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N.E.W. I took the plunge. Now What?
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<blockquote data-quote="Reynard" data-source="post: 6983257" data-attributes="member: 467"><p>GUIDE</p><p>Descriptor: a deadeye guide that does not trust technology.</p><p></p><p>STR 4 (2d6);AGI 8 (3d6);END 6 (3d6);INT 6 (3d6);LOG 4 (2d6);WILL 6 (3d6);CHA 4 (2d6);LUC 6 (3d6);REP 3 (2d6)</p><p></p><p>SKILLS</p><p>Climbing 1 (1d6); Fighting: Ranged 3 (2d6); Fighting: Melee 1 (1d6); Jumping 1 (1d6); Perception 3 (2d6); Repair 1 (1d6); Running 1 (1d6); Stealth 1 (1d6); Survival 3 (2d6)</p><p></p><p>13 Skill Ranks (Max 6)</p><p>7 Exploits</p><p>EXPLOITS</p><p>Aim. This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming action.</p><p>Athletic. Choose four [physical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.</p><p>Double tap. You fire two quick shots at your target at the cost of just one action, paying 2d6.</p><p>Perfect aim. The bonus you gain for the Aim exploit increases to +2d6.</p><p>Quick-hide.You are able to disappear while in plain sight. You can make a stealth check even while under observation to move your speed and become effectively invisible for a round. You may then make regular stealth checks as normal, but cannot repeat this feat against the same observer.</p><p>Quick naps. You've learned to manage with little sleep. As long as you get 4 hours, you count as fully rested.</p><p>Traveller. You are skilled at wilderness travel, at home under the open sky. You increase the travel increment of a group you lead by one day.</p><p></p><p>TRAIT</p><p>Deadeye. Once per day you automatically hit with a ranged shot within two range increments as long as you do not exchange any attack dice for damage dice or combine it with another exploit.</p></blockquote><p></p>
[QUOTE="Reynard, post: 6983257, member: 467"] GUIDE Descriptor: a deadeye guide that does not trust technology. STR 4 (2d6);AGI 8 (3d6);END 6 (3d6);INT 6 (3d6);LOG 4 (2d6);WILL 6 (3d6);CHA 4 (2d6);LUC 6 (3d6);REP 3 (2d6) SKILLS Climbing 1 (1d6); Fighting: Ranged 3 (2d6); Fighting: Melee 1 (1d6); Jumping 1 (1d6); Perception 3 (2d6); Repair 1 (1d6); Running 1 (1d6); Stealth 1 (1d6); Survival 3 (2d6) 13 Skill Ranks (Max 6) 7 Exploits EXPLOITS Aim. This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming action. Athletic. Choose four [physical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. Double tap. You fire two quick shots at your target at the cost of just one action, paying 2d6. Perfect aim. The bonus you gain for the Aim exploit increases to +2d6. Quick-hide.You are able to disappear while in plain sight. You can make a stealth check even while under observation to move your speed and become effectively invisible for a round. You may then make regular stealth checks as normal, but cannot repeat this feat against the same observer. Quick naps. You've learned to manage with little sleep. As long as you get 4 hours, you count as fully rested. Traveller. You are skilled at wilderness travel, at home under the open sky. You increase the travel increment of a group you lead by one day. TRAIT Deadeye. Once per day you automatically hit with a ranged shot within two range increments as long as you do not exchange any attack dice for damage dice or combine it with another exploit. [/QUOTE]
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