Path of the Fluid Fighter

The Path of the Fluid Fighter trains you to move flexibly on the battlefield, shifting unpredictably around your enemies. This Path is recommended for AGI-focused fighters who want to deal many melee attacks while dodging enemy attacks.

**Requirements:** Roll (Fighter)

**Path Completion Bonus:** +1 Agility

## Core Abilities

**Dancer's Endurance**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: Passive

For every 2 abilities purchased in the Path of the Fluid Fighter, gain +1 max Vim.

**Slippery Instincts**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: Passive

While you have at least 30 Vim, Evade all attacks with an Accuracy of 30 or less.

**Drunken Punch**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 2 Actions, 4 Vim

Make a melee skill strike dealing an extra 2d6 + AGI damage. Evade the first melee attack that targets you between now and your next turn.

**Flowing Kick**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 2 Actions, 4 Vim

Make a melee skill strike against all adjacent enemies, then move up to 2 hexes and gain 1 Alert.

**Dancing Backflip**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 2 Actions, 4 Vim

Make a melee skill strike dealing an extra 2d6 + AGI damage, then move up to 2 hexes and gain 1 Alert.

**Sidestep Stab**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 1 Action, 4 Vim

Make a melee skill strike dealing an extra AGI damage, then move up to 1 hex and gain 1 Alert.

**Shuffle Twist**

**Prerequisite**: **Sidestep Stab**

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: 1 Reaction, 8 Vim

Evade a melee attack, then make a melee skill strike against your attacker and gain 1 Alert.

**Reverse Step**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 1 Action, 3 Vim

This ability is usable when your Vim is less than that of an adjacent target's. Until the start of your next turn, whenever either of you resolve an attack, use the other's Vim for the purpose of determining a direct hit.

**Dance of the Drunken Monk**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 1 Reaction, 3 Vim

This ability is usable when you make a melee basic attack. Deal an additional AGI damage. With impact, gain 2 Alerts now and 2 Reactions at the start of your next turn.

**Grand Finale**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: Attack, X Reactions, 4X Vim

This ability is usable when making a melee basic attack. This attack deals an additional 2d6 + AGI damage for every Reaction you spend. You must spend all Reactions available when using this ability. This ability immediately ends your turn. This ability is usable once per Rest.

**Nimble Swap**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 1 Action

Choose one: move an adjacent ally to an empty hex adjacent to you; or swap places with an adjacent ally. Once per Round, you may activate this ability as a Free Action by paying 2 Vim.

**Ready to Run**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 1 Action, 3 Vim

Gain 3 Alert. This ability is usable once per turn.

**Rabbit Stance**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: Passive

At the start of each of your turns, gain 2 Alert. When rolling for damage, reduce the number of d6s rolled by half, rounded down. You may have one Stance active at a time. This ability may be toggled on or off as a Free Action between Encounters.

**Step Mastery**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: Passive

For every two skill strikes you make on your turn, gain an additional Reaction.

## Gift Exclusives

**Trained Reflexes**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Gift of Alacrity

**Cost**: 300 XP

**Activation**: Passive

Gain an additional Reaction per turn. This increases to 2 additional Reactions per turn at Level 12.

## Course of Heroism

**You Have My Grace**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Alacrity

**Activation**: Passive

Whenever you Assist an ally with your Agility, they are Supported and gain a +1 Agility buff.

## Course of Combat

**Quick Fist**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited** **for**: Alacrity

**Activation**: 1 Action

Make an Unarmed basic attack. This ability is usable only once per turn.

**Burpee Expert**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: Passive

Going prone is a Free Action for you. Standing up costs only 1 Reaction. When you Move, you may stand up as a Free Action.

**On Your Toes**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Combat, Dodge (Beginner)

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: Passive

When you use Dodge (Beginner), you may choose to pay 2 Vim to gain 1 Alert after resolving the Dodge.

**Sweep the Legs**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: 1 Action, 3 Vim

All adjacent enemies are knocked prone. This effect can be Evaded but is otherwise unavoidable.

## Course of Conditions

**Aether Interrupt**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: Attack, 3 Vim

This attack causes the target to gain stiff as a debuff.

**Yoga**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: Respite, 5 Vim

*You stretch your body, renewing your inner flows.*

You are no longer stiff. Gain 1d6 temporary MP at the start of the next Encounter.

## Course of Damages

**Plexus Punch**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: Attack, 4 Vim

This attack also deals 3d6+AGI Vim damage.

**Knowledge of the Nine Nerves**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: Passive

*Your intimate knowledge of the body's nerves and muscles grants you insight into how to shock your opponent's body.*

All stun and paralysis damage you deal is doubled, or tripled against non-unique Cogs.

## Course of Surroundings

**Exceptional Balance**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: Passive

You automatically succeed Agility checks made to move on a slippery surface.

**Master of Slides**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for:** Alacrity

**Activation**: Passive

When you encounter a Pushing object, you automatically know which direction it will push and how far. Additionally, when you are pushed by this object, you may optionally choose to go half or twice the distance it would normally push you.

**Hurdle**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for:** Alacrity

**Activation**: 1 Action, 3 Vim

Move up to 2 \* STR hexes while ignoring all rough terrain.