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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.

Key Skills

Upon selecting the Path of Mobility, you gain the following Key Skills:

Mobile Defense

Requirements: Acrobatics 4, 10 EXP

You may add your Secondary Attribute modifier to your Armor Class. This ability and subsequent abilities do not function whilst wearing armor or any kind of shield.

Gotta Go Fast

Fast Movement 1

Requirements: Mobile Defense, Acrobatics 5, 10 EXP

Your base land speed increases by 10 ft.

Slow Fall 1

Requirements: Fast Movement 1, 10 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, Acrobatics 7, 15 EXP

The distance you may fall with Slow Fall increases to 50 ft.

Fast Movement 2

Requirements: High Jump, Acrobatics 8, 20 EXP

The speed granted by your Fast Movement increases to 30 ft.

Wind Stance

Requirements: Fast Movement 2, 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, 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 or take the Withdraw action. You still only have 25% concealment if you move less than this.

Abundant Step

Requirements: Slow Fall 2, Fast Movement 2, Acrobatics 10, 30 EXP

You may magically slip between spaces, as if using the spell Dimension Door. Using this ability is a Move Action, which costs 7 TP. Your effective Caster Level for this ability is equal to your HD or BaB, whichever is higher. You cannot take other creatures with you when using this ability.

Perfect Slow Fall

Requirements: Slow Fall 2, Acrobatics 15, 45 EXP

You may use Slow Fall from any distance.

Can’t Touch This

Evasion

Requirements: Mobile Defense, 5 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, Perception 5, 15 EXP

You gain a bonus equal to your Secondary Attribute modifier to Initiative, and to your AC against unseen threats.

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 caught Flat-Footed, nor do you lose your Secondary Attribute bonus to AC against unseen attackers. 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, Perception 10, 30 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, Perception 12, 35 EXP

You can no longer be flanked.

Miscellaneous Talents

Armored Mobility

Requirements: Mobile Defense, HD 3, 15 EXP

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: Taking this Talent disqualifies you from selecting Mobile Defense Master

Mobile Defense Master

Requirements: Mobile Defense, Athletics 5, 15 EXP

You may attempt to parry a single ranged or melee attack every turn.

Special: Taking this Talent disqualifies you from selecting Armored Mobility

Blitz

Requirements: Danger Sense, Perception 7, 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, Athletics 5, Acrobatics 5, 20 EXP

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, you may spend a Hero Point to negate a single Sneak Attack or Critical Hit from a qualifying unseen threat which you are unaware of.