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| rules:domains:skirmish [2025/07/20 14:28] – Ron Helwig | rules:domains:skirmish [2025/07/27 14:06] (current) – Ron Helwig | ||
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| # Skirmish Domain | # Skirmish Domain | ||
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| > *“Your opponents strike only where you once stood.”* | > *“Your opponents strike only where you once stood.”* | ||
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| ## Tier 3 Feature Cards – Skirmish Domain | ## Tier 3 Feature Cards – Skirmish Domain | ||
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| 7. **Web Anchor Mastery** | 7. **Web Anchor Mastery** | ||
| Set and use **Edge of the Web** to reposition mid-combat and gain a decisive tactical advantage. | Set and use **Edge of the Web** to reposition mid-combat and gain a decisive tactical advantage. | ||
| + | |||
| + | ## Tier 4 Base Card: Skirmish Master | ||
| + | |||
| + | **Skirmish Master** characters epitomize battlefield finesse. Their strikes are precise, their escapes seamless, and their coordination world-class. At the pinnacle of the Skirmish Domain, they reshape combat through reflex, not magic. | ||
| + | |||
| + | ### Core Feature: Tactical Mastery | ||
| + | |||
| + | When you: | ||
| + | - Use a Skirmish Feature that involves movement (e.g., Enhanced Evasion, Shadow Spin, Edge of the Web), **and** | ||
| + | - Hit a creature during the same turn, | ||
| + | |||
| + | ...you may **mark 1 Stress** to activate **Tactical Mastery**: | ||
| + | |||
| + | - You and one adjacent ally gain **an additional +2 bonus to Evasion** until the start of your next turn. | ||
| + | - You also immediately **move up to half your speed** without provoking opportunity attacks. | ||
| + | |||
| + | < | ||
| + | |||
| + | > *“You shape the battlefield—not with magic, but with speed, awareness, and trust.”* | ||
| + | |||
| + | ## Tier 4 Feature Cards – Skirmish Domain | ||
| + | |||
| + | ### Flurry of Shadows (Combat – Burst) | ||
| + | |||
| + | When you use **Enhanced Evasion** or **Shadow Spin**, you may immediately make **two additional weapon attacks** against different creatures within reach. | ||
| + | |||
| + | - These attacks are part of the same Action Load. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ### Marked for Death (Combat – Combo) | ||
| + | |||
| + | If you or an ally hits a **Spotted** target (via Spotting Shot), you may **mark 1 Stress** to: | ||
| + | |||
| + | - Deal an additional **2d6 precision damage**, and | ||
| + | - Gain **Advantage** on the attack roll. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ### No Escape (Combat – Tactical) | ||
| + | |||
| + | When an enemy Disengages or attempts to retreat you may mark a stress to trigger **Forced Exposure**, **and** they suffer **Slowed** (movement halved) until the end of their next turn. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ### Blade Intercept (Team – Reactive) | ||
| + | |||
| + | When an ally within 15 feet would be hit by an attack, you may: | ||
| + | |||
| + | - **Move** adjacent to them (without provoking). | ||
| + | - **Take the hit** in their place. | ||
| + | - **If the attack hits you**, you may immediately make a **melee attack** against the attacker using your **current Action Load**. | ||
| + | - Additionally, | ||
| + | |||
| + | < | ||
| + | |||
| + | > This gives a tangible defensive boost to your ally, making the choice not just about saving them—it' | ||
| + | |||
| + | --- | ||
| + | |||
| + | ### Ghoststep Gambit (Utility – Travel Burst) | ||
| + | |||
| + | After an **Enhanced Evasion**, **Shadow Spin**, or **Edge of the Web** use, | ||
| + | |||
| + | you may: | ||
| + | |||
| + | - **Mark 1 Stress**, then | ||
| + | - **Move up to your full speed** in a straight line (no provoke), then | ||
| + | - Make **one weapon attack** at any point during that movement. | ||
| + | |||
| + | < | ||
| + | |||
| + | > This turns your reposition burst into a one-time high-impact strike—more than just mobility, it's an attack combo timed with movement. | ||
