Skirmisher
You exploit weak spots in enemy forces by using speed and guile. Always be on the move. A moving target is a more difficult target. You have the strength and the will to see the fight through to the end.
Class Benefits
Aspect Bonus: +1 [EE]
Combat Value Bonus: +1 <PD>
Starting Skills: Athletics, Discipline, Knowledge: Shadow Lore, Stealth, Survival, Any one other skill
Starting Proficiencies: Light Armor, Medium Armor, Martial Melee, Simple Melee, Pistols, Any one other proficiency
Starting Money: $100.00
Sample Starting Equipment: Light armor, sturdy clothing, traveling pack, longblade, pistol, pistol ammo (50 rounds), $3.15 left
Talents
Rank 1: Strike to Kill
- When using the Power Attack action, you do not suffer the negative penalty to your Defense.
Rank 2: Fleeting Target
- After you successfully hit a target with a melee or ranged attack, your Defenses go up by 1 for attacks made against you by that target until the start of your next action.
Rank 3: Always in Motion
- During an encounter, any time you perform a movement of any kind (including Shift Position as part of another action) your Defenses go up by 1 until the start of your next action.
Rank 4: Exploit any Opportunity
- Against a damaged opponent, the Skirmisher gains strength. You may subtract 1 phase from the time it takes to perform attack-related actions when attacking a target who is wounded.
Rank 5: Conservation of Strength
- If you do more damage than necessary to kill or disable a target, you can apply excess STUN and/or LETHAL to an target adjacent to the initial target.