Decided to try my hand at another Scout class, the Rifter. The main focus of this class is its ability Rift Swap, which allows it to exchange itself with another figure. Most of the other skills will revolve around this starting skill, buffing or changing it in some way. I'm posting this now so I can look at it later today and to see how the community feels about the class mechanic in general (and yes, I'm well aware the skills themselves are very rough). By no means are any of these skills completed. Hopefully I can clean it all up in the next couple of days. Suggestions are appreciated as always.
Edit: I may have to rethink the starting Skill Rift Swap. As it stands, all other skills relate to Rift Swap being used in some way. If Rift Swap isn't being used almost every turn then the class in general loses a lot of oomph, especially since Rift Swap is more of a situational card in itself, it may not get used as often as I like. I'd like to keep the other skills the same so I'm thinking I'll have to rework Rift Swap in some way. If that doesn't work, I may have to revamp the class completely. If anyone has suggestions I'm all ears at this point.
Starting Weapon: Pathfinder *DONE
Ranged, 2-Handed, B/Y Dice
Bow, Rune
Surge: +1 Range
Surge: +1 Damage
Surge: Gain 2 movement points
Starting Other Item: Ring of Secrets *DONE
Trinket
While Rift Walk is exhausted. exhaust this card to spend 1 Fatigue. If you do, reroll a power or defense die.
Starting Skill: Rift Walk 0 Fatigue *DONE
You cannot perform Move actions and you cannot be Immobilized.
Action: Exhaust this card during your turn to choose a figure within 5 spaces of you. Place your figure in an empty space adjacent to the chosen figure.
This counts as entering that space. You may trade with any adjacent heroes after placing your figure.
Starting Skill: Rift Swap 1 Fatigue *DONE
Exhaust this card to place a hero figure chosen with Rift Walk in the space you previously occupied. This counts as entering that space.
1XP Skill: Pocket Dimension 1 Fatigue *DONE
Exhaust this card during your turn to choose another hero within 5 spaces of you.
You and the chosen hero may immediately trade cards as per normal trading rules.
1XP Skill: True Vision 0 Fatigue *REVISE
While Rift Swap is exhausted, figures do not block your line of sight.
1XP Skill: Avaricious Grasp 1 Fatigue *DONE
Use this card after you perform Rift Walk to search a search token within 3 spaces of you.
2XP Skill: Interdimensional 0 Fatigue *REVISE
While Rift Swap is exhausted, apply +1 to each of your attributes and add 1 grey die to your defense pool.
2XP Skill: Aether Manipulation 0 Fatigue *REVISE
Each time you resolve Rift Walk, recover 1 Damage.
Each time you resolve Rift Swap, the chosen hero recovers 1 Damage.
2XP Skill: Traverse Plane 0 Fatigue *REVISE
You may move 2 spaces before or after using Rift Swap.
3XP Skill: Position of Power 2 Fatigue *DONE
Use this card after you perform Rift Walk that chooses a monster to perform an attack targeting the chosen monster adding 1 green die to your attack pool.
3XP Skill: Rift Walker 0 Fatigue *REVISE
Each time you resolve Rift Swap, place a hero token on a figure that was chosen with Rift Swap.
While a hero has a hero token placed by this skill, once per round he may reroll 1 die.
While a monster has a hero token placed by this skill, each attack that targets it gains Pierce 1 and Doom.
Remove each hero token placed by this skill at the start of your next turn.