This is the complete list of Combat Skills. Combat skills include primary skills based in the Vigor and Fury class mechanics. All Vigor and Fury classes select 2 free Tier 0 skills upon Character creation (full classes select 4). These do not count towards the ‘skill per level maximum’. To learn additional Tier 0 skills requires training and spending additional skill points.
Skill Mechanic | Discipline | ID | Tier | Skill Name | Rank | Archetype | Cost | Use | Description | Prerequisite | Class Restriction | Description | Description formatted |
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Fury | Bulwark | F.B.A.1 | 0 | Pain Suppression | 1 | 1 per 1 damage | reaction | As a reaction, can negate the damage of a single attack at a rate of 1 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | choose 2 Tier 0 skills for free at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | As a reaction, can negate the damage of a single attack at a rate of 1 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | As a reaction, can negate the damage of a single attack at a rate of 1 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | |
Fury | Bulwark | 0 | Slam | 2 | action | A regular mainhand melee attack that deals double crushing blow damage and if dealing any damage at all has a stun chance equal to your Stamina | choose 2 Tier 0 skills for free at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | A regular mainhand melee attack that deals double crushing blow damage and if dealing any damage at all has a stun chance equal to your Stamina | A regular mainhand melee attack that deals double crushing blow damage and if dealing any damage at all has a stun chance equal to your Stamina | |||
Fury | Fervor | F.F.A | 0 | Enraging Shout | Shout | 0 | action | generates 10% of max Fury on top of current fury available (if used while hiding it immediately gives away your position) | choose 2 Tier 0 skills for free at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | generates 10% of max Fury on top of current fury available (if used while hiding it immediately gives away your position) | generates 10% of max Fury on top of current fury available (if used while hiding it immediately gives away your position) | |
Fury | Fervor | 0 | Bottled Rage | 0 | reaction | if something causes you to gain X fury, as a reaction, you may instead done one of the following:; heal X HP; gain X Vigor or Spirit; Gain +1 Focus, Stealth, or Faith; Roll to stack a code a +X advantage | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | if something causes you to gain X fury, as a reaction, you may instead done one of the following: • heal X HP • gain X Vigor or Spirit • Gain +1 Focus, Stealth, or Faith • Roll to stack a code a +X advantage |
if something causes you to gain X fury, as a reaction, you may instead done one of the following: • heal X HP • gain X Vigor or Spirit • Gain +1 Focus, Stealth, or Faith • Roll to stack a code a +X advantage | ||||
Fury | Havoc | F.H.A | 0 | Cry Havoc | Shout | 1 | action | Inflicts 1 automatic mental damage in a 3" radius for every additional Fury spent (maximum of 1 per level) | choose 2 Tier 0 skills for free at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflicts 1 automatic mental damage in a 3" radius for every additional Fury spent (maximum of 1 per level) | Inflicts 1 automatic mental damage in a 3" radius for every additional Fury spent (maximum of 1 per level) | |
Fury | Havoc | 0 | Reflexive Jab | 2 | reaction | When an enemy targets you with melee attack but before making any rolls, as a reaction, you may attack with your off-hand.; If no weapon is equipped this can be a basic a unarmed off hand attack or unarmed focus attack.; If the target is larger than you or wielding a two-handed weapon, you gain +10 to hit on the attack.; If this deals damage, the opponents attack suffers -10 to hit; “There’s a moment between their decision to kill you and the killing itself. That’s where you live. That’s where you hit.” | choose 2 Tier 0 skills for free at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | When an enemy targets you with melee attack but before making any rolls, as a reaction, you may attack with your off-hand. • If no weapon is equipped this can be a basic a unarmed off hand attack or unarmed focus attack. • If the target is larger than you or wielding a two-handed weapon, you gain +10 to hit on the attack. • If this deals damage, the opponents attack suffers -10 to hit • “There’s a moment between their decision to kill you and the killing itself. That’s where you live. That’s where you hit.” |
When an enemy targets you with melee attack but before making any rolls, as a reaction, you may attack with your off-hand. • If no weapon is equipped this can be a basic a unarmed off hand attack or unarmed focus attack. • If the target is larger than you or wielding a two-handed weapon, you gain +10 to hit on the attack. • If this deals damage, the opponents attack suffers -10 to hit • “There’s a moment between their decision to kill you and the killing itself. That’s where you live. That’s where you hit.” | |||
Fury | Slayer | F.S.A | 0 | Blood Rage | 1 | instant | for each additional 1 Fury spent add +1 damage to next regular main hand attack or any type of Strike (maximum of +1 per level) | choose 2 Tier 0 skills for free at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | for each additional 1 Fury spent add +1 damage to next regular main hand attack or any type of Strike (maximum of +1 per level) | for each additional 1 Fury spent add +1 damage to next regular main hand attack or any type of Strike (maximum of +1 per level) | ||
