2. Aporte desde los fundamentos antropológicos de la ERE
2.4 Aporte a la cualificación de la capacidad de diálogo
Pick one of the following tracks. You gain the abilities of your chosen track in order, at the level shown in the table for your class.
Assassin
Rogues who choose the assassin track focus on their ability to set up devastating strikes from cover or stealth.
Eventually, they learn to destroy crowds just as efficiently as they would eliminate a lone guardsman. Your Key Of-fensive Modifier is Dexterity, as appropriate for a stealthy character.
1st Circle – Sneak Attack: You know that a fair fight is just a failure to plan. Any time that you successfully attack a
[Flat-footed], [Shaken], [Frightened], [Cowering] or [Pan-icked] target, you deal 1d6 [Precision] damage per Assas-sin circle that you possess, to a maximum of 7d6. Only one source of [Precision] damage may be applied to any attack.
2nd Circle – Slayer’s Sense: Once you go for an enemy, you’re rarely inclined to let them escape alive. You can ignore [Concealed] and [Fully concealed] when attacking an enemy you have previously damaged with Sneak Attack in the [Encounter]. This does not bypass an enemy’s use of the Stealth skill.
3rd Circle – Blood Calls to Blade: Any time you make an attack roll against an enemy subject to your Sneak Attack ability, you gain a +4 bonus on your attack roll.
4th Circle – Menacing Presence: The sight of one of your victims leaves their allies disturbed and vulnerable. Any enemy who ends their turn within 5 ft of someone you have successfully damaged with Sneak Attack in the past minute is [Shaken] until the beginning of their next turn.
This is a [Mind-affecting] [Fear] effect.
5th Circle – Felling Strike: The shock of a successful Sneak Attack often causes an enemy to open their defenses. If you successfully deal Sneak Attack damage to an enemy within [Melee] range, you can make a free Trip attempt.
The DC for this Trip attempt is Dexterity-based instead of Strength-based.
6th Circle – Sweeping Scythe: You move through a crowd, leaving enemies crumpled and bleeding on the ground.
By spending a move action and a standard action, you can make an attack roll using a melee weapon and move up to your current speed. Every 30 ft of movement, plus an additional three times at any point in the movement, you can apply that attack roll to a single opponent within [Melee] range of your current location; if it hits, you deal normal damage (including Sneak Attack damage, if war-ranted). You cannot score critical hits or gain [Bonus at-tacks] when using this ability.
7th Circle – Battle Fatigue: Even if an enemy survives your first strikes, you still leave their body battered and crip-pled. If you successfully deal Sneak Attack damage to an enemy twice in the same [Round], that enemy is [Slowed]
until the beginning of your next turn.
Swashbuckler
Rogues who choose the swashbuckler track focus on el-egant, mobile combat, preferably one-on-one so that they can isolate an opponent and show off properly. Your Key Offensive Modifier is Dexterity, since you value quick mo-bility and finesse.
1st Circle – Once More!: When you spend a standard ac-tion to make a single attack, and then move at least 10 ft, you can make a single melee attack at the end of your movement. This attack, called a Once More! attack, can be made another time at the end of each additional in-stance of movement, such as an extra move action gained through the When to Fold ability. However, you can make only as many Once More! attacks in a single [Round] as the number of Swashbuckler circles you possess.
2nd Circle – With Feeling: Your fighting spirit is difficult to overcome, particularly once you fall into a proper swash-buckling rhythm. You gain a +2 bonus on Will saves, +1 for every successful Once More! attack you have made in the current [Encounter].
3rd Circle – Dirty Fighting: Your speed and finesse leave op-ponents demoralized and bruised, even before they are defeated. Any successful Once More! attack inflicts the [Battered] condition on your target for 3 [Rounds]. You do bonus damage equal to your character level any time that you hit a [Battered] target.
4th Circle – Kick Him While He’s Down: Once you begin to win a fight, you send a flurry of attacks against your enemies in order to defeat them quickly. If you success-fully attack a [Battered] target with a Once More! attack, you can immediately make a [Bonus attack] (at the same attack bonus and damage) against the same target. This is not a Once More! attack.
5th Circle – Concussive Impact: You disorient your oppo-nents with lightning-fast strikes. If you strike a creature with two Once More! Attacks in the same [Round], they are [Confused] for one [Round].
6th Circle – Panache: You mercilessly take advantage of openings in your opponents’ defenses. Any time an op-ponent provokes an attack of opportunity from you, you may instead move exactly 10 ft in any direction. If you end
that movement within [Melee] range of the opponent who provoked an attack of opportunity, you may make a Once More! attack against that opponent.
7th Circle – Never Gonna Say Goodbye: In the end, your taunts leave an enemy unable to run and unable to hide.
They fight to the end even though they know they are doomed. Once per [Round], if you hit an opponent who has no allies within 15 ft with a Once More! attack, that opponent must make a Will save (DC 10 + ½ your level + your Dexterity modifier) or be unable to move or [Tele-port] further than 15 ft away from you. This effect lasts for 3 [Rounds], until you move further than 15 ft from that opponent, or until you activate this effect against someone else (whichever comes first).
