Saturday, November 11, 2017

Errant Class


You gain +1 Movement, Initiative, and Stealth for every Errant template you possess. If you are encumbered, you lose the use of your Errant abilities (everything on this page).
Starting Equipment: sword, 50' rope, cloak

A Cat Feet, Dodge
B Danger Sense
C Redirect
D Great Escape

Cat Feet
Treat your falls as if they were 20' shorter.

While unarmored, you get +1 Defense per level, up to a maximum of +6.

Danger Sense
If you are surprised, you have a 50% chance to act on the surprise round anyway.

When an enemy misses you with a melee attack, you may force them to make another attack against another target within range. This attack is made with a -4 penalty

Great Escape
Once per day, you can escape from something that is restraining you and that you could plausibly escape from. This includes grapples, lynchings, and awkward social situations, but not sealed coffins.

1 comment:

  1. This is one of my favorite movement classes.