Fury | Slayer | F.S.A | 0 | Kill Streak | 1 per killing already in tally | reaction | upon scoring a killing blow, as a reaction, add it to your tally of killing blows for this battle. Gain +1 to hit per killng blow and +1 damage at 1, 3, 5, 10, 15, 20 killing blows, with mainhand physical attacks. The tally ends at the end of combat or if knocked unconscious. | choose 2 Tier 0 skills for free at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | upon scoring a killing blow, as a reaction, add it to your tally of killing blows for this battle. Gain +1 to hit per killng blow and +1 damage at 1, 3, 5, 10, 15, 20 killing blows, with mainhand physical attacks. The tally ends at the end of combat or if knocked unconscious. | upon scoring a killing blow, as a reaction, add it to your tally of killing blows for this battle. Gain +1 to hit per killng blow and +1 damage at 1, 3, 5, 10, 15, 20 killing blows, with mainhand physical attacks. The tally ends at the end of combat or if knocked unconscious. | ||
Fury | Bulwark | F.B.B | 1 | Lil' Buddy | 1 | instant | Pick one friendly target within LoS to be your "Lil' Buddy". Must be of equal or lesser size and have less max HP than you. Every time your Lil' Buddy takes damage you gain fury as if you took the damage. Lasts for the duration of the battle, or until using the skill again to select a different Lil' Buddy, or until your Lil' Buddy decides they don't wan to be your Lil' Buddy anymore. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Pick one friendly target within LoS to be your "Lil' Buddy". Must be of equal or lesser size and have less max HP than you. Every time your Lil' Buddy takes damage you gain fury as if you took the damage. Lasts for the duration of the battle, or until using the skill again to select a different Lil' Buddy, or until your Lil' Buddy decides they don't wan to be your Lil' Buddy anymore. | Pick one friendly target within LoS to be your "Lil' Buddy". Must be of equal or lesser size and have less max HP than you. Every time your Lil' Buddy takes damage you gain fury as if you took the damage. Lasts for the duration of the battle, or until using the skill again to select a different Lil' Buddy, or until your Lil' Buddy decides they don't wan to be your Lil' Buddy anymore. | ||
Fury | Bulwark | F.B.C | 1 | Protection Pact | Pact | 0 | instant | Make a pact to protect a selected target for X rounds, ensuring they take no damage for the duration. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Bulwark discipline skills are reduced by 1 (down to a minimum of 1); gain 10% of your max HP as temporary HP; The number of rounds (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, immediately heal yourself for Xd12 (+1 per level of the target) and for the remainder of the battle gain +X healing on any subsequent healing power cast. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to protect a selected target for X rounds, ensuring they take no damage for the duration. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Bulwark discipline skills are reduced by 1 (down to a minimum of 1) • gain 10% of your max HP as temporary HP • The number of rounds (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, immediately heal yourself for Xd12 (+1 per level of the target) and for the remainder of the battle gain +X healing on any subsequent healing power cast. |
Make a pact to protect a selected target for X rounds, ensuring they take no damage for the duration. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Bulwark discipline skills are reduced by 1 (down to a minimum of 1) • gain 10% of your max HP as temporary HP • The number of rounds (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, immediately heal yourself for Xd12 (+1 per level of the target) and for the remainder of the battle gain +X healing on any subsequent healing power cast. | |
Fury | Bulwark | F.B.D.1 | 1 | Battle Presence | 1 | 2 | instant | All enemies in base contact that have less HP than you must pass a Resolve test or be treated as Taunted. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All enemies in base contact that have less HP than you must pass a Resolve test or be treated as Taunted. | All enemies in base contact that have less HP than you must pass a Resolve test or be treated as Taunted. | |
Fury | Bulwark | F.B.E | 1 | Beefcake | 4 | action | Temporarily increases your max HP (but not your current HP) by an amount equal to your Strength and then heals you for 10% of your Max HP. The temperory max HP gain is lost at the end of a battle or whenever Fury reaches zero | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Temporarily increases your max HP (but not your current HP) by an amount equal to your Strength and then heals you for 10% of your Max HP. The temperory max HP gain is lost at the end of a battle or whenever Fury reaches zero | Temporarily increases your max HP (but not your current HP) by an amount equal to your Strength and then heals you for 10% of your Max HP. The temperory max HP gain is lost at the end of a battle or whenever Fury reaches zero | ||
