Dexterity

Tier 1
Advantage: Keen Senses
Allows the character to develop one of their senses beyond what a normal character is able.
Keen Sight: Allows for characters to request an out of play description of an object or person so long as a silhouette can be clearly seen.
Keen Hearing: Allows the character to call “no effect” against uses of the Sap effect
Keen Touch: Repair and Healing effects take half the time to apply.
Keen Smell: Allows a poison to be identified by smell, does not trigger the poison effect.

Per Combat Ability: Hobble
Dexterous characters learn how to hit just right so that movement becomes very difficult. This allows the character to deliver a “Dexterity Combat Hobble” via a weapon.

Per Day Ability: Haste
Allows a character to run so fast that they cannot be actively targeted by weapons or spells. The character must call “Natural Haste” and this effect lasts for 1 minute. Multiple uses of Haste may be used without interruption. While using a Haste effect the character should at all costs coming too close to attackers. If a character using Haste actively comes within range of a melee attack then the attacker may take one swing as the Hasted character moves by. Characters using Haste *may not* attack while under a haste effect.

Tier 2
Advantage: Keen Senses
Allows the character to develop one of their senses beyond what a normal character is able.
Keen Sight: Allows for characters to request an out of play description of an object or person so long as a silhouette can be clearly seen.
Keen Hearing: Allows the character to call “no effect” against uses of the Sap effect
Keen Touch: Repair and Healing effects take half the time to apply.
Keen Smell: Allows a poison to be identified by smell, does not trigger the poison effect.

Per Combat Ability: Trip
This allows the character to use a weapon based Knockdown effect. It may be parried, dodged, and (in the case of ranged weapons) missile dodged however if the damage is taken in any fashion the effect is taken as well. This is called as “Dexterity Knockdown”

Per Day Ability: Sure Foot
Allows a character to not suffer the consequences of “falling” in module situations if they land poorly. All that is required for “jumpy stones” is to have at least part of a single foot on a valid landing location. This is called as “Dexterity Sure Foot”.  Additionally, this per day ability may be used to resist a single instance of knock-down or knockback.

Tier 3
Advantage: Slip Snares
Allows a character to remove a single snare effect with one minute of struggle/concentration. Multiple snare effects must be resolved separately. This is called as “Dexterity Slip Snares”

Per Combat Ability: Disarm
Allows a character to target another melee weapon held by an opponent and deliver a disarm effect to that weapon. Ranged weapons only have to hit a valid target location, they do not need to hit the actual weapon. This may be dodged but expressly cannot be parried. Fragile items such as Bows and Foci should never be targeted with a weapon strike of any kind. A disarm attack targeted at a clawed creature delivers a point of damage to that limb. This is called as “Dexterity Disarm”.

Per Day Ability: True Strike
Weapon attack that cannot be dodged or parried. This can be combined with any other combat ability. This is called as “Dexterity True Strike”.

Tier 4
Advantage: Momentum
This advantage doubles the duration and/or number of steps that can be taken while using a Haste, Flying, and Blink

Per Combat Ability: Blink
The Player may move so quickly that they seem to blink out of existence. They may move for 5 seconds or 5 steps, whichever comes first. This is shown by the invisibility gesture of steepled hands or weapons above head. This is called as “Dexterity Blink”.

Per Day Ability: Dodge
An ability that allows the character to ignore the effect of a single effect from weapons or packets. These per day Dodges expressly do not count against the limit of defensive combat abilities that are usable per combat. These extra dodges must be called as “Dexterity Dodge”.