RAPINA -- CLASS -- GLYMYR
GYLMYR
“MAGESLAYER”
Heavy-Full Armor, 1h spear, 1h shield, 2h pole-arm
STR 35
AGI 15
END 35
INT 20
PER 20
CHA 15
SPADES: 40
HEARTS: 44
CLUBS: 20
SPADE
1
Gain damage bonus 1-5 against anyone who's cast a spell within 3 turns
power attack – for every -5% penalty taken to hit, add +2 damage to attack
target focus – as a free action, choose a target. For 5+INT bonus, against this target, you gain +5-25% bonus to hit.
2
Charging Knockdown – move double your base movement speed and complete 1 BA, which adds total movement bonus to damage; if attack is successful, knockdown opponent against STR check.
Spiked Shield – (passive) in melee range, all successful defenses deal 1d10+STR to attacker
Bash attack – once per turn while wielding a shield, when you make a successful attack, you can make a second attack with your shield, independent of haste or fast attack effects.
3
AoE – pole-arm (10 ft circular)
Pole-Arm: once per turn whenever you make a successful attack, gain second attack with opposite end of weapon. This attacks deals 1D10+STR.
Add 1 free A/O while wielding pole-arm
Passive: any A/O in melee can knock opponent down or trip them, against STR or AGI save, respectively
Obsidian weapon – BAs ignores DR caused by magic (including itemization) for Y+INT bonus turns
4
Silencing attack – somatic attack – psychic attack; for 3 turns, disable spells based on one of the casting components, attacker's choice before the attack roll is made. At level 6, choose 2. At level 8, apply all 3.
Gain A/O when opponent moves into threatened space; in addition, when opponent moves out of threatened space, by any means, and triggers A/O, that A/O if successful is automatically a critical strike
Serpent of Stone – 15ft circular AoE trip attack against AGI while utilizing pole-arm
Make 2 BA this turn.
5
Disable 1 enemy's healing for x turns, where x is number of successful attacks landed against that enemy this turn
successful attack grants bonus to next attack: +5% to hit and +1 damage per degree of success, no limit.
All successful attacks for 1 turn remove a magical status effect (removes either debuff on oneself or buff on target)
Make 2 BA, +1d6 each
6
controlled fury – take penalty -1 DR, up to -5 Dr, to add +1-5 damage and/or -5 up to -25% heart check, to add +5-25% spade check. Can tap or untap once per turn.
Passive: A/O deals double damage against spell casting opponent; spell caster takes -5-25% penalty on concentration checks
7
gravity rend attack – 1 BA+xd6. Tap a club card as free action to add additional xd6 gravity damage. Opponent must make STR check or fall prone.
8
Head shot – BA+4d6 and an additional 1d6 INT, 1d6 PER, and 1d6 CHA damage or 3d6 damage to INT, PER, or CHA
HEARTS
1
block a/o
endurance save bonus
2
heavy armor casting 1
shielded casting 1
3
save +10% increase against damaging spells
save +10% increase against mind control and illusion
4
shielded casting 2: while wielding a shield, gain +1 damage reduction and +3 spell damage reduction
Heavy armor casting 2
5
gargoyle form – for 10 turns, gain ability to fly and add 2 DR, 2 ADR, and an additional 4 SDR. In this form you gain +10% to saves against spells
mirror shield: while shield equipped, return up to Y+xd6 damage from a ranged damaging spell on successful endurance check as an A/O.
6
heavy armor casting 3
heavy armor proficiency – +2 DR, +15% END saves
shield proficiency – +15% block, +1 damage to bash attacks
7
when card is tapped by taking damage: for 3 turns, you can only take a maximum of 1 damage from spells or magic-based attacks
full armor casting 1
8
for 4 turns, any spells cast against you, including control spells, are reflected back at the caster.
Full armor casting 2
CLUB
1
ACE burn Counterspell. For every ACE spent, including the first, you may add 10% to your Club skill for purpose of the counterspell.
2
self-heal (Y+1d6+INT); can be slotted at any level.
slow by INT bonus for 10 turns
3
healing negation
invisibility detection
4
antimagic shell, minor – inflict caster with -10% penalty to club skill, reduce any damage or healing by 2d6.
stop movement for 1d6 turns
5
time reversal, minor: reverse all negative effects on you, including damage, incurred within 1 turn of play.
kinetic tether – for 10 turns, whenever target caster within 100 feet attempts a spell, they are teleported to you against a PER save; if they are not teleported to you, you may teleport to them.
6
antimagic shell, major – 20 ft circular AoE, inflict casters with -15% penalty to club skill, reduce damage or healing by 4d6.
crush, 10 ft circular AoE: Y+5d6+ INT damage and target is slammed straight to the ground against STR check, rendering target defenseless for 1 turn. If the target fails they will take Y+1d6+INT damage/turn for x turns, allowing a STR save each turn to negate the effect.
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