Fury | Bulwark | F.B.C | 3 | Redwall Pact | Pact | 3 | instant | Make a pact to endure up to X cumulative damage from any sources. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Bulwark discipline skills are reduced by 2 (down to a minimum of 1); gain Toughness +2; The amount of damage endured (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, gain X/2 bonus AC, OR any 1 type of Resistances, for the next 3 rounds | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to endure up to X cumulative damage from any sources. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Bulwark discipline skills are reduced by 2 (down to a minimum of 1) • gain Toughness +2 • The amount of damage endured (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain X/2 bonus AC, OR any 1 type of Resistances, for the next 3 rounds |
Make a pact to endure up to X cumulative damage from any sources. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Bulwark discipline skills are reduced by 2 (down to a minimum of 1) • gain Toughness +2 • The amount of damage endured (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain X/2 bonus AC, OR any 1 type of Resistances, for the next 3 rounds | |
Fury | Fervor | F.F.C.1 | 1 | Warcry | 1 | Shout | 2 | instant | All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total); +5 hit, +5% Crit & +1 damage (melee only); Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +5 hit, +5% Crit & +1 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) |
All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +5 hit, +5% Crit & +1 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) |
Fury | Fervor | F.F.D | 1 | Interrupting Shout | Shout | 3 | reaction | Interrupts a single living target within 8" (no more than 2 sizes larger) that fails a Resolve test. Must use just AFTER they have announced intent to use a special skill, ability or spell, but before rolling. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Interrupts a single living target within 8" (no more than 2 sizes larger) that fails a Resolve test. Must use just AFTER they have announced intent to use a special skill, ability or spell, but before rolling. | Interrupts a single living target within 8" (no more than 2 sizes larger) that fails a Resolve test. Must use just AFTER they have announced intent to use a special skill, ability or spell, but before rolling. | |
Fury | Fervor | F.F.E.1 | 1 | Fury Rush | 1 | 2 | instant | +2 movement for 1 round (must activate prior to moving) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +2 movement for 1 round (must activate prior to moving) | +2 movement for 1 round (must activate prior to moving) | |
Fury | Bulwark | F.B.C | 5 | Redwall Pact | Pact | 5 | instant | Make a pact to endure up to X cumulative damage from any sources. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Bulwark discipline skills are reduced by 3 (down to a minimum of 1); gain Toughness +2; The amount of damage endured (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, gain X/2 bonus AC, OR any 1 type of Resistances, for the next 3 rounds | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to endure up to X cumulative damage from any sources. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Bulwark discipline skills are reduced by 3 (down to a minimum of 1) • gain Toughness +2 • The amount of damage endured (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain X/2 bonus AC, OR any 1 type of Resistances, for the next 3 rounds |
Make a pact to endure up to X cumulative damage from any sources. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Bulwark discipline skills are reduced by 3 (down to a minimum of 1) • gain Toughness +2 • The amount of damage endured (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain X/2 bonus AC, OR any 1 type of Resistances, for the next 3 rounds | |
Fury | Havoc | F.H.C.1 | 1 | Bladestorm | 1 | 5 | action | Inflict half your mainhand weapon damage to all targets in a 1" radius. Use a single hit roll (with no melee damage modifiers) but gain fury as though each target was hit by a 1 handed weapon. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflict half your mainhand weapon damage to all targets in a 1" radius. Use a single hit roll (with no melee damage modifiers) but gain fury as though each target was hit by a 1 handed weapon. | Inflict half your mainhand weapon damage to all targets in a 1" radius. Use a single hit roll (with no melee damage modifiers) but gain fury as though each target was hit by a 1 handed weapon. | |
Fury | Havoc | F.H.B | 1 | Blood Pact | Pact | 0 | instant | Make a pact to draw blood from up to X different enemies by inflicting physical damage to them. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Havoc discipline skills are reduced by 1 (down to a minimum of 1); gain +1 movement; The number of enemies selected (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, gain +2(X) Crit % chance on all physical attacks as well as Hemomancy and Corruption powers for the remainder of the battle | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to draw blood from up to X different enemies by inflicting physical damage to them. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Havoc discipline skills are reduced by 1 (down to a minimum of 1) • gain +1 movement • The number of enemies selected (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain +2(X) Crit % chance on all physical attacks as well as Hemomancy and Corruption powers for the remainder of the battle |
Make a pact to draw blood from up to X different enemies by inflicting physical damage to them. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Havoc discipline skills are reduced by 1 (down to a minimum of 1) • gain +1 movement • The number of enemies selected (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain +2(X) Crit % chance on all physical attacks as well as Hemomancy and Corruption powers for the remainder of the battle | |
