Tuujaimaa
Posts : 835 Join date : 2010-04-20 Age : 30 Location : Englishland.
| Subject: The Stalker Sun Jul 12, 2020 11:59 pm | |
| The Stalker
Shadowstep I Level 1
The first time the Stalker would spend AP to move each exchange, they spend one less.
Adrenaline Level 2
The Stalker gains between 1 and 4 AP immediately, and loses that much AP at the beginning of the next exchange. Adrenaline has a cooldown of three exchanges.
Augment Slot Level 3
Tracking I - 2 AP Level 4
Whenever the Stalker would roll to encounter a wild Natrelmon, they may declare a specific Natrelmon that they would like to encounter. If the encounter roll is within 25 of the tracked Natrelmon's value in the encounter table, they instead encounter that Natrelmon.
Whenever the Stalker rolls to capture a Wild Natrelmon, they get a +10 bonus to the capture roll. If they are rolling to capture the Natrelmon they are tracking, this is instead increased to +20.
In combat, the Stalker is able to hide from sight. By spending 2 AP the Stalker becomes camouflaged, unable to be detected by enemies that are within ten feet of them. The Stalker can only use this ability while enemies cannot currently see them. The camouflage breaks once the Stalker deals or receives damage.
Specialisation Level 5
The Stalker specialises in tracking a specific type of Natrelmon, enhancing their tracking bonuses. Instead of rolling the encounter die, the Stalker can simply choose to encounter a Natrelmon of their chosen type that is within the rarity they rolled.
The Stalker gains the ability to designate a foe as their quarry, leaving a magical mark upon contact with them. This costs 2 AP to activate. The Stalker always has True Sight of their marked target, and counts all indirect hits as direct hits. Only one target can be marked at a time.
Augment Slot Level 6
Ambush I Level 7
Whenever the Stalker deals damage to an enemy that cannot see them, the damage is upgraded by one stage.
Shadowstep II Level 8
Shadowstep now applies to the first two times the Stalker moves each exchange. Additionally, up to twice per battle, movement used with Shadowstep can camouflage the Stalker until they stop moving.
Augment Slot Level 9
Tracking II - 1 AP Level 10
The Stalker may now control the gender of tracked Natrelmon they encounter, and can reroll the encounter die once for every unique wild roll they make. Additionally, the Stalker may encounter a tracked Natrelmon if the encounter die is within 50 of its value on the encounter table.
Entering camouflage now costs 1 AP. Additionally, once per battle, the Stalker may enter camouflage even while being in sight of enemies.
The Stalker can no longer be located by footprints, by smell, or by sound or any non-magical means.
Dogged Pursuit Level 11
Once every five exchanges, when an enemy would move further than ten feet away from the Stalker while they are camouflaged, the Stalker may immediately move a distance equal to the distance their opponent moved without spending AP.
Augment Slot Level 12
Hampering Wound Level 13
Whenever the Stalker triggers Ambush, the target's AP costs for movements are doubled for the next exchange.
Light Steps Level 14
The Stalker no longer suffers from difficult terrain and cannot trigger ground-based effects by stepping on them.
Augment Slot Level 15
Ambush II Level 16
Once every five exchanges, Ambush now upgrades damage by two stages.
Shadowstep III Level 17
When using Shadowstep, the Stalker now immediately appears at their location as if teleporting, but must still physically be able to travel to their intended location.
Augment Slot Level 18
Shadewalker Level 19
The Stalker's camouflage is upgraded to stealth. They can now only be detected by True Sight while stealthed.
Specialisation II Level 20
The Hunter chooses a second type to specialise in.
Once every three exchanges, the Stalker can trigger Ambush against a marked target without being stealthed. Ambush now permanently increases the damage upgrade to two stages.
| |
|