ADMC

 

ClassMobile

Page history last edited by Ville Makkonen 2 yrs ago
1 skirmish (+1d6 damage, +1 AC)11skirmish (+4d6 damage, +3 AC)
2 12
3 skirmish (+2d6 damage, +1 AC)13skirmish (+4d6 damage, +4 AC)
4 14
5 skirmish (+2d6 damage, +2 AC)15skirmish (+5d6 damage, +4 AC)
6 16
7 skirmish (+3d6 damage, +2 AC)17skirmish (+5d6 damage, +5 AC)
8 18
9 skirmish (+3d6 damage, +3 AC)19skirmish (+6d6 damage, +5 AC)
10 20

 

Alignment

Any

 

Class skills

Agility, Climb, Jump, Swim, Tumble, Profession (arms, household)

 

Skirmish (ex)

Deal extra damage on all attacks during any round in which moves at least 10 feet. The extra damage applies only to attacks taken during own turn and only against living creatures with discernible anatomies. Creatures immune to critical hits are not vulnerable. Must be able to see the target well and reach a vital spot. Can be applied to ranged attacks, but only to targets within 30 feet.

 

Gain a competence bonus to AC during any round in which moves at least 10 feet. The bonus applies as soon as has moved 10 feet and lasts until the start of next turn.

 

Both damage and AC bonus are lost when burdened with more than light armor or load.

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