Fury | Havoc | F.H.D | 1 | Rapid Assault | 3 | instant | Make a half damage mainhand attack as an instant | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a half damage mainhand attack as an instant | Make a half damage mainhand attack as an instant | ||
Fury | Fervor | F.F.B | 1 | Battle Pact | Pact | 0 | instant | Make a pact to assist your allies (apply beneficial effects to one or more ally) for X rounds. The selected number of rounds DO NOT need to be consecutive. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Fervor discipline skills are reduced by 1 (down to a minimum of 1); gain +3 Initiative Score; The number of rounds (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, immediately grants one ally within LoS a free turn where they may spent X points to do the following, in any combination: instant/reaction (1), or move (2), action (3)allows, and also grants you 1 extra reaction each turn for the remainder of the battle. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to assist your allies (apply beneficial effects to one or more ally) for X rounds. The selected number of rounds DO NOT need to be consecutive. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Fervor discipline skills are reduced by 1 (down to a minimum of 1) • gain +3 Initiative Score • The number of rounds (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, immediately grants one ally within LoS a free turn where they may spent X points to do the following, in any combination: instant/reaction (1), or move (2), action (3)allows, and also grants you 1 extra reaction each turn for the remainder of the battle. |
Make a pact to assist your allies (apply beneficial effects to one or more ally) for X rounds. The selected number of rounds DO NOT need to be consecutive. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Fervor discipline skills are reduced by 1 (down to a minimum of 1) • gain +3 Initiative Score • The number of rounds (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, immediately grants one ally within LoS a free turn where they may spent X points to do the following, in any combination: instant/reaction (1), or move (2), action (3)allows, and also grants you 1 extra reaction each turn for the remainder of the battle. | |
Fury | Slayer | F.S.C.1 | 1 | Berserker Strike | 1 | Strike | 2 | action | +1d4 damage to main hand melee attack (counts as a Strike); generates double fury if used while undetected | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +1d4 damage to main hand melee attack (counts as a Strike) • generates double fury if used while undetected |
+1d4 damage to main hand melee attack (counts as a Strike) • generates double fury if used while undetected |
Fury | Slayer | F.S.D.1 | 1 | Mortal Wound | 1 | 1 | instant | +4% crit to next regular main hand attack, melee Spirit/Faith power or any type of Strike | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +4% crit to next regular main hand attack, melee Spirit/Faith power or any type of Strike | +4% crit to next regular main hand attack, melee Spirit/Faith power or any type of Strike | |
Fury | Slayer | F.S.E | 1 | Leaping Strike | Strike | 4 | action | Leap up to 4" and hit the target with a regular main hand attack with +1 damage/inch of leap.; Target is knocked down if failing a Stamina test; does not stack with Minotaur Racial Passive: Bull Charge. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Leap up to 4" and hit the target with a regular main hand attack with +1 damage/inch of leap. • Target is knocked down if failing a Stamina test • does not stack with Minotaur Racial Passive: Bull Charge. |
Leap up to 4" and hit the target with a regular main hand attack with +1 damage/inch of leap. • Target is knocked down if failing a Stamina test • does not stack with Minotaur Racial Passive: Bull Charge. | |
Fury | Bulwark | F.B.A.2 | 2 | Improved Pain Suppression | 2 | 1 per 2 damage | reaction | As a reaction, can negate the damage of a single attack at a rate of 2 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | Pain Suppression | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | As a reaction, can negate the damage of a single attack at a rate of 2 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | As a reaction, can negate the damage of a single attack at a rate of 2 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | |
Fury | Bulwark | F.B.D.2 | 2 | Improved Battle Presence | 2 | 4 | instant | Until the start of your next turn all enemies within 1" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Battle Presence | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Until the start of your next turn all enemies within 1" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Until the start of your next turn all enemies within 1" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | |
Fury | Bulwark | F.B.F | 2 | Infuriate | 3 | instant | your next 1d6 times you parry, block, ward-off or armor save will still generate Fury even if preventing damage | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | your next 1d6 times you parry, block, ward-off or armor save will still generate Fury even if preventing damage | your next 1d6 times you parry, block, ward-off or armor save will still generate Fury even if preventing damage | ||
