Game Master / Adversaries / Skirmisher Maneuvers
Skirmisher Maneuvers
A Skirmisher moves aggressively, exploits openings and stays dangerous by refusing to stand still. It keeps the fight fluid.
Mobile Assault
Strike and Slip
Skirmisher, Reaction · Reaction (1 RP)
Trigger: It hits an enemy with a melee attack.
Double its Speed until the start of its next turn.
Crafting tags: Essence Motion; Ingredients none.
Opportunist Pressure
Opportunist Strike
Skirmisher, Reaction, Recharge · Reaction (1 RP)
Trigger: It hits with a melee attack after moving at least 10 feet.
Add 2 damage dice (Strong Step) to the triggering attack.
Sneaky Positioning
Tactical Withdrawal
Skirmisher, Reaction · Reaction (1 RP)
Trigger: An enemy ends its turn within its melee reach.
Move 10 feet (Strong Magnitude) away without provoking Move-trait reactions.
Harassing Attacks
Harrying Shot
Skirmisher, Maneuver · 1 AP
Make 1 ranged weapon attack; a damaged target must succeed a Perception save (DC 10 + half damage taken) or become Dazed until it recovers.
Mobility Trickery
Phase Skip
Skirmisher, Maneuver · 1 AP
Until its next turn it moves through occupied spaces, gaps one size smaller and hindering terrain without provoking movement reactions, ending in a legal space.
Crafting tags: Essence Space; Ingredients none.
Distraction
Distracting Burst
Skirmisher, Maneuver · 1 AP
1 enemy within Close that can see or hear it must succeed a Perception save against this creature's action check or become Dazzled 2 (Strong Step).
Crafting tags: Essence Mind; Ingredients none.
Scatter Attack
Scattering Rush
Skirmisher, Maneuver · 1 AP
It rushes along a 10-foot line (Strong Magnitude) and makes 1 melee weapon attack; each enemy in the line defends against that one attack roll as it would against the weapon attack (Parry or Dodge, by the usual rules) and takes the weapon's damage on a failure.