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rules:domains:skirmish [2025/06/29 20:12] Ron Helwigrules:domains:skirmish [2025/07/27 14:06] (current) Ron Helwig
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-<< rules:domains:fury ^ rules:start ^ rules:domains:weaponmaster >>+<< rules:domains:incantor ^ rules:start ^ rules:domains:thaumaturge >>
  
 # Skirmish Domain # Skirmish Domain
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 - Strike a creature without being seen or heard first   - Strike a creature without being seen or heard first  
 - Use a Skirmish Domain Feature to create a tactical advantage for an ally - Use a Skirmish Domain Feature to create a tactical advantage for an ally
 +
 +
 +## Tier 1 Feature Cards – Skirmish Domain
 +
 +### Distraction Feint (Team Action – Reactive)
 +
 +**Action Load:** 1
 +
 +When an ally within **15 feet** misses an attack, you may create a distraction to give them another chance.
 +
 +The ally **rerolls the attack with Advantage**
 +
 +### Slip Through (Passive)
 +
 +You may move through spaces occupied by enemies, as long as:
 +
 +- You do **not stop** in an occupied space
 +- You spend **+1 foot of movement** for each enemy passed through
 +
 +### Darting Strike (Combat – Passive)
 +
 +When you **hit** a creature with a melee weapon attack, you may immediately **move 10 feet** without provoking reactions.
 +
 +- This does **not** increase your Action Load
 +- You must take the movement **immediately**, or lose it
 +
 +### Ambush Setup (Combat – Conditional)
 +
 +If you begin your turn **hidden or unseen**, your first weapon attack gains **Advantage**
 +
 +If the attack hits, the target **cannot take reactions** until the end of your next turn.
 +
 +### Quick Reflex (Reaction – Passive)
 +
 +Once per round, when a creature **enters melee range**, you may **move 5 feet** as a **reaction**.
 +
 +- This movement **does not** provoke reactions
 +
 +### Scout’s Eye (Travel – Passive)
 +
 +You are skilled at scouting, ambushing, and avoiding danger.
 +
 +- You may travel at **normal pace while stealthing**
 +- You never have Disadvantage when noticing danger while moving
 +- When scouting, you may ask the GM to reveal **one tactical terrain feature**, such as:
 +  - A chokepoint  
 +  - Concealed cover  
 +  - Terrain that hinders pursuit
 +
 +### Streetwise Swagger (Roleplay – Passive)
 +
 +You know how to navigate criminal scenes, mercenary circles, and tough crowds.
 +
 +- You may use **Finesse or Presence** instead of Force when intimidating or commanding
 +- Once per scene, you may **gather information** or **size up a potential threat** without taking an action or adding to Action Load  
 +  - Roll at least **1d4**, even if you lack the appropriate Aspect
 +
 +## Tier 2 Base Card: Skirmish Adept
 +
 +**Skirmish Adept** characters master misdirection, momentum, and battlefield evasion. They weave between foes, feinting and striking with blistering precision—and vanish before retribution can land.
 +
 +### Core Feature: Feint and Flow
 +
 +When you take the **Attack** action, you may spend **1 additional Action Point** to activate *Feint and Flow*:
 +
 +- **Feint**: Choose one creature you can see; until the start of your next turn, it suffers **Disadvantage** on attacks against you.
 +- **Flow**: If your attack **hits**, you may immediately move up to 15 feet without provoking reactions.
 +
 +<WRAP>
 +</WRAP>
 +
 +> *“Mislead, strike, and vanish before they know what hit them.”*
 +
 +---
 +
 +## Tier 2 Feature Cards – Skirmish Domain
 +
 +### Interrupting Step (Reaction – Defensive)
 +
 +When a creature **misses you with a melee attack**, you may immediately **move up to 10 feet** without provoking opportunity attacks.
 +
 +- Use this movement to close distance, disengage, or slip to cover.
 +
 +---
 +
 +### Set‑Up Strike (Combat – Combo)
 +
 +When you **hit** a creature that was **damaged by an ally** since your last turn, you deal an additional **1d6 damage**.
 +
 +- *This extra damage is precision‑based, not considered primary weapon damage.*
 +
 +---
 +
 +### Cliff Dancer (Movement – Passive)
 +
 +Your agility in rough terrain is unmatched:
 +
 +- You gain **Climbing speed equal to your walking speed**.
 +- You do **not** take damage from falling **10 feet or less**.
 +
 +---
 +
 +### Flicker Step (Travel – Stress Cost)
 +
 +When you are **not observed** by any creature, you may **mark 1 Stress** to **instantly appear** in another visible location within **20 feet**.
 +
 +- You cannot reappear adjacent to enemies.
 +- Use it to reposition for an ambush, avoid attention, or escape.
 +
 +<WRAP>
 +</WRAP>
 +
 +> This isn't necessarily magical or teleportation, it could just be quick movement.
 +
 +---
 +
 +### Watch Their Feet (Combat – Reactive)
 +
 +Once per turn, when an enemy **misses** you with an attack, you may choose to **reduce their movement** by **10 feet** until the end of their next turn.