Fury | Bulwark | F.B.G | 2 | Vengeance | 3 | action | Make a mainhand melee or ranged attack that adds 50% of the last damage that the target inflicted on you as additional damage applied after all other bonuses and/or multipliers (i.e. critical hits) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a mainhand melee or ranged attack that adds 50% of the last damage that the target inflicted on you as additional damage applied after all other bonuses and/or multipliers (i.e. critical hits) | Make a mainhand melee or ranged attack that adds 50% of the last damage that the target inflicted on you as additional damage applied after all other bonuses and/or multipliers (i.e. critical hits) | ||
Fury | Bulwark | F.B.H | 2 | Thunderous Clap | 6 | action | You clap your hands together (or some other meaty part of you) producing a thunderous shockwave that deals 1d20 damage to anyone in a 90 degree arc up to 4" away that PASSES a hearing based Perception test. The damage inflicted cannot exceed your Strength stat. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | You clap your hands together (or some other meaty part of you) producing a thunderous shockwave that deals 1d20 damage to anyone in a 90 degree arc up to 4" away that PASSES a hearing based Perception test. The damage inflicted cannot exceed your Strength stat. | You clap your hands together (or some other meaty part of you) producing a thunderous shockwave that deals 1d20 damage to anyone in a 90 degree arc up to 4" away that PASSES a hearing based Perception test. The damage inflicted cannot exceed your Strength stat. | ||
Fury | Fervor | F.F.G | 2 | Intimidating Roar | Shout | 6 | instant | All living enemies within range equalt o half your Stamina (and no more than 2 sizes larger) must take a Resolve test. If failing roll 1d4 where:; 1 = -2 Disadvantage on any Stat Test or Stat Roll-off for 3 rounds; 2 = -10 hit for 3 rounds; 3 = Frightened until passing a Resove test (minimum 1 round); 4 = immediately effected by Fear (flee directly away at full speed) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All living enemies within range equalt o half your Stamina (and no more than 2 sizes larger) must take a Resolve test. If failing roll 1d4 where: • 1 = -2 Disadvantage on any Stat Test or Stat Roll-off for 3 rounds • 2 = -10 hit for 3 rounds • 3 = Frightened until passing a Resove test (minimum 1 round) • 4 = immediately effected by Fear (flee directly away at full speed) |
All living enemies within range equalt o half your Stamina (and no more than 2 sizes larger) must take a Resolve test. If failing roll 1d4 where: • 1 = -2 Disadvantage on any Stat Test or Stat Roll-off for 3 rounds • 2 = -10 hit for 3 rounds • 3 = Frightened until passing a Resove test (minimum 1 round) • 4 = immediately effected by Fear (flee directly away at full speed) | |
Fury | Fervor | F.F.H.b | 2 | Zeal (Barbarian) | 5 | instant | Barbarian only: can choose to re-roll the damage of the next strike or regular main hand attack and then select which damage to apply | training | Barbarian | Barbarian only: can choose to re-roll the damage of the next strike or regular main hand attack and then select which damage to apply | Barbarian only: can choose to re-roll the damage of the next strike or regular main hand attack and then select which damage to apply | ||
Fury | Fervor | F.F.H.bz | 2 | Zeal (Berserker) | 5 | instant | Berseker only: gain bonus damage based on weapon size to both main hand and off hand attacks this round; L= 1d4 each, M = 1d6 each, S = 1d8 each | training | Berserker | Berseker only: gain bonus damage based on weapon size to both main hand and off hand attacks this round • L= 1d4 each, M = 1d6 each, S = 1d8 each |
Berseker only: gain bonus damage based on weapon size to both main hand and off hand attacks this round • L= 1d4 each, M = 1d6 each, S = 1d8 each | ||
Fury | Fervor | F.F.H.pf | 2 | Zeal (Pit-Fighter) | 5 | instant | Pit-Fighter only: gain +1d8 bonus damage to next offensive Focus skill used (even if rolling a Poor result) | training | Pit-Fighter | Pit-Fighter only: gain +1d8 bonus damage to next offensive Focus skill used (even if rolling a Poor result) | Pit-Fighter only: gain +1d8 bonus damage to next offensive Focus skill used (even if rolling a Poor result) | ||
Fury | Fervor | F.F.H.sh | 2 | Zeal (Shaman) | 5 | instant | Shaman only: gain +1d8 bonus damage (of healing) to the next Spirit Power | training | Shaman | Shaman only: gain +1d8 bonus damage (of healing) to the next Spirit Power | Shaman only: gain +1d8 bonus damage (of healing) to the next Spirit Power | ||
Fury | Fervor | F.F.H.v | 2 | Zeal (Vigilante) | 5 | instant | Vigilante only: the next main hand attack or skill based attack action cannot deal less damage than the current amount of Honor unless max damage is less than that (applies before any multipliers, such as Critical hits) | training | Vigilante | Vigilante only: the next main hand attack or skill based attack action cannot deal less damage than the current amount of Honor unless max damage is less than that (applies before any multipliers, such as Critical hits) | Vigilante only: the next main hand attack or skill based attack action cannot deal less damage than the current amount of Honor unless max damage is less than that (applies before any multipliers, such as Critical hits) | ||
Fury | Fervor | F.F.H.w | 2 | Zeal (Warrior) | 5 | instant | Warrior only: gain +1d8 bonus damage to next strike/shot (applied after effects, i.e. Zealous Hawk Strike would be max damage plus 1d8 damage) | training | Warrior | Warrior only: gain +1d8 bonus damage to next strike/shot (applied after effects, i.e. Zealous Hawk Strike would be max damage plus 1d8 damage) | Warrior only: gain +1d8 bonus damage to next strike/shot (applied after effects, i.e. Zealous Hawk Strike would be max damage plus 1d8 damage) | ||