Demo Man
Rogues who choose the demolitionist track rely on their ability to destroy all obstacles in their path. Your Key Of-fensive Modifier is Intelligence, as the strength of your explosives largely depends on your skill in making them.
1st Circle – Smells Like Victory: You love the smell of a good firebomb in the morning. Or afternoon. Or evening, for that matter. As a move action or a swift action, you can mix noxious chemicals into a vial, which lasts for one [Round], at which point it becomes useless.
These vials can be thrown as attacks in an attack ac-tion, and you can throw as many vials per [Round] as you have vials to throw, as a ranged attack ([Close] range), with an item bonus to the attack roll equal to the number of Demo Man circles you possess. A target hit by the vial takes [Acid] damage equal to 1d4 per level you possess, plus your Key Offensive Modifier, and starts [Burning].
A successful Reflex save (DC 10 + ½ your level + your Intelligence modifier) negates the [Burning] condition.
2nd Circle – Flash-bang: Once per [Round], as part of a move action, you can add a fuse to a small – but excep-tionally bright and noisy – firecracker, which lasts for one [Round], at which point it becomes useless. You can use the firecracker in either of the following ways:
Flash Grenade: As a ranged attack, which can be made as part of an attack action, you can throw the fire-cracker at a target square within [Close] range. All creatures within a 10 ft radius burst are [Blinded]
and [Deafened] for two [Rounds]. A successful
Reflex save (DC 10 + ½ your level + your Intelli-gence modifier) negates the [Blinded] and [Deaf-ened] conditions.
Flash Missile: You can affix the firecracker to a single ranged weapon in your possession or a vial prepared with your Smells Like Victory ability. The next time you hit a creature with an attack using either that weapon or vial, that creature is [Blinded] and [Deaf-ened] for one [Round]. A successful Fortitude save (DC 10 + ½ your level + your Intelligence modifier) negates the [Blinded] and [Deafened] conditions.
3rd Circle – Sticky Bomb: It dawns on you that you might want to ensure a safer escape. Once per [Encounter] per 4 character levels, you can affix a pouch of entangling goo to a single ranged weapon in your possession or a vial pre-pared with your Smells Like Victory ability. The next time you hit a creature with that weapon or vial before the be-ginning of your next turn, that creature and all creatures within a 20 ft radius burst of that creature are [Entangled]
for two [Rounds]. A successful Reflex save (DC 10 + ½ your level + your Intelligence modifier) negates the [En-tangled] condition.
4th Circle – High Explosive: Your most spectacular creation yet is so volatile you’d be a fool to carry more than one ...
so you carry two. Twice per [Encounter], as a standard action, you can detonate a high explosive charge in any square within [Close] range. The explosive deals 1d6 dam-age per level + your Key Offensive Modifier to creatures within a 30 ft radius burst and pushes all creatures inside the blast radius to the closest square outside of it, knocks them [Prone], and leaves them [Dazed] for one [Round].
A successful Reflex save (DC 10 + ½ your level + your Intelligence modifier) negates the [Dazed] condition and halves the damage.
5th Circle – Sapper Rods: You’ve created bombs that under-mine the very arcane workings of the world. Twice per [Encounter], as a standard action, you can detonate one in any square within [Close] range, dispelling either two magical effects of 5th circle or lower or a single magical effect of 6th or 7th circle within a 30 ft radius burst.
6th Circle – Cluster Bomb: The more explosives you can fit in one space, the better. Once per [Encounter], as a standard action, you can detonate a cluster bomb in any
square within [Close] range, creating a 30 ft radius burst.
This cluster bomb has three of the following effects of your choice:
Vitriol: Creatures in the burst take [Acid] damage equal to 1d4 per level you possess, plus your Key Offensive Modifier, and starts [Burning]. A successful Reflex save negates the [Burning] condition.
Flash: Creatures in the burst are [Blinded] and [Deaf-ened] for two [Rounds]. A successful Reflex save negates this effect.
Tangle: Creatures in the burst are [Entangled] for two [Rounds]. A successful Reflex save negates this ef-fect.
Blast: Creatures in the burst take damage equal to 1d6 per level you possess, plus your Key Offensive Modi-fier, and are pushed to the closest square outside of the burst, are knocked [Prone], and are [Dazed] for one [Round]. A successful Reflex save negates the [Dazed] condition and halves the damage.
Dispel: Choose one – two magical effects of 5th circle or lower in the burst are dispelled; or one magical effect of 6th or 7th circle in the burst is dispelled.
The DC for these Reflex saves is 10 + ½ your level + your Intelligence modifier.
7th Circle – Show Them All: They laughed you out of the university – but who’s laughing now? Once per [Encoun-ter], as a ranged attack, you can hurl a bomb that is be-yond the wildest dreams of your stuffy professors at target square within [Close] range. You can make this attack as part of an attack action. The bomb detonates in a mas-sive 60 ft radius burst, inflicting 4 damage per level to all targets in the vicinity. A successful Reflex save (DC 10 + ½ your level + your Intelligence modifier) halves the damage. Additionally, the blast leaves a cloud of flaming debris throughout its area of effect, an emanation which lasts three [Rounds] and deals 2 damage per character level you possess to any creature entering the debris cloud and to any creature that begins or ends its turn in the de-bris cloud.