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*Pathfinder & Starfinder
Skill Stunts: Reloaded
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<blockquote data-quote="Alex319" data-source="post: 4466502" data-attributes="member: 45678"><p>Okay, now for what you've all been waiting for, the stunts:</p><p></p><p><strong> Acrobatics:</strong></p><p><strong></strong></p><p><strong></strong><em>Quick Maneuver (Minor Action, Encounter, DC 20): </em></p><p></p><p>Success: Shift one square.</p><p></p><p>Bonus: For every 5 points by which you beat the DC, you can shift one additional square.</p><p></p><p><em>Around The Corner (Free Action, Encounter, DC 20):</em></p><p><em></em></p><p>Success: You can move diagonally between two spaces even if one (but not both) of the spaces that is adjacent to both the start and the end space has an obstacle in it. (This power only allows you to ignore the obstacle; it doesn't by itself give you any movement.) This benefit lasts only for a single square of movement.</p><p></p><p>Bonus: If you beat the DC by at least 5, the benefit lasts until the beginning of your next turn. If you beat the DC by at least 10, the benefit lasts until the end of your next turn.</p><p></p><p><strong>Arcana:</strong></p><p><strong></strong></p><p><strong></strong><em>Counterspell (Immediate Interrupt, Encounter, DC = Target's Will Defense)</em></p><p><em></em></p><p>Trigger: When an opponent starts casting a spell.</p><p></p><p>Success: The opponent's spell does not function. The action the target used to cast the spell is still used up, although the spell is not expended.</p><p></p><p>Bonus: If you beat the DC by 10 or more, the spell is expended.</p><p><strong></strong></p><p><strong>Athletics:</strong></p><p><strong></strong></p><p><strong></strong><em>Scaling Attack</em> <em>(Encounter, Standard Action, DC 20, must be adjacent to a climbable surface): </em></p><p></p><p>Success: You scale the wall quickly and coming crashing down on your opponent in a powerful and unexpected attack. Make a melee basic attack with a +2 modifier to the damage roll. You are considered to have combat advantage for this attack.</p><p></p><p>Bonus: For each 10 points by which you beat the DC, increase the damage bonus by 2.</p><p></p><p>Special: Any modifiers that may apply to climb the surface apply to the DC of the check.</p><p></p><p><em>Quick Charge (Encounter, Standard Action, DC 20)</em></p><p><em></em></p><p><em></em>Success: You charge, but you move one square instead of two or more squares.</p><p></p><p>Failure: You still move one square and make a melee basic attack, but you receive a -4 penalty on the attack roll and it does not count as a charge.</p><p></p><p><strong>Bluff:</strong></p><p><strong></strong></p><p><strong></strong> <em>Feint (Encounter, Standard Action, DC = target's Will defense)</em></p><p></p><p>Success: Select either yourself or one ally. The target grants combat advantage to the player you selected until the beginning of your next turn.</p><p></p><p>Special: You may perform this as a move action by taking a -5 to the check, or a minor action by taking a -10 to the check.</p><p></p><p><strong>Diplomacy:</strong></p><p><strong></strong></p><p><strong></strong><em>With the Army We Have (Daily, Standard Action, DC 20)</em></p><p><em></em></p><p><em></em>Success: You rally your allies to fight despite being faced with overwhelming odds. Until the end of the encounter, you and all allies gain an attack bonus of +1 for each level the encounter is over their own during any attack they make using an action point.</p><p></p><p>Bonus: If you beat the DC by 5 or more, then if the encounter is 2 or more levels above their own, each player gains an additional +1 to all attack rolls made during that encounter.</p><p>If you beat the DC by 10 or more, then if the encounter is 3 or more levels above their own, each player gains a free action point that is lost it not spent by the end of the encounter.</p><p>If you beat the DC by 15 or more, then if the encounter is 4 or more levels above their own, players may spend up to two action points in this encounter rather than one.</p><p></p><p>----</p><p></p><p>More coming soon...</p></blockquote><p></p>
[QUOTE="Alex319, post: 4466502, member: 45678"] Okay, now for what you've all been waiting for, the stunts: [B] Acrobatics: [/B][I]Quick Maneuver (Minor Action, Encounter, DC 20): [/I] Success: Shift one square. Bonus: For every 5 points by which you beat the DC, you can shift one additional square. [I]Around The Corner (Free Action, Encounter, DC 20): [/I] Success: You can move diagonally between two spaces even if one (but not both) of the spaces that is adjacent to both the start and the end space has an obstacle in it. (This power only allows you to ignore the obstacle; it doesn't by itself give you any movement.) This benefit lasts only for a single square of movement. Bonus: If you beat the DC by at least 5, the benefit lasts until the beginning of your next turn. If you beat the DC by at least 10, the benefit lasts until the end of your next turn. [B]Arcana: [/B][I]Counterspell (Immediate Interrupt, Encounter, DC = Target's Will Defense) [/I] Trigger: When an opponent starts casting a spell. Success: The opponent's spell does not function. The action the target used to cast the spell is still used up, although the spell is not expended. Bonus: If you beat the DC by 10 or more, the spell is expended. [B] Athletics: [/B][I]Scaling Attack[/I] [I](Encounter, Standard Action, DC 20, must be adjacent to a climbable surface): [/I] Success: You scale the wall quickly and coming crashing down on your opponent in a powerful and unexpected attack. Make a melee basic attack with a +2 modifier to the damage roll. You are considered to have combat advantage for this attack. Bonus: For each 10 points by which you beat the DC, increase the damage bonus by 2. Special: Any modifiers that may apply to climb the surface apply to the DC of the check. [I]Quick Charge (Encounter, Standard Action, DC 20) [/I]Success: You charge, but you move one square instead of two or more squares. Failure: You still move one square and make a melee basic attack, but you receive a -4 penalty on the attack roll and it does not count as a charge. [B]Bluff: [/B] [I]Feint (Encounter, Standard Action, DC = target's Will defense)[/I] Success: Select either yourself or one ally. The target grants combat advantage to the player you selected until the beginning of your next turn. Special: You may perform this as a move action by taking a -5 to the check, or a minor action by taking a -10 to the check. [B]Diplomacy: [/B][I]With the Army We Have (Daily, Standard Action, DC 20) [/I]Success: You rally your allies to fight despite being faced with overwhelming odds. Until the end of the encounter, you and all allies gain an attack bonus of +1 for each level the encounter is over their own during any attack they make using an action point. Bonus: If you beat the DC by 5 or more, then if the encounter is 2 or more levels above their own, each player gains an additional +1 to all attack rolls made during that encounter. If you beat the DC by 10 or more, then if the encounter is 3 or more levels above their own, each player gains a free action point that is lost it not spent by the end of the encounter. If you beat the DC by 15 or more, then if the encounter is 4 or more levels above their own, players may spend up to two action points in this encounter rather than one. ---- More coming soon... [/QUOTE]
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