Misfortune: Difference between revisions
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Your mother always said you were trouble. Now, your enemies know it too. | Your mother always said you were trouble. Now, your enemies know it too. | ||
===Backstabber=== | |||
You can take advantage of your adversary’s distractions, no matter how momentary or fleeting. Once per turn, when you flank a target, you can treat him or her as flat-footed for one of your attacks. | |||
* '''Prerequisite:''' Sneak Attack | |||
===Befuddle=== | |||
If you succeed on a Deception check against a target’s Will Defense as a swift action, until the start of your next turn you can move through the threatened area of that target as part of your move action without provoking attacks of opportunity. Each threatened square that you move through counts as 2 squares of movement. | |||
===Cunning Strategist=== | |||
You can create opportunities to chip away at your opponents’ defenses. You can use each of the following actions once per encounter as a standard action: | |||
===Create Opening=== | |||
Make a single melee or ranged attack against any target within your range. If you damage the target, the target takes a -5 penalty to its Reflex Defense until the start of your next turn. | |||
===Crippling Attack=== | |||
Make a single melee or ranged attack against an opponent within your range. Until the start of your next turn, the target takes a -2 penalty to its base speed. | |||
''' | ===Vicious Attack=== | ||
Make a melee or ranged attack within your range against two opponents that are within 2 squares of each other. Make a separate attack roll at a -5 penalty against each target, but roll damage once only. | |||
* '''Prerequisites:''' Disruptive, Walk the Line | |||
===Dastardly Strike=== | |||
Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to Reflex Defense, the target moves -1 step along the condition track. | |||
===Disruptive=== | |||
By spending two swift actions, you can use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight. | |||
===Hesitate=== | |||
You can fill your opponent with doubt by making a Persuasion check as a standard action against a single target that can hear and understand you within 12 squares of you. If your check result equals or exceeds the target’s Will Defense, the target takes a -2 penalty to its base speed, and if the target takes a standard action, it must also spend its swift action. The penalty lasts until the end of the target’s next turn. | |||
===Improved Skirmisher=== | |||
When you move at least 2 squares before your attack and end your move in a different square from where you started, you gain a +1 bonus to all your defenses until the start of your next turn. | |||
''* 'Prerequisite:''' Skirmisher | |||
===Improved Sneak Attack=== | |||
You can use the Sneak Attack talent against a target within 12 squares, instead of within 6 squares. | |||
* '''Prerequisites:''' [[Point Blank Shot]] feat, Sneak Attack | |||
===Seducer=== | |||
You excel at seduction through deception. If you fail a Persuasion check to change a targets attitude, you can immediately reroll the check using your Deception skill in lieu of your Persuasion skill. You must accept the result of the reroll, even if it’s lower. You can also reroll a Seduction check, but must accept the result of the reroll, even if it’s lower. | |||
===Seize Object=== | |||
Once per encounter as a move action, you can attempt to seize a held, carried, or worn object from an adjacent target by making a Disarm attack, with a +10 bonus on your attack roll. If the attack succeeds, you are now holding the object. You must have a free hand with which to grab the object, and you cannot use this talent in place of the disarm action. You cannot conceal the use of this talent from the target. | |||
===Skirmisher=== | |||
If you move at least 2 squares before you attack and end your move in a different square from where you started, you gain a +1 bonus on attack rolls until the start of your next turn. You gain the benefits of this talent with vehicle weapons only if you are the vehicle’s pilot. | |||
===Sneak Attack=== | |||
Any time your opponent is flat-footed or otherwise denied its Dexterity bonus to Reflex Defense, you deal an extra 1d6 points of damage with a successful melee or ranged attack. You must be within 6 squares of the target to make a sneak attack with a ranged weapon. You may select this talent multiple tines. Each time you select It, your sneak attack damage increases by +1d6 (maximum +10d6). | |||
===Sow Confusion=== | |||
Once per encounter, as a standard action, you can make a Deception check and compare the result to the Will Defense of all enemies in your line of sight. If the check result equals or exceeds an enemy’s Will Defense, that enemy must spend a swift action in addition to a standard action to make an attack until the start of your next turn. | |||
* '''Prerequisite:''' Hesitate | |||
===Stymie=== | |||
Once per round, as a swift action, you can designate a target within 12 squares of you and in your line of sight as the target of this talent. Until the beginning of your next turn, you can cause that target to take a -5 penalty on all checks made with a single skill. You must have line of sight to your target to make use of this talent, and declare which skill is to be penalized at the time this talent is activated. This is a mind-affecting effect. | |||
===Sudden Strike=== | |||
Whenever you would gain the benefit of the Skirmisher talent and you successfully hit your opponent, you deal sneak attack damage in addition to the normal damage dealt by the attack. | |||
* '''Prerequisites:''' Skirmisher, Sneak Attack | |||
===Walk the Line=== | |||
As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 Squares of you and in your line of sight take a -2 penalty to their defenses until the start of your next turn. The penalty is negated if line of sight is broken. This talent has a range of 6 squares when used at starship scale. | |||
* '''Prerequisite:''' Disruptive | |||
===Weakening Strike=== | |||
Whenever you deal damage to an opponent denied its Dexterity bonus to Reflex Defense, you can choose to not move the target down the condition track and instead impose a -5 penalty on all your opponent’s attacks and melee damage until the end of your next turn. | |||
* '''Prerequisite:''' Dastardly Strike | |||
''Prerequisite:'' Dastardly Strike | |||
Latest revision as of 22:13, 15 January 2023
Your mother always said you were trouble. Now, your enemies know it too.
