Cross Assailant Skills

 
Inherent Skills:
Backstabber Inherent Passive
Whenever you perform a Normal Attack or single target Active - Offensive skill and hit, if the attack is a Backstab, roll an extra damage die.

Natural Dual Wielder Inherent Passive
The Cross Assailant’s weapon, the twin daggers, comes in a pair. The player may choose to wield a single dagger or both. It will not affect the player’s damage if only one is wielded. If the player chooses to wield both daggers, the player is considered Dual Wielding. However, if the player chooses to perform a Normal Attack as their extra attack, their Off-Hand suffers no penalty. The player suffers regular dual wielding penalties when performing a Skill as their extra attack.

Basic Skills:

Double Strike Basic Passive
Whenever you perform your first Normal Attack of your turn and hit, roll 1d6. On a result of 6, you may perform a second Normal Attack. Increase the result of your roll by 1 for every 2 points of your Dexterity Modifier.

Passing Slash Basic Active - Offensive
Dash through your target as you slash them with your daggers.
Attack Type: Physical Property: Single Target
FP Cost: 1 FP Range: 0’ - 5’
Cool Down Category: None
Combat Effects: Deals 1d10 + PDMG physical damage. After this skill resolves, your character ends adjacent to your target on the opposite side from where you initially attacked. This skill counts as a Normal Attack for the purpose of Double Strike.

Preparation Basic Active - Buff
Prepare your body for your next move.
Attack Type: None Property: Target User
FP Cost: 3 FP Range: None
Cool Down Category: B
Effect: Your next Basic or Advanced Active - Offensive skill costs no FP and does not go on Cool Down.

Sinking Blades Basic Active - Offensive
Sink your daggers deep into a target, having a chance to make them bleed and stagger.
Attack Type: Physical Property: Single Target
FP Cost: 2 FP Range: 0’ - 5’
Cool Down Category: A
Combat Effects: Deals 2d6 + PDMG physical damage. Roll 1d6. On a result of 3-4, the target gains 1 stack of Bleeding. On a result of 5-6, the target gains 2 stacks of Bleeding and is now Staggered.

Unseen Form Basic Active - Buff
Your body becomes completely invisible to the naked eye, even in broad daylight.
Attack Type: Magical Property: Target User
FP Cost: 2 FP per round active Range: None
Cool Down Category: None
Effect: You become invisible to the naked eye. While invisible, you are not considered adjacent to other units. Your Movement Speed is halved. This buff automatically deactivates if you are dealt damage from an attack, or if you perform a Normal Attack or Active - Offensive skill. If Unseen Form deactivates from performing a Normal Attack or Active - Offensive skill, that attack is considered a Backstab.

Vital Strike Basic Active - Offensive
Thrust your dagger to vitally injure your foe.
Attack Type: Physical Property: Single Target
FP Cost: 3 FP Range: 0’ - 5’
Cool Down Category: A
Combat Effects: Deals 3d6 + PDMG physical damage. Leaves the target Flow Blocked for 1 round.

Advanced Skills:

Body Shift Advanced Active - Offensive
Instantly teleport yourself behind a target to immediately attack at the cost of staggering yourself until your next turn.
Attack Type: Magical Property: Single Target
FP Cost: 3 FP Range: 0’ - 20’
Cool Down Category: A
Effect: Instantly teleports your character behind a target. You may immediately perform a Normal Attack or Single Target Active - Offensive skill after teleporting. After this skill resolves, you are Staggered until the beginning of your next turn.

Coup de Grâce Advanced Active - Offensive
Strike with your daggers to execute your foe.
Attack Type: Physical Property: Single Target
FP Cost: 4 FP Range: 0’ - 5’
Cool Down Category: B
Combat Effects: Deals 6d6 + PDMG physical damage. Ignores Defense.

Death Mark Advanced Active - Offensive Debuff
Mark a target for death so that your next attack against them is fatal.
Attack Type: Magical Property: Single Target
FP Cost: 5 FP Range: 0’ - 30’
Cool Down Category: B
Effect: Do not roll to hit. Instead, the target must pass a Vitality check of 10 plus your Dexterity Modifier or higher. If they pass, this skill does nothing, but its Cool Down Category is changed to A. The target becomes marked for death. The next time you would hit the marked target with a Normal Attack or Single Target Active - Offensive skill, that attack is considered a Critical Hit. If you rolled a natural Critical Hit against the target, it deals triple damage instead of double damage. You must still roll to hit.

Envenom Advanced Active - Offensive
Coat your blades with poison and drive them into a foe.
Attack Type: Physical Property: Single Target
FP Cost: 3 FP Range: 0’ - 5’
Cool Down Category: A
Combat Effects: Deals 2d8 + PDMG physical Dark damage. The target is now Poisoned. If the target was already Poisoned, this skill deals 2d12 damage instead and the target also gains Deadly Venom for 6 rounds. A unit inflicted with Deadly Venom loses 2d4 HP from Poisoned instead of 1d4. This skill counts as a Normal Attack for the purpose of Double Strike.

Illusion Step Advanced Active - Buff
Prepare an illusion of yourself to take a hit for you before entering Unseen Form.
Attack Type: Magical Property: Target User
FP Cost: 4 FP Range: None
Buff Duration: 3 rounds Cool Down Category: B
Effect: The next time an attack would hit you, it misses instead, and you automatically cast Unseen Form. This skill can dodge Critical Hits.

Illusory Strike Advanced Active - Buff
Prepare an illusion of yourself to take a hit for you before activating Body Shift.
Attack Type: Magical Property: Target User
FP Cost: 4 FP Range: None
Buff Duration: 3 rounds Cool Down Category: B
Effect: The next time an attack would hit you, it misses instead, and you automatically cast Body Shift if the attacker is within range. This skill can dodge Critical Hits.

Petal Dance Advanced Active - Offensive
You dance with your blades to attack with increasing power.
Attack Type: Physical Property: Single Target
FP Cost: 2 FP Range: 0’ - 5’
Cool Down Category: None
Combat Effects: Deals 2d8 + PDMG physical damage. If this skill is used twice in a row, it deals 2d10 damage instead. If this skill is used thrice or more times in a row, it deals 2d12 damage instead, and counts as a Normal Attack for the purpose of Double Strike.

Daily Skills:

Absolute Illusion Daily Active - Offensive Debuff
Trap an enemy in a torturous illusion
Attack Type: Magical Property: Single Target
FP Cost: None Range: 0’ - 30’
Debuff Duration: 3 rounds Cool Down Category: D
Effect: Creates a circular area with a 20’ radius around the target for 3 rounds. The target may not leave this area. While in this area, the target is Vulnerable, all attacks made against the target is considered a Backstab, attacks made by the target roll to hit at a Disadvantage, and at the beginning of the target’s turn, they must roll 1d6. On a result of 3-6, they skip their turn. If the target skips their turn this way, they become Brittle for 1 round. Units larger than this area are unaffected by this skill. You may use this skill as a Quick Action, or you may move your entire Movement Speed during your Move Phase and still use this skill as your Main Action.
Overflow Bonus: 15 HP cost - Debuff Duration +1 round.
Other Effects: If the target lives through this experience, they are left traumatized by it.

Dirt Nap Daily Active - Offensive
Concentrate your flow into the sharpness of your blades to deal a truly deadly strike.
Attack Type: Physical Property: Single Target
FP Cost: None Range: 0’ - 5’
Cool Down Category: D
Combat Effects: Deals 2d12 + 24 + PDMG physical Dark damage. If this skill was a Backstab, roll an additional 2d12 + 24 instead of one extra damage die.
Overflow Bonus: 8 HP cost - Damage +2d12