Born of physical prowess, Duelists thrive in combat, standing resolute against the hostile forces one might encounter. Unyielding and relentless, they charge into battle, absorbing or evading blows and delivering devastating attacks. Duelists are the epitome of martial skill, their presence on the battlefield a force to be reckoned with.
Whenever a target willingly attempts to escape the range of your Reach, you may attempt to attack it with a single Reach-ranged action as a Reaction.
Battle Tempo
Tier I – Duelist Trait
Whenever you critically succeed (natural 20) on an Attack Roll, you may take the opportunity to grant an ally the chance to perform a single action as a Reaction.
Dual Wielding
Tier I – Duelist Trait
While equipping two of the same weapon, you increase the Overkill Modifier of its Attack Roll actions by +2, but increase the AP costs by 1.
As a Reactionto landing a Reach-ranged attack, you may dash up to a point within range without provoking any Reactions.
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Bulwark
⚡⚡
✦ . ⁺ Tier I – BerserkerAction . ⁺ ✦
Roll/DC
—
Range
Self
Cooldown
4 round(s)
Reaction
DetailsView Details…
As a Reactionto taking damage, reduce the damage by an amount equal to the HP you are missing.
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Frenzy
⚡
✦ . ⁺ Tier I – Berserker Action . ⁺ ✦
Roll/DC
—
Range
Self
Cooldown
5 round(s)
—
DetailsView Details…
You rally your spirit, throwing aside your defenses for unyielding ferocity.
Your next 3 Attack Rolls gain a bonus equal to your Inspiration. While this effect is active, reduce both your Physical AC and Mental AC by the same amount.
The effect ends once this action recovers from its cooldown or after 3 Attack Rolls are made, whichever comes first.
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Goading Strike
⚡
✦ . ⁺ Tier I – Berserker Action . ⁺ ✦
Roll/DC
—
Range
Self
Cooldown
—
Reaction
DetailsView Details…
As a Reactionto dealing damage to a target, you force it to succeed on a WIL SAVE or become Tauntedby you for 1 round.
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Heavy Hit
✦ . ⁺ Tier I – Berserker Action . ⁺ ✦
Roll/DC
—
Range
Self
Cooldown
—
Discreet
DetailsView Details…
You channel the strength of multiple strikes into one decisive blow.
Until the end of your turn, if you perform the same attacking action consecutively, do not resolve them individually. Instead, total the Attack Roll results and apply them as one combined attack.
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Hush
⚡
✦ . ⁺ Tier I – Prowler Action . ⁺ ✦
Roll/DC
Physical DC
Range
Self
Cooldown
—
Reaction, Discreet, Touch
DetailsView Details…
When you land a reach-ranged attack, you may stifle the target’s voice as a Reaction.
The target must succeed a PHY SAVE or become Silencedfor 1 minute.
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Obfuscate
⚡⚡
✦ . ⁺ Tier I – ProwlerAction . ⁺ ✦
Roll/DC
Physical DC
Range
3 meter(s)
Cooldown
3 round(s)
Discreet
DetailsView Details…
You cloud the vision of a target within range.
The target must succeed on a FIN SAVE or be Blindedfor 1 round.
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✶ Shade Step
⚡
✦ . ⁺ Tier I – ProwlerAction . ⁺ ✦
Roll/DC
—
Range
12 meter(s)
Cooldown
4 round(s)
Arcane, Mobility, Discreet
DetailsView Details…
You melt into shadow and reappear at a point you can see within range.
Both your starting location and destination must be in low or zero visibility.
You do not provoke Reactions when moving this way.
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Spot Dodge
⚡⚡
✦ . ⁺ Tier I – ProwlerAction . ⁺ ✦
Roll/DC
FIN SAVE
Range
Self
Cooldown
4 round(s)
Discreet, Reaction
DetailsView Details…
When you are targeted by an attack against your Physical AC, you may attempt to outmaneuver it as a Reaction. Roll a FIN SAVE.
Add the result of the roll to your Physical AC before determining the outcome.
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Unspoken Signal
✦ . ⁺ Tier I – ProwlerAction . ⁺ ✦
Roll/DC
—
Range
Sight
Cooldown
1 round(s)
Discreet
DetailsView Details…
Through subtle gestures, you convey a silent message of up to five words. Any number of chosen targets within sight understand the message.
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Imitation
✦ . ⁺ Tier I – Hunter Action . ⁺ ✦
Roll/DC
Mental DC
Range
Vocal
Cooldown
1 round(s)
—
DetailsView Details…
You replicate a sound you’ve previously heard, including voices.
Any character hearing it who you attempt to deceive must succeed a KNO SAVE or they believe the sound to be genuine.
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Smokescreen
⚡
✦ . ⁺ Tier I – Hunter Action . ⁺ ✦
Roll/DC
—
Range
12 meter(s)
Cooldown
2 charge(s)
Discreet, Mobility
DetailsView Details…
You hurl a smoke capsule at a point within range, creating a cloud of thick smoke that fills a 3-meter radius.
The area is considered to have zero visibility until the smoke disperses after 30 seconds, or until it is dispersed by something like a strong wind.
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Snare
⚡⚡
✦ . ⁺ Tier I – Hunter Action . ⁺ ✦
Roll/DC
Mental DC
Range
Reach
Cooldown
2 charge(s)
Discreet
DetailsView Details…
You set down a concealed snare trap at a point within reach, trapping a 1-meter-squared space.
When a character unaware of it steps into the snare, they must succeed a FIN SAVE or become Immobilized and Marked to you until freed.
The trapped character, or another character within reach, may spend 2 AP to break or release the snare.
The snare’s concealment is contested using your Passive Stealth (ignoring modifiers from actions like Hide).
The snare remains until triggered or dismantled.
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Toxin Coating
⚡
✦ . ⁺ Tier I – Hunter Action . ⁺ ✦
Roll/DC
Mental DC
Range
Reach
Cooldown
3 charge(s)
Discreet
DetailsView Details…
You apply a single dose of a special toxin to a standard weapon within reach.
On its next successful hit, the first target struck must make a PHY SAVE.
If the target fails, one dose of the toxin enters its system and remains for the next 24 hours. If the target has accumulated its required dosage, the toxin takes effect:
WITHERED KISS. On effect, the target suffers a number of Exhaustionlevels equal to half the amount the final Attack Roll exceeded its Physical AC.
HEART’S BANE. On effect, the target becomes Weakened Lvl. 1 for 1 minute.
DREAMSHADE. Hits with this coating deal no damage. On effect, the target is rendered lightly Unconsciousfor 1 minute.
The required dosage equals 1 dose, plus 1 for each size category above Teeny.
The toxin has no effect on characters immune to poison or disease.
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Tripwire
⚡
✦ . ⁺ Tier I – Hunter Action . ⁺ ✦
Roll/DC
Mental DC
Range
6 meter(s)
Cooldown
4 charge(s)
Discreet
DetailsView Details…
You anchor a thin, barely visible wire between two points within range.
When a character unaware of the wire passes through it, they must succeed a FIN SAVE or become Staggered for 1 round.
The tripwire’s concealment is contested using your Passive Stealth (ignoring modifiers from actions like Hide).
The tripwire remains until triggered or dismantled.