Professional Soldier: Difference between revisions
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===3<sup>rd</sup> Circle - {{Ability|Kept Secret, Kept Safe}}=== | ===3<sup>rd</sup> Circle - {{Ability|Kept Secret, Kept Safe}}=== | ||
At will, you may use a [[move action]] to lay down a cloaking scatter of smoke, dust, and silvered shards to screen your allies. All allies within {{Bracket|Close] | At will, you may use a [[move action]] to lay down a cloaking scatter of smoke, dust, and silvered shards to screen your allies. All allies within {{Bracket|Close]} range gain a +2 bonus to [[AC]] and [[Reflex]] saves for one {{Bracket|Round}}. At 12th [[level]], the bonus rises to +3 and rises again to +4 at 18th. | ||
===4<sup>th</sup> Circle - {{Ability|A Swiftness in the Blood}}=== | ===4<sup>th</sup> Circle - {{Ability|A Swiftness in the Blood}}=== |
Revision as of 20:25, 6 August 2017
Professional Soldier
Circles
1st Circle - Reap the WhirlwindEX
You can, with minimal preparation and using only the resources at hand, create deadly ambushes for your enemy. You can prepare traps, which can be deployed in combat as a swift action. You can deploy one trap per [Encounter], plus one more for every four character levels you possess. A trap will remain functional until the end of the [Encounter], with some exceptions. Every trap has a unique effect when sprung, and while traps are normally visible, they can be concealed with the Larceny skill. At 1st circle, you have access to the following traps:
- Tanglefoot Paste: Atomized in a fine mist that hovers in the air, this paste covers up to five squares in [Close] range of you at time of deployment. Each affected square must touch at least one other affected square. Targets entering these squares must make a Fortitude save (DC 10 + 1/2 your level + your Key Offensive Modifier), or stop their movement and become [Flat-footed] until their next turn.
- Tripwire: A tripwire is stretched across a 30 ft line originating from target square within [Medium] range. The entire tripwire must exist entirely within your [Medium] range. Those attempting to leave a square covered by the line fall [Prone]. A successful Reflex save (DC 10 + 1/2 your level + your KOM) negates the [Prone] condition. A tripwire can only trigger twice before being destroyed utterly.
- Fumigator: A fumigator can be thrown to any square inside [Medium] range, creating a 20 ft radius spread of with a thin gas that has mild hallucinogenic effects originating from that square. For each creature, whenever that creature begins its turn inside the spread or the first time each [Round] that creature enters the spread, that creature starts seeing double, forcing it to treat all creatures as [Fully concealed] for the next 2 [Rounds]. A successful Will save (DC 10 + 1/2 your level + your KOM) negates this effect. A fumigator dissipates after 4 [Rounds].
2nd Circle - A Personal TouchEX
Grappling hooks are standard-issue for rangers, and for good reason. Once per [Round], you may replace an attack made during your attack action with a ranged attack at up to [Close] range at the same attack bonus as the replaced attack. If you hit, you deal damage equal to 1d8 + your KOM and knock the hit opponent [Prone]. As a swift action, you may then immediately pull the opponent closer to you by up to 10 ft + 5 ft per 4 levels you possess. A successful Reflex save (DC 10 + 1/2 your level + your KOM) negates the [Prone] condition and thus prevents the pull.
3rd Circle - Kept Secret, Kept SafeEX
At will, you may use a move action to lay down a cloaking scatter of smoke, dust, and silvered shards to screen your allies. All allies within {{Bracket|Close]} range gain a +2 bonus to AC and Reflex saves for one [Round]. At 12th level, the bonus rises to +3 and rises again to +4 at 18th.
4th Circle - A Swiftness in the BloodEX
Once per [Round], you may take an additional swift or immediate action.
5th Circle - Into the Valley of DeathEX
As an immediate action, when a creature triggers one of your traps, you may place another trap. This trap may not be placed directly under the unfortunate soul who triggered this ability. You gain access to the following additional traps:
- Razorpod Cluster: Once activated, this ominous metallic tangleweed splits into three razorpods — whirring collections of razor edges deployed to three separate squares within Template:Backet range. At the beginning of your turn, each razorpod you have deployed can move up to half your movement speed. Razorpods can move into a creature’s occupied square and creatures can move into a square that a razorpod is in, but due to their tendency
to get caught on anything, two razorpods cannot share the same square. Whenever a creature moves into a square occupied by a razorpod for that creature’s first time this [Round], or at the end of your turn if at least one razorpod occupies the same square as a creature, that creature is dealt damage equal to your level plus your KOM. This damage ignores [Damage reduction] and [Resistance]. After dealing damage three times, a razorpod is utterly destroyed.
- Remote mine: Remote mines exist for the sole purpose of delivering cleverly timed pillars of cheery and warmth-giving fire hot enough to melt steel. Each prepared remote mine can be deployed in target square within [Close] range. As an immediate action, you may detonate a remote mine to create a 15 ft radius spread originating from the mine’s square that deals four times your character level in energy damage with the [Fire] descriptor and inflicts the [Battered] condition for two [Rounds] against all opponents within the spread. A successful Reflex save (DC 10 + 1/2 your character level + your KOM) halves the damage.
6th Circle - Bring the RainEX
As a move action, if you have a means of communicating with a creature, you provide that creature with targeting information for its abilities. This lets the creature use your location instead of its location for purposes of determining line of sight, line of effect and range when calculating whether it can target a location or creature with one of its spells or abilities. This ability works over any distance. Each [Round] that you retain a Stealth check’s result, including the [Round] you make your Stealth check, penalties to Stealth incurred by the creature currently benefiting from the ability are also incurred by you. You may maintain this effect for as many [Rounds] as you wish by spending a move action each [Round] you wish to maintain this effect.
7th Circle - The Sound of CannonEX
You become as swift as the terrible thunder you herald. You gain a +6 bonus to your initiative, and all allies gain a +4 bonus to their initiative, bringing your total bonus to +10.