXP
You are treated as always having a running start on Skill checks to jump. In addition, you treat vertical jumps as horizontal for determining distance.
==== Slow Fall 2 ====
**Requirements:** High Jump, [[priority:skills:acrobatics|Acrobatics]] 7, 10 EXP
The distance you may fall with Slow Fall increases to 50 ft.
==== Fast Movement 2 ====
**Requirements:** High Jump, [[priority:skills:acrobatics|Acrobatics]] 8, 20 EXP
The speed granted by your Fast Movement increases to 30 ft.
==== Wind Stance ====
**Requirements:** Fast Movement 2, [[priority:skills:acrobatics|Acrobatics]] 10, 30 EXP
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.
==== Lightning Stance ====
* **Requirements:** Wind Stance, [[priority:skills:acrobatics|Acrobatics]] 20, 40 EXP
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.
==== Perfect Slow Fall ====
**Requirements:** Slow Fall 2, [[priority:skills:acrobatics|Acrobatics]] 15, 45 EXP
You may use Slow Fall from any distance.
===== Can’t Touch This =====
==== Evasion ====
**Requirements:** [[priority:skills:acrobatics|Acrobatics]] 5, 10 EXP
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.
==== Danger Sense ====
**Requirements:** Evasion, [[priority:skills:perception|Perception]] 5, 5 EXP
You gain a bonus equal to your Secondary Attribute modifier to Initiative.
==== Uncanny Dodge ====
**Requirements:** Danger Sense, 15 EXP
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, this ability can be bypassed if an enemy successfully uses the Feint action against you.
==== Improved Evasion ====
**Requirements:** Uncanny Dodge, [[priority:skills:perception|Perception]] 10, 25 EXP
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.
==== Improved Uncanny Dodge ====
**Requirements:** Improved Evasion, [[priority:skills:perception|Perception]] 12, 35 EXP
You can no longer be flanked.
===== Dimensional Dervish =====
==== Abundant Step ====
* **Requirements:** Slow Fall 2, Fast Movement 2, [[priority:skills:acrobatics|Acrobatics]] 10, 30 EXP
You may magically slip between spaces, as if using the spell [[priority:magic:spells:tier4:dimension_door|]]. Using this ability is a Half Action, which costs 1 TP/MP per double-move of distance traveled (for example, if you movespeed is 50 ft, you may spend 2 TP/MP to move up to 200 ft.). Your effective [[priority:magic#caster_level|Caster Level]] for this ability is equal to your HD CL, or [[priority:prowess|Prowess]], whichever is higher. You cannot take other creatures with you when using this ability.
==== Dimensional Agility ====
* **Requirements:** Abundant Step or the ability to cast [[priority:magic:spells:tier4:dimension_door|]], 15 EXP
After using Abundant Step or casting [[priority:magic:spells:tier4:dimension_door|]], you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.
==== Dimensional Assault ====
* **Requirements:** Dimensional Agility, [[chargen:common_terms#core_stats|CST]] 8, 20 EXP
As a Full-Round Action, you use Abundant Step or cast [[priority:magic:spells:tier4:dimension_door|]] as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.
==== Alpha Strike ====
* **Requirements:** Dimensional Assault, 25 EXP
You can take a Full-Attack action, activating Abundant Step or casting [[priority:magic:spells:tier4:dimension_door|]] as a Swift Action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
==== Dimensional Mastery ====
* **Requirements:** Alpha Strike, [[chargen:common_terms#core_stats|CST]] 14, 30 EXP
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 =====
==== Blitz ====
**Requirements:** Danger Sense, [[priority:skills:perception|Perception]] 7, [[priority:skills:athletics|Athletics]] 7, 20 EXP
You may add your Mobile Defense bonus to your Initiative. This bonus stacks with the bonus granted by Danger Sense.
==== Solipsistic Defense ====
**Requirements:** Danger Sense, [[priority:skills:athletics|Athletics]] 5, [[priority:skills:acrobatics|Acrobatics]] 5, 20 EXP
Your Danger Sense is replaced with Solipsistic Defense. Your Secondary Attribute modifier is now treated as a penalty on your [[priority:skills:perception|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, you may spend a [[game_systems:hero_points|Hero Point]] to negate a single Sneak Attack or Critical Hit from a qualifying unseen threat which you are unaware of.