Praxis of Swiftness #
Items: Boots, Shoes, Some Pants.
Training: Instruction on getaways from a Thieves’ Guild.
Experience: Escaped some major threat or avoided harm from some natural catastrophe through quickness.
Standard Augmentation #
Once per turn, you may spend 1 Power as a free action on or outside your turn to gain 1 Advantage on a Disengage roll. The first time during an encounter that you use this while the enemy you’re Disengaging from is engaged by an ally, it costs 0 Power.
Signature Augmentations #
Quiet Steps
Adventurer, 9+ Recharge
You may use this outside or inside combat. Outside combat, you gain 1 advantage on skill rolls to hide or keep quiet until the next Quick Rest. Inside combat, you may reroll one Disengage check.
Feather Step
Adventurer, 9+ Recharge
You may use this anytime during combat. For the rest of the combat, you ignore the effects of any terrain that would usually slow you down or damage you while moving over it and you can ignore the effects of Large on enemies.
Iaijutsu
Adventurer, 9+ Recharge
You may use this in the first round of combat or before you change stances during your turn before taking any other actions. Your first melee or ranged attack made before the end of your turn that hits does 1d8 x Tier extra damage on a hit. If you use this before changing stances, changing stances is a free action instead of a quick action.
Charge
Adventurer, 9+ Recharge
You may use this when you attack an enemy with a melee attack after moving to engage them in the same turn. You deal 1d12 x Tier additional damage, hit or miss.
Stomping Approach
Champion, 11+ Recharge
You may use this when you move to engage a single-strength or staggered double-strength enemy. They’re Shaken (11+ save ends).
Unseen Steps
Epic, 11+ Recharge
You may use this anytime during an encounter. You immediately teleport anywhere within the relative vicinity that you can see.