Primalozza -- CLASS -- Dauntless

front line “ignore and gore”

attribute tier 3

STR 60 AGI 30 CON 50 INT 20 WIS 20 CHA 10


heart 20/40/60/80

spade /24/48/72/96

diamond 8/16/24/32


Health: 120 – 150

SPADE (all 2h weapons; hand ax, boot knife, long bow)


1 Mob mentality: grant bonus to companion/party damage for x rounds if the dauntless leads the charge



2 Boulder Down the Mountain: charge attack that adds strength modifier twice and knocks down target

1BA+1d6


3 Set it off: Successful grapple or throw creates free attack of opportunity.

1BA +2d6

4 True Hatred, damage increase, per turn, at the cost of charisma and or wisdom.

1BA+3d6

2BA+ 0d6

5 Concussive Force: passive: all BA add 1 INT, 1 wis, or 1 CHA per successful strike, no save permitted

Break guard (bonus against a defensive posture)

5+1 PB
2BA+1d6

1BA+4d6

6 Spiteful Wrath: damage leech, passive toggle: forego 1d6 damage to heal oneself for 1d6 damage

+1 BA+ 5d6 damage

+2 BASE+2d6


7 Primal Ferocity: add 1 basic attack per turn for 7 turns; this BA counts as a free action. Cannot be stacked with any other extra BA/ free action

3BA, +2pb

+1 BA, +6d6

+2 BA,+ 3d6

+3 BA,+0d6

8 Blood Bath: Bonus to damage when outnumbered (up to +5)
3 BA, +1d6

2 BA +3d6

1 BA+7d6


9 Blind Fury, all basic attacks become 1/2, ¾ (J), full Aoe (K) with no damage penalty

Break shield (15% bonus to attack against block), ignore DR (3) of shield

+3 pb

+1BA +8d6

+2 BA + 4d6

+3 BA +2d6




Counter: Bypass parry (bonus against parry).

Counter: Wrangle dodge (prevents dodge for 1d6 turns, STR save cuts in half or nulls)


Charge.

Push

Bash

Throw,

Tackle

Maim.

Stupefy.

Stun.



Weapon strikes:


Left-right – high, mid, low

Up-down  – left, center, right


X - high, mid, low

Circle high, mid, low


Thrust high, mid, low


AoE attack: (¼, ½, ¾, full)




HEART (8)


medium, heavy


A:

Fearless: Cannot be feared, Unfazed: can be connected to cards so their passives aren't lost when taking damage; does not suffer shock from large amounts of damage.


2

Blunt Force Trauma DR against attacks of opportunity

3

When opponent is using cover, +4 DR against ranged attacks of any kind. Otherwise, +1 DR to ranged attacks of any kind.


4

Blood to a Boil: adds poison Dr, ability damage reduction, and bonus to End saves when dealing with sickness or disease, penalty to wisdom based saves


5
Not Your Friends, +2 DR against elemental magic
Passive regeneration of base health pool, +1


6

Scar Tissue +2 DR against blood pool
Violent Composure: Save bonuses: after taking damage, +10% bonus to WISDOM saves.


7

+1 DR when stunned, or snared, +5% on next attack roll.

Adds +2 DR on successful saves against elemental damage


8

Reflect melee damage on successful parry with over 5 degrees of success as a triggered action. Does not detract from number of attacks opportunity.



DIAMOND


1: Quick to Anger: initiative bonus, Charge/momentum bonus


2 Bull's Buck: Snare defense, Leap-direction


3 Bonus to Ranged +1, extra movement phase per turn for x turns


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