Halfling Lucky Draw
Level 8Abilities
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments)
The halflings mock and taunt their enemies with quick Harrow readings that predict doom. The troop chooses a number of creatures equal to the number of its remaining segments within 60 feet. Each target must attempt a DC 23 will save. On a failure, the target must roll their next attack roll, saving throw, or skill check twice and use the worse result.
Effect: Bad Deal
1 to 3
Frequency once per round
Effect The halflings feint with their cards and then lash out with their daggers in a coordinated melee attack against enemies in a 5-foot emanation, with a DC 23 reflex save. The damage depends on the number of actions.
1 1d4 piercing 1d4 precision precision damage
2 (2d4+7)[piercing,2d4 precision|options:area-damage] precision damage
3 (3d4+10)[piercing,2d4 precision|options:area-damage] precision damage
When the halfling lucky draw Casts a Spell that targets a single creature, some of the constituent members can perform a focused Harrow reading on the target as part of Casting the Spell. The lucky draw attempts an occultism skill check against the target's Will DC. On a success, the target takes a –1 status penalty to their saving throw or AC against the spell (–2 on a critical success). If the lucky draw critically fails this check, their reading portends bad news for the halflings and they be