YANFANG -- CLASS -- SAVIOR SWORD

Yanfang Savior Sword


str 20 20

agi 40 60

end 40 60

int 15 20

per 30 40

cha 15 20


unarmored –

1 and ½ sword


s 32 64 74

h 32 64 74

c 20 40 40

d 20 40 52



SPADES:


katana proficiency:


1

Stance of Finesse: add 2x AGI bonus to hit and AGI bonus to DAMAGE rolls while wielding katana with two hands

Spiritual Strike: add PER bonus to DAMAGE rolls

2

River Swan Stance: if using sword 1-handed, lose finesse bonus but can make 1 unarmed attack per turn

Dark River technique: if using sword 2-handed add AoE (20: 5 ft, 40: 10 ft, 60: 15 ft, 80: 20 ft, 100: 25 ft) to all BA for Y turns

3

Wings of the Swan Stance: if using sword 1-handed, lose finesse bonuses but gain 2 unarmed attacks, which stack with any other free attacks or fast attack bonuses (such as those granted by haste)

Light Sword Stance: if using sword 2-handed you retain finesse bonus and can make 1 unarmed BA/turn, as long as you are not attacking with your hands.

When you attack in combat, if one attack is successful, you gain DR equal to degree of success (up to 5) till your next turn.



4

Shadowy Rapid Technique: if using sword 2-handed you add +1BA/turn for END bonus turns


Prerequisite (diamonds 30): Your natural speed allows you to threaten spaces as though your weapon has reach. If your weapon has reach, it is extended by 5 feet for the purpose of threatening spaces with A/O.


5

Make 1 BA, +4d6: Upward Cross Slash. Cat Step Technique.

Make 2 BA, +1d6 each: Stab and backward crescent


6

Maneuver. Make 1 BA, +5d6: Leaping High Thrust.

Make 2 BA, +2d6 each: The Skyline and Sun Fall Technique

7

Aerial Maneuver. Make 1 BA, +6d6

Make 2 BA, +3d6 each: Downward Crescent and Center Stab

Make 3 BA, add 15 feet AoE to each.




clubs


1

Spiritual armor: +2 Dr for 15+PER bonus number of turns, does not stack with armor or shields

Protection Circle: adds +1 DR, +10% defense checks and saves, and +1 ADR for 10+PER turns

Divine Strike: After you make a successful unarmed attack, as a free action, you can unleash a prepared spell.

A prepared spell implies your character has mastered a kata or other ritual necessary to channel magic. Depending on complexity or level of the spell, preparation can take anywhere from 5 minutes to an hour per spell.



2

Right Vision: +1 DR, +3 DR against projectiles for 15+PER bonus number of turns, does not stack with armor or shields


Katana of the Stars: casting spell is a free action. Add 1d6 light damage to your BA for 10+PER bonus turns. The Light Damage deals double to anyone under the effect of Darkness spells.


Self-heal – Y+1d6+PER/turn for Y+PER turns. (must have one hand free)


3

Angel wings: gain ability to fly 50 ft per turn for 7 turns. On 8th turn spell finishes with “feather fall.”


Lance of Light: deal Y+xd6+PER Light Damage in 15 foot straight line.


Coat of Flames: Must have one hand free to cast spell. Envelop a target in purification fire. They take Y+xd6+PER Energy damage instantly and Y+PER damage/turn for Y+PER turns.


4

Hand of God: a stone hammer in the shape of the fist descends before you. You deal y+xd6+PER light damage to all enemies in 25 ft cone; this spell can be prepared


Mystic Resolve: Tap club to return spade of equal value


Self-heal – Y+xd6+PER, self. Must have one hand free to cast spell.



Diamonds


A

Still thy Soul: tap card: forego movement phase to regain any skill card except for a Heart


Momentum damage – add movement score to damage if performing a charge/leap/teleport


2

Passive: While tapped, gain optional free 5 ft movement after any successful Spades check


Debilitating strikes: Upon a successful BA, you may tap 1 diamond card to add 1 negative status effect


Crippling strike – AGI damage – snare – immobilize


3

disarming strike – STR+AGI damage – disarm weapon

weakening strike – STR+END damage, opponent deals less damage


4

stunning strike – INT damage, chance to stun opponent against save

Graceful Step – tap card. For 4 turns, any time you move 5 feet, return 2 health.


5

Paralyzing strike – END damage, chance to paralyze opponent against save

Path of Dancing Lights – anyone you pass by within your movement turn must make a CHA save or become confused for 1 turn.



Hearts

1

unarmored: all save bonuses 5%

increase movement speed for 1 turn after successful defense check or save

increase dodge 5%

2

When unarmored, add ½ PER bonus rounded down to DR as you do the END bonus

OR

When unarmored, add ½ AGI bonus rounded down to DR as you do the END bonus


Gain free 5 ft of movement after successful defense check; does not trigger A/O


Flank/back attack damage reduction

remove 1d6 flank/back attack dice at 2nd level, 2d6 at 4th level, 3d6 at 6th level, 4d6 at 8th level, and 5d6 at 10th level


3

Mental ADR (INT, PER, CHA +2)

Unarmored: Dodge +10%/All Saves +10%

Twist of Fate – When this card is tapped by taking damage, heal self for Y+1d6+PER/x turns, but this card is tapped until you rest for at least 6 hours.

Quick hands medical technique – Heal other: Y+PER to heart pool, but Y+xd6+PER to base health pool if applicable


4

Purify poison, poison immunity for Y turns

Whenever you successfully parry or dodge, gain one A/O. The degree of success of the parry or dodge is applied as bonus damage to A/O.


5

Defensive gem tattoo (3)

anytime you cast a spell, you grant yourself +1 DR and +5% to dodge for 10 turns

Unarmored: All saves +15%, +1 movement



6

Prerequisite (Unarmored) (Wielding Katana): This card can be played even when tapped from taking damage. Whenever you make a successful END save against a damage spell, you can choose to heal yourself for 30 damage instead. Once used this card can only be used again after rest of at least 6 hours.

While unarmored, gain +3 ADR (INT, PER, CHA) and additional 10% to save against mind-affecting spells.



7

Unarmored: +20% to all saves, +15% to dodge

When this card is tapped by taking damage, you gain +3 DR and +15% to block, parry, and dodge checks for 5 turns.


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