Fury | Fervor | F.F.H.z | 2 | Zeal (Zealot) | 5 | instant | Zealot only: gain +1d8 bonus damage (or healing) to next Faith power | training | Zealot | Zealot only: gain +1d8 bonus damage (or healing) to next Faith power | Zealot only: gain +1d8 bonus damage (or healing) to next Faith power | ||
Fury | Fervor | 2 | Deafening Roar | Shout | instant | Deafens all targets that fail a Stamina stat roll-off, whether friend or foe, that have conventional hearing and are in a 90 degree arc in front of you up to a range equal to half your stamina. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Deafens all targets that fail a Stamina stat roll-off, whether friend or foe, that have conventional hearing and are in a 90 degree arc in front of you up to a range equal to half your stamina. | Deafens all targets that fail a Stamina stat roll-off, whether friend or foe, that have conventional hearing and are in a 90 degree arc in front of you up to a range equal to half your stamina. | |||
Fury | Fervor | F.F.K | 2 | Bolstering Shout | 1 | Shout | 8 | action | All friendlies within range equal to half your Stamina (including self) gain 1d10+6 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within range equal to half your Stamina (including self) gain 1d10+6 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. | All friendlies within range equal to half your Stamina (including self) gain 1d10+6 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. |
Fury | Fervor | F.F.F.b | 2 | Barbarian Battlelust | 5 | action | Barbarian only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust:; all Fury gains are increased by +1 (including the initial hit); all Fury instants are free; all strikes gain +15 to hit | training | Barbarian | Barbarian only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • all Fury instants are free • all strikes gain +15 to hit |
Barbarian only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • all Fury instants are free • all strikes gain +15 to hit | ||
Fury | Fervor | F.F.F.bz | 2 | Berserker Battle Lust | 5 | action | Berserker only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust:; all Fury gains are increased by +1 (including the initial hit); all Fury instants are free; all Berserker Strikes apply to Main hand AND Off hand weapons. | training | Berserker | Berserker only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • all Fury instants are free • all Berserker Strikes apply to Main hand AND Off hand weapons. |
Berserker only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • all Fury instants are free • all Berserker Strikes apply to Main hand AND Off hand weapons. | ||
Fury | Fervor | F.F.F.pf | 2 | Pit-Fighter Battle Lust | 5 | action | Pit-Fighter only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust:; all Fury gains are increased by +1 (including the initial hit); no more than 1 Focus can be lost each round. | training | Pit-Fighter | Pit-Fighter only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • no more than 1 Focus can be lost each round. |
Pit-Fighter only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • no more than 1 Focus can be lost each round. | ||
Fury | Fervor | F.F.F.sh | 2 | Shaman Battle Lust | 5 | action | Shaman only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust:; all Fury gains are increased by +1 (including the initial hit); inflicting damage regenerates 1d6 Spirit | training | Shaman | Shaman only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • inflicting damage regenerates 1d6 Spirit |
Shaman only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • inflicting damage regenerates 1d6 Spirit | ||
Fury | Fervor | F.F.F.v | 2 | Vigilante Battle Lust | 5 | action | Vigilante only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust:; all Fury gains are increased by +1 (including the initial hit); gain an Honor Code stack of your choice at the end of your turn if damage was dealt | training | Vigilante | Vigilante only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • gain an Honor Code stack of your choice at the end of your turn if damage was dealt |
Vigilante only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • gain an Honor Code stack of your choice at the end of your turn if damage was dealt | ||
Fury | Fervor | F.F.F.w | 2 | Warrior Battle Lust | 5 | action | Warrior only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust:; all Fury gains are increased by +1 (including the initial hit); inflicting damage regenerates 1d6 Vigor | training | Warrior | Warrior only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • inflicting damage regenerates 1d6 Vigor |
Warrior only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • inflicting damage regenerates 1d6 Vigor | ||
Fury | Havoc | F.H.E | 1 | Righteous Fury | 4 | action | make a regular damage main hand and off hand attack (if applicable) that prevents any kind of defensive reaction; does not cause dishonor under any circumstance and grants +2 to the next Faith Difficulty Roll | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a regular damage main hand and off hand attack (if applicable) that prevents any kind of defensive reaction • does not cause dishonor under any circumstance and grants +2 to the next Faith Difficulty Roll |
make a regular damage main hand and off hand attack (if applicable) that prevents any kind of defensive reaction • does not cause dishonor under any circumstance and grants +2 to the next Faith Difficulty Roll | ||