 +
 +- You use sharp reflexes to hamper their follow‑up.
 +
 +---
 +
 +## Requirements to Advance to Tier 3
 +
 +To earn **Skirmish Mastery**, you must complete **three** of the following during this Tier:
 +
 +- Hit **three or more different creatures** in one round using Skirmish features.  
 +- Use a Skirmish feature to **prevent or redirect an incoming attack** on an ally.  
 +- End your turn **behind enemy lines** (i.e., within enemy reach) **without taking damage**.  
 +- Use stealth or terrain‑interaction (e.g., *Slip Through*, *Ambush Setup*) to **escape from multiple pursuers**.  
 +- Combine **two or more** Skirmish abilities (feature + base + feature, etc.) in a **single turn**.
 +
 +## Tier 3 Base Card: Skirmish Expert
 +
 +**Skirmish Expert** characters become masters of dynamic battlefield presence. They strike with precision, evade detection, and disrupt enemy formations.
 +
 +### Core Feature: Enhanced Evasion
 +
 +You’ve honed your reflexes to avoid harm:
 +
 +- You gain **+2 bonus to Evasion** until the beginning of your next turn when you move.
 +- In addition, when an attack **misses you**, you may **move up to 5 feet** without provoking reaction attacks.
 +
 +<WRAP></WRAP>
 +
 +> *“Your opponents strike only where you once stood.”*
 +
 +## Tier 3 Feature Cards – Skirmish Domain
 +
 +### Shadow Spin (Combat – Combo)
 +
 +Choose one **adjacent** creature and make one attack:
 +
 +- If it **hits**, you may **move 5 feet through the target’s space** (doesn’t provoke), and make a **second attack** against a different creature within reach—using the **same Action Load** as the first.
 +
 +---
 +
 +### Spotting Shot (Combat – Precision)
 +
 +When you **hit** a creature with a ranged attack from **30 feet or more**, you mark it:
 +
 +- Until the start of your next turn, the target is **revealed** (ignores concealment/stealth), and whenever an ally attacks it, they deal **+1d6 precision damage**.
 +
 +---
 +
 +### Cover Ally (Team – Reactive)
 +
 +When an ally within **10 feet** is hit by an attack, you may **interpose**:
 +
 +- **Move adjacent** to them (no provoke).
 +- You take the hit **in their place**.
 +- If you are adjacent when the attack hits, you may immediately make a **melee attack** against the attacker—using your **current Action Load**.
 +
 +---
 +
 +### Forced Exposure (Combat – Tactical)
 +
 +When a creature **disengages** or otherwise moves away from you, you may use this reaction to:
 +
 +- Make an **opportunity attack** even if they used Disengage.
 +- If the attack **hits**, their movement is halted and they suffer **Disadvantage** on their next attack.
 +
 +---
 +
 +### Edge of the Web (Utility – Travel)
 +
 +Once per encounter, you may:
 +
 +1. Designate a **web anchor** point within **30 feet**.
 +2. **Later**, any time you are within **30 feet** of that anchor, you may **instantly move** to another point also within **30 feet** of the anchor—**without provoking opportunity attacks**.
 +
 +- Designating the anchor **and** each use of this movement are limited to **once per encounter**.
 +
 +## ✅ Tier 4 Advancement Requirements
 +
 +To achieve **Skirmish Master** at Tier 4, a character must complete **four** of the following achievements during Tier 3 play:
 +
 +1. **Precision Evasion in Action**  
 +   Use **Enhanced Evasion** to both move and avoid an attack via its reactive movement at least once during a combat scenario.
 +
 +2. **Multi‑Target Strike & Slip**  
 +   Successfully hit **two different enemies** in a single Attack action, then immediately Disengage and move (via **Precision Evasion**).
 +
 +3. **Shadow Spin**  
 +   Execute the combo in one Action Load: attack one creature, move through its space, and make a second attack against a different creature.
 +
 +4. **Power a Marked Target**  
 +   Use **Spotting Shot** to mark a creature and then enable an ally to deal bonus precision damage to that marked target.
 +
 +5. **Heroic Ally Save**  
 +   Use **Cover Ally** to interpose—take a hit for an ally and retaliate with an attack in the same action chain.
 +
 +6. **Stop a Retreat**  
 +   Use **Forced Exposure** to interrupt an enemy’s Disengage or retreat, halt their movement, and impose Disadvantage on their next attack.
 +
 +7. **Web Anchor Mastery**  
 +   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.
 +
 +<WRAP></WRAP>
 +
 +> *“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, the ally gains **+2 bonus to Evasion** until the start of your next turn.
 +
 +<WRAP></WRAP>
 +
 +> This gives a tangible defensive boost to your ally, making the choice not just about saving them—it's empowering them.
 +
 +---
 +
 +### 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.
 +
 +<WRAP></WRAP>
 +
 +> This turns your reposition burst into a one-time high-impact strike—more than just mobility, it's an attack combo timed with movement.