Many professions require extensive training with weapons and armor: soldiers of a tribe, bounty hunters, assassins and more. Some of them are lone wolves who rely only on brute force, some know a difficult task requires strong allies and some can even use magic. However, they have one common trait: they are very skilled when it comes to down to combat.
Level | Ability |
---|---|
1 | Critical Training |
2 | |
3 | Weapon Expertise |
4 | |
5 | Keen Rejuvenation |
6 | |
7 | Armor Expertise |
8 | |
9 | |
10 | Veteran Combatant |
Your base health is 80.
If you roll an unmodified 10 on a precision roll of a damaging ability, you gain a (5 + P/2) bonus to that ability's damage. This can happen multiple times per turn.
Additionally, you can choose to activate this ability as a part of a basic weapon attack by spending 3 energy.
You can swap weapons without a rapid action by spending 1 energy.
Your critical training triggers on an unmodified roll of 9 or above, and grants you 1 energy if you successfully hit with your ability.
Instead of gaining bonus damage, you can choose to gain regeneration for 2 hits.
When you gain temporary armor of one type, you also gain an equal amount of the other type for the same duration.
Your critical training is perfected and it triggers on an unmodified roll of 8 or above.
Instead of gaining bonus damage, you can choose to apply exposed for 1 round.
Category: Modification
Execution Time: Special
Cost: 1 energy
Effect
You can choose to activate this ability as a part of a weapon attack.
This attack gains a +5 bonus to its damage, but receives a -2 penalty to its precision rolls.
Category: Modification
Execution Time: Special
Cost: 3 energy
Duration: (1 + C/4) rounds
Effect
This attack's precision roll is made against Constitution.
You can choose to activate this technique when you take the charge special action.
At the end of this charge, this attack additionally applies stunned to the target for the duration.
Category: Modification
Execution Time: Special
Cost: 1 energy
Duration: 1 round
Effect
You can choose to activate this ability as a part of a basic weapon attack, except for with the charge special action.
Choose a resistance. You gain a +1 bonus to this resistance against attacks from this target for 1 round.
Category: Modification
Execution Time: Special
Cost: 2 energy
Range: 1 meter
Effect
You can choose to activate this ability when you use a prepared action.
This prepared action can trigger twice instead of once. You can instead spend 4 energy to have your prepared action trigger three times.
Category: Modification
Execution Time: Special
Cost: 1 energy
Effect
You can choose to activate this ability when you use a prepared action.
This prepared action lasts until your next turn.
Category: Modification
Execution Time: Special
Cost: 1 energy
Effect
You can choose to activate this ability when you attempt a basic weapon attack.
If this attack misses, you deal damage of your wewpon's type equal to your potency.
Category: Modification
Execution Time: Special
Cost: 2 energy
Duration: (1 + C/3) rounds
Effect
This attack's precision roll is made against Constitution.
You can choose to activate this ability when you attempt a basic weapon attack.
This attack also applies slowed for the duration.
Category: Modification
Execution Time: Special
Cost: 1 energy
Range: Special
Effect
You can choose to activate this ability as a part of a basic weapon attack.
If it is a melee attack, its range is doubled.
If it is a ranged attack, its range is increased by (2 + C/2) meters.
Category: Defense
Execution Time: Rapid action
Cost: 2 energy
Duration: (1 + C/2) rounds
Effect
For the duration of this technique, you gain 5 temporary health and can't fall prone or be moved unwillingly.
Category: Weapon attack
Execution Time: Action
Cost: 2 energy
Effect
Ignores weapon precision.
Tackle an adjacent creature, making it fall prone and dealing 10 armor-ignoring damage.