Fury | Havoc | F.H.F.1 | 2 | Frenzy | 1 | 8 | instant | for each attack in a row add +1 hit/+1 damage for up to five attacks, or until failing to attack consecutively | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | for each attack in a row add +1 hit/+1 damage for up to five attacks, or until failing to attack consecutively | for each attack in a row add +1 hit/+1 damage for up to five attacks, or until failing to attack consecutively | |
Fury | Havoc | F.H.G.1 | 2 | Thrash | 1 | 5 | action | make a regular mainhand and offhand attack, plus 1 extra off-hand attack (must obey 4-3-2 rule) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a regular mainhand and offhand attack, plus 1 extra off-hand attack (must obey 4-3-2 rule) | make a regular mainhand and offhand attack, plus 1 extra off-hand attack (must obey 4-3-2 rule) | |
Fury | Havoc | F.H.C.2 | 2 | Improved Bladestorm | 2 | 10 | action | Inflict half of the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll (with no melee damage modifiers) but gain fury as though each target was hit by a 2 handed weapon. | Bladestorm | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflict half of the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll (with no melee damage modifiers) but gain fury as though each target was hit by a 2 handed weapon. | Inflict half of the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll (with no melee damage modifiers) but gain fury as though each target was hit by a 2 handed weapon. | |
Fury | Slayer | F.S.C.2 | 2 | Improved Berserker Strike | 2 | Strike | 4 | action | +1d6 damage to main hand melee attack (counts as a strike); generates double fury if used while undetected | Berserker Strike | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +1d6 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
+1d6 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
Fury | Slayer | F.S.D.2 | 2 | Improved Mortal Wound | 2 | 2 | instant | +8% crit to next regular attack, melee Spirit/Faith power or any type of strike | Mortal Wound | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +8% crit to next regular attack, melee Spirit/Faith power or any type of strike | +8% crit to next regular attack, melee Spirit/Faith power or any type of strike | |
Fury | Slayer | F.S.F | 2 | Onslaught | 4 | instant | the next thrown weapon gains additional damage the further away the target is. At less than 4" there is no bonus damage and bonus damage cannot exceed a maximum of 1dam/level. Gain damage as follows:; +1d20 at 20+ inches; +1d12 at 12+ inches; +1d10 at 10+ inches; +1d8 at 8+ inches; +1d6 at 6+ inches; +1d4 at 4+ inches | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | the next thrown weapon gains additional damage the further away the target is. At less than 4" there is no bonus damage and bonus damage cannot exceed a maximum of 1dam/level. Gain damage as follows: • +1d20 at 20+ inches • +1d12 at 12+ inches • +1d10 at 10+ inches • +1d8 at 8+ inches • +1d6 at 6+ inches • +1d4 at 4+ inches |
the next thrown weapon gains additional damage the further away the target is. At less than 4" there is no bonus damage and bonus damage cannot exceed a maximum of 1dam/level. Gain damage as follows: • +1d20 at 20+ inches • +1d12 at 12+ inches • +1d10 at 10+ inches • +1d8 at 8+ inches • +1d6 at 6+ inches • +1d4 at 4+ inches | ||
Fury | Slayer | F.S.G.1 | 2 | Furious Throw | 1 | 3 | action | throw ANY weapon with +2 damage; if that weapon does not have the Thrown attribute, treat it as though it does | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | throw ANY weapon with +2 damage • if that weapon does not have the Thrown attribute, treat it as though it does |
throw ANY weapon with +2 damage • if that weapon does not have the Thrown attribute, treat it as though it does | |
Fury | Slayer | 2 | Beast Slayer | 1 | 6 | instant | Gain +1d6 damage on the all attacks or spells made against a beast or any other Large sized target. Remains in play for the duration fo the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a beast and/or large size. | must have slain at least one large beast | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Gain +1d6 damage on the all attacks or spells made against a beast or any other Large sized target. Remains in play for the duration fo the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a beast and/or large size. | Gain +1d6 damage on the all attacks or spells made against a beast or any other Large sized target. Remains in play for the duration fo the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a beast and/or large size. | ||
Fury | Bulwark | F.B.D.3 | 3 | Greater Battle Presence | 3 | 6 | instant | Until the start of your next turn all enemies within 2" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Improved Battle Presence | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Until the start of your next turn all enemies within 2" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Until the start of your next turn all enemies within 2" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | |
Fury | Bulwark | F.B.I | 3 | Massive Strike | Strike | 6 | action | A regular mainhand melee attack that gains +1 damage for every 20 HP your have (5% of your current HP). If the target sucessfully parries or wards off, their weapon is either knocked up to 1d6" out of their hands or broken. If the target sucessfully blocks they break their arm or their shield. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | A regular mainhand melee attack that gains +1 damage for every 20 HP your have (5% of your current HP). If the target sucessfully parries or wards off, their weapon is either knocked up to 1d6" out of their hands or broken. If the target sucessfully blocks they break their arm or their shield. | A regular mainhand melee attack that gains +1 damage for every 20 HP your have (5% of your current HP). If the target sucessfully parries or wards off, their weapon is either knocked up to 1d6" out of their hands or broken. If the target sucessfully blocks they break their arm or their shield. | |
