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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