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Fighter

Bear Knight

Fighting Style (M): Affect Self [choose ONLY one style; these cannot be leveled]

LVL 1 = Duelist: 1 - Gain +1 bonus when wielding one single handed weapon

LVL 1 = Protector: 1 - When wielding a shield, use it to negate up to one damage toward any ally in range [roll all block dice, count max 1 star]

LVL 1 = Great Weapon: 1 - When wielding a two handed weapon, you may reroll any attack but must use the second roll

LVL 1 = Crusader: 1 - When wielding a shield, roll to block until failure when outnumbered by enemies [failure = 0 damage negation]

 

Leader in Battle (W): Affect Allies

LVL 1 = Courageous: 1 - Allies near you are not easily frightened [stars = turns]

LVL 2 = Stalwart: 2 - Allies near you are hardly frightened [stars = turns]

LVL 3 = The Beacon: 3 - Allies near you are not frightened and may intimidate enemies [stars = turns]

 

The Immovable Rock (M): Affect Self

LVL 1 = Solid Arm: 1 - Add one die to blocking

LVL 2 = Rigid Arm: 2 - Add two dice to blocking

LVL 3 = Immovable: 3 - Gain three blocking dice, negated damage holds foes in front of you

 

In Shining Armor (W): Affect Self

LVL 1 = Gallant: 1 - Add one die to speech

LVL 2 = Glorious: 2 - Add two dice to speech

LVL 3 = Supreme: 3 - Add three dice to speech

 

A Calculating Mind (W): Affect Allies

LVL 1 = Surveyor: 1 - Survey the battlefield for positional advantages [stars = added allied dice next turn]

LVL 2 = General: 2 - Survey the battlefield for positional advantages and enemy weaknesses [stars = added allied dice next turn]

LVL 3 = Mastermind: 3 - Survey the battlefield for all possible advantages and maneuvers [stars = added allied dice next turn]

 

In Good Company (M): Affect Enemies

LVL 1 = Decent Odds: 1 - Spread attack to all surrounding enemies

LVL 2 = Good Odds: 2 - Spread attack to all surrounding enemies

LVL 3 = Great Odds: 3 - Spread attack to all surrounding enemies with chance to disarm [roll GO separately to disarm]

 

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Wolf Barbarian

Fighting Style (M): Affect Self [choose ONLY one style; these cannot be leveled]

LVL 1 = Berserker: 1 - Use health points as power points in combat [when power is exhausted]

LVL 1 = Collected: 1 - Gain +1 bonus when fighting while standing still [no movement this or previous turns]

LVL 1 = Support: 1 - Gain +1 bonus when outnumbering an enemy

LVL 1 = Reactive: 1 - Roll to dodge until failure when outnumbered by enemies [failure = 0 damage negation]

 

Battle Rage (M): Affect Self

LVL 1 = Primal Rage: 1 - Add one die to all attacks and blocks for the number of turns [twice per day]

LVL 2 = Unbridled Rage: 2 - Add two dice to all attacks and blocks for the number of turns [twice per day]

LVL 3 = Seeing Red: 3 - Add three dice to all attacks and blocks for the number of turns [twice per day]

 

Battle Sense (A): Affect Self

LVL 1 = Danger Sense: 1 - Add one die to dodging

LVL 2 = Keen Sense: 2 - Add two dice to dodging

LVL 3 = Feral Instinct: 3 - Add two dice to dodging with immediate counter if damage is fully negated

 

Way of the Barbarian (M): Affect Enemies

LVL 1 = Broad Sweep: 1 - Spread attack to two enemies

LVL 2 = Lacerate: 2 - Spread attack to two enemies guaranteeing one damage per enemy

LVL 3 = Cut Through: 3 - Spread attack to three enemies, guaranteeing two damage per enemy

 

Unstoppable (M): Affect Enemies

LVL 2 = Hit Twice: 1 - Hit one enemy twice per turn [add to second attack]

LVL 3 = Hit Thrice: 1 - Hit one enemy thrice per turn [add to second and third attacks]