Backstabber
You can take advantage of your adversary’s distractions, no matter how momentary or fleeting. Once per turn, when you flank a target, you can treat him or her as flat-footed for one of your attacks.
- Prerequisite: Sneak Attack
Befuddle
If you succeed on a Deception check against a target’s Will Defense as a swift action, until the start of your next turn you can move through the threatened area of that target as part of your move action without provoking attacks of opportunity. Each threatened square that you move through counts as 2 squares of movement.
Cunning Strategist
You can create opportunities to chip away at your opponents’ defenses. You can use each of the following actions once per encounter as a standard action:
Create Opening
Make a single melee or ranged attack against any target within your range. If you damage the target, the target takes a -5 penalty to its Reflex Defense until the start of your next turn.
Crippling Attack
Make a single melee or ranged attack against an opponent within your range. Until the start of your next turn, the target takes a -2 penalty to its base speed.
Vicious Attack
Make a melee or ranged attack within your range against two opponents that are within 2 squares of each other. Make a separate attack roll at a -5 penalty against each target, but roll damage once only.
- Prerequisites: Disruptive, Walk the Line
Dastardly Strike
Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to Reflex Defense, the target moves -1 step along the condition track.
Disruptive
By spending two swift actions, you can use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight.
Hesitate
You can fill your opponent with doubt by making a Persuasion check as a standard action against a single target that can hear and understand you within 12 squares of you. If your check result equals or exceeds the target’s Will Defense, the target takes a -2 penalty to its base speed, and if the target takes a standard action, it must also spend its swift action. The penalty lasts until the end of the target’s next turn.
Improved Skirmisher
When you move at least 2 squares before your attack and end your move in a different square from where you started, you gain a +1 bonus to all your defenses until the start of your next turn. * 'Prerequisite:' Skirmisher
Improved Sneak Attack
You can use the Sneak Attack talent against a target within 12 squares, instead of within 6 squares.
- Prerequisites: Point Blank Shot feat, Sneak Attack
Seducer
You excel at seduction through deception. If you fail a Persuasion check to change a targets attitude, you can immediately reroll the check using your Deception skill in lieu of your Persuasion skill. You must accept the result of the reroll, even if it’s lower. You can also reroll a Seduction check, but must accept the result of the reroll, even if it’s lower.
Seize Object
Once per encounter as a move action, you can attempt to seize a held, carried, or worn object from an adjacent target by making a Disarm attack, with a +10 bonus on your attack roll. If the attack succeeds, you are now holding the object. You must have a free hand with which to grab the object, and you cannot use this talent in place of the disarm action. You cannot conceal the use of this talent from the target.
Skirmisher
If you move at least 2 squares before you attack and end your move in a different square from where you started, you gain a +1 bonus on attack rolls until the start of your next turn. You gain the benefits of this talent with vehicle weapons only if you are the vehicle’s pilot.
Sneak Attack
Any time your opponent is flat-footed or otherwise denied its Dexterity bonus to Reflex Defense, you deal an extra 1d6 points of damage with a successful melee or ranged attack. You must be within 6 squares of the target to make a sneak attack with a ranged weapon. You may select this talent multiple tines. Each time you select It, your sneak attack damage increases by +1d6 (maximum +10d6).
Sow Confusion
Once per encounter, as a standard action, you can make a Deception check and compare the result to the Will Defense of all enemies in your line of sight. If the check result equals or exceeds an enemy’s Will Defense, that enemy must spend a swift action in addition to a standard action to make an attack until the start of your next turn.
- Prerequisite: Hesitate
Stymie
Once per round, as a swift action, you can designate a target within 12 squares of you and in your line of sight as the target of this talent. Until the beginning of your next turn, you can cause that target to take a -5 penalty on all checks made with a single skill. You must have line of sight to your target to make use of this talent, and declare which skill is to be penalized at the time this talent is activated. This is a mind-affecting effect.
Sudden Strike
Whenever you would gain the benefit of the Skirmisher talent and you successfully hit your opponent, you deal sneak attack damage in addition to the normal damage dealt by the attack.
- Prerequisites: Skirmisher, Sneak Attack
Walk the Line
As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 Squares of you and in your line of sight take a -2 penalty to their defenses until the start of your next turn. The penalty is negated if line of sight is broken. This talent has a range of 6 squares when used at starship scale.
- Prerequisite: Disruptive
Weakening Strike
Whenever you deal damage to an opponent denied its Dexterity bonus to Reflex Defense, you can choose to not move the target down the condition track and instead impose a -5 penalty on all your opponent’s attacks and melee damage until the end of your next turn.
- Prerequisite: Dastardly Strike