Strength - d20 + 15
Reflex - d10
Magic - d8
Faith - d20
Fortitude - d10 + 15
Charm - d10 + 10
HP: d20 + 10, gains an additional d20 every level
Skills (Gain one skill at level 1 and a new one at every even level (2, 4, 6, 8, etc. Each skill can be taken only once unless otherwise stated.)
Critical Momentum - Each time you score a critical hit, you gain another attack.
Enhanced Fortitude - Gain a permanent + 5 HP. Requires two ranks of Improved Fortitude.
Improved Criticals - You gain a permanent 3% critical chance bonus.
Improved Fortitude - Gain a permanent + 1 HP. Can be taken more than once. The HP gained from this skill goes up by one each time it is taken, so taking this skill four times gives a total bonus of 10 HP (+1+2+3+4).
Improved Initiative - Gain + 4 to initiative rolls.
Inspire - Gives all nearby allies a morale boost, gaining + 1 to hit rolls and dealing + 1 damage. Requires passing a Charm check.
Iron Flesh - Gain a natural Damage Reduction of 1. Requires Resist Pain.
Marksman - Get + 2 to rolls to hit with a bow.
Piercing Weapon - Your attacks ignore damage reduction, but deal 5% less damage. Requires Suicide Rush.
Regeneration - You heal by 3 HP for each successful hit with an attack or stop bleeding and heal 1 HP. Lost limbs are restored if they are held where they belong and do not take an action, but no HP is restored. Requires Steel Flesh.
Piercing Weapon - Your attacks ignore damage reduction, but deal 5% less damage. Requires Suicide Rush.
Regeneration - You heal by 3 HP for each successful hit with an attack or stop bleeding and heal 1 HP. Lost limbs are restored if they are held where they belong and do not take an action, but no HP is restored. Requires Steel Flesh.
Resist Pain - Gain a natural Damage Reduction of 1.
Revenge - If you miss with an attack, you get + 1 to your chance to hit the next time. This bonus stacks, so if you miss 3 attacks, your next attack gets a + 3 to hit.
Speed - You gain an additional attack per turn. Requires Improved Initiative.
Speed - You gain an additional attack per turn. Requires Improved Initiative.
Steel Flesh - Gain a natural Damage Reduction of 1. Requires Iron Flesh.
Studded Flesh - Gain a natural Damage Reduction of 1. Requires Iron Flesh.
Spiked Flesh - Gain a natural Damage Reduction of 1. Melee attacks against you deal damage equal to your damage reduction back to the attacker if you have Steel Flesh. Can be used as an attack, dealing normal unarmed damage in addition to your damage reduction bonus. Requires Studded Flesh.
Studded Flesh - Gain a natural Damage Reduction of 1. Requires Iron Flesh.
Spiked Flesh - Gain a natural Damage Reduction of 1. Melee attacks against you deal damage equal to your damage reduction back to the attacker if you have Steel Flesh. Can be used as an attack, dealing normal unarmed damage in addition to your damage reduction bonus. Requires Studded Flesh.
Suicide Rush - If you are surrounded by at least three enemies, damage against you is reduced by your level and you deal additional damage equal to your level with each attack.
Superb Fortitude - Gain a permanent + 8 HP. Requires Enhanced Fortitude.
Weapon Master - Deal + 2 damage with melee weapons.
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