LVL 4 = To Shreds: 1 - Hit one enemy until no stars are rolled, with a minimum of four times [once per day]

 

Headlong into the Fray (M): Affect Self

LVL 1 = Run Hard: 1 - Bonus when running toward enemies or combatants

LVL 2 = Run Harder: 2 - Bonus when running toward enemies or combatants

LVL 3 = Seek Battle: 3 - Bonus when running toward enemies or combatants

 

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Zaelian Aspect

Fighting Style (M/A): Affect Self [choose ONLY one style; these cannot be leveled]

LVL 1 = Austere: 1 - Block or dodge from advantage when standing still [no movement this or previous turns]

LVL 1 = Catalytic: 1 - Attack from advantage when outnumbered

LVL 1 = Channel: 1 - Exchange all remaining power points for health points at any time in active combat

LVL 1 = Whirlwind: 1 - Use base agility instead of might for attacks only

 

Quell Aggression (A): Affect Self/Enemies

LVL 1 = Misdirect: 1 - Add one die to melee dodge, damage avoided is dealt to adjacent enemy

LVL 2 = Redirect: 2 - Add two dice to melee or range dodge, damage avoided is dealt to any enemy in melee range

LVL 3 = Prohibit: 3 - Add three dice to melee or range dodge, damage avoided is dealt to any enemy in melee range

 

Impede Outrage (M): Affect Enemies

LVL 1 = Grasp: 1 - Immobilize enemy for turn duration

LVL 2 = Grapple: 2 - Immobilize enemy for turn duration

LVL 3 = Wrend: 3 - Immobilize and damage enemy for turn duration

 

Punish Hubris (M): Affect Self/Enemies

LVL 1 = Collection1 - Block melee attack with chance to disarm [disarm roll only Coll.]

LVL 2 = Extraction: 2 - Block melee attack with chance to disarm and damage [disarm/damage roll only Extr.]

LVL 3 = Confiscation: 3 - Block melee attack with chance to disarm and damage [disarm/damage roll only Conf.]

 

Isolate Threat (M): Affect Enemies

LVL 1 = Dead Arm: 1 - Melee attacks have chance to give disadv to target's next attack [disadv roll only Dead]

LVL 2 = Stagger: 2 - Melee attacks have chance to give disadv and half movement to target [disadv/mvmt roll only Stag.]

LVL 3 = Stun: 3 - Melee attacks have chance to stun target until their next turn [stun roll only Stun]

 

Remove Limits (M): Affect Self/Enemies

LVL 1 = Separate1 - Add one die to non combat athletics

LVL 2 = Unfasten: 2 - Add two dice to non combat athletics

LVL 3 = Elevate: 3 - Add three dice to non combat athletics

 

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Fighter Passives

A Fighter from any class may choose ONE Passive tree to pursue

Practiced Combat: Affect Enemies

LVL 1 = Precise: Ignore one point of armor in your attack

LVL 2 = Calculated: Ignore two points of armor in your attack

LVL 3 = Exact: Your attack ignores all armor and cannot be blocked when using power

 

Crushing Warfare: Affect Self

LVL 1 = Heavy Hand: Rolling a full hand rewards +2 critical instead of +1 [roll must be 2+ dice]

LVL 2 = Mighty Blow: Rolling one less than a full hand counts as a critical [roll must be 3+ dice]

LVL 3 = Crushing Hit: Rolling two less than a full hand counts as a critical [roll must be 4+ dice]

 

Tangible Presence: Affect Enemies

LVL 1 = Frightening: Intimidate one opponent into fighting weakly against you [once per day]

LVL 2 = Fearsome: Intimidate one opponent into fighting weakly against you [twice per day]

LVL 3 = Monstrous: Intimidate one opponent into fighting weakly against you [twice per day, WIS save to lay down arms]

 

Battle-Tested: Affect Self

LVL 1 = Stand Tall: If a hit would knock you unconscious, add one star to block [once per day]

LVL 2 = Refuse Death: If a hit would knock you unconscious, add two stars to block [twice per day]

LVL 3 = Return Death: If a hit would knock you unconscious, add two stars to block and return all blocked damage [twice per day]