Fury | Bulwark | F.B.J | 3 | Come At Me | 4 | instant | You beat your chest, or make some other outwards show of bravado. Until the start of your next turn, any enemy that chooses to attack you auto-hits their first attack, but cannot crit. If they fail a resolve test that attack only deals minimum damage. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | You beat your chest, or make some other outwards show of bravado. Until the start of your next turn, any enemy that chooses to attack you auto-hits their first attack, but cannot crit. If they fail a resolve test that attack only deals minimum damage. | You beat your chest, or make some other outwards show of bravado. Until the start of your next turn, any enemy that chooses to attack you auto-hits their first attack, but cannot crit. If they fail a resolve test that attack only deals minimum damage. | ||
Fury | Bulwark | F.B.K | 3 | Unstoppable | 5 | instant | Gain immunity to all forms of CC until the start of your next turn. Also, the next Spirit power cast from health costs half as much. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Gain immunity to all forms of CC until the start of your next turn. Also, the next Spirit power cast from health costs half as much. | Gain immunity to all forms of CC until the start of your next turn. Also, the next Spirit power cast from health costs half as much. | ||
Fury | Bulwark | F.B.L | 3 | Hamfist | 7 | action | Make a mainhand and offhand attack that gains +1 damage for every 20 HP you have (5% of current HP) but suffers -10 to hit if armed. Allows for a Focus skill to be used with the offhand or applies to a regular off hand punch made by non-Focus classes. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a mainhand and offhand attack that gains +1 damage for every 20 HP you have (5% of current HP) but suffers -10 to hit if armed. Allows for a Focus skill to be used with the offhand or applies to a regular off hand punch made by non-Focus classes. | Make a mainhand and offhand attack that gains +1 damage for every 20 HP you have (5% of current HP) but suffers -10 to hit if armed. Allows for a Focus skill to be used with the offhand or applies to a regular off hand punch made by non-Focus classes. | ||
Fury | Fervor | F.F.F.z | 2 | Zealot Battle Lust | 5 | action | Zealot only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust:; all Fury gains are increased by +1 (including the initial hit); allows you to re-roll failed Difficulty tests on offensive powers | training | Zealot | Zealot only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • allows you to re-roll failed Difficulty tests on offensive powers |
Zealot only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust. This effect remains in play until you fail to do damage on your turn. While under the effects of Battlelust: • all Fury gains are increased by +1 (including the initial hit) • allows you to re-roll failed Difficulty tests on offensive powers | ||
Fury | Fervor | F.F.C.2 | 3 | Improved Warcry | 2 | Shout | 4 | instant | All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total); +5 hit, +5% Crit & +1 damage (melee only); Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers); +2 Advantage on Resolve rolls; +1 movement | Warcry | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +5 hit, +5% Crit & +1 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) • +2 Advantage on Resolve rolls • +1 movement |
All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +5 hit, +5% Crit & +1 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) • +2 Advantage on Resolve rolls • +1 movement |
Fury | Fervor | F.F.B | 3 | Burning Pact | Pact | 3 | instant | Make a pact to burn or set fire to up to X enemy targets, dealing damage with convention fire or acid, or fire, caustic, or solar powers. Targets can be dead or inanimate. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Fervor discipline skills are reduced by 2 (down to a minimum of 1); gain +6 Initiative Score; The number of targets selected (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, for every 2X targets in the pact, immediately grants one ally within LoS the "Blazing Fervor" effect for the remainder of the battle (can self-cast if effecting more than 1 ally); Blazing Fervor: double damage on any non-crit attack or skill that deals some kind of burning damage, and +2 Fury gain when dealing damage. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to burn or set fire to up to X enemy targets, dealing damage with convention fire or acid, or fire, caustic, or solar powers. Targets can be dead or inanimate. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Fervor discipline skills are reduced by 2 (down to a minimum of 1) • gain +6 Initiative Score • The number of targets selected (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, for every 2X targets in the pact, immediately grants one ally within LoS the "Blazing Fervor" effect for the remainder of the battle (can self-cast if effecting more than 1 ally) • Blazing Fervor: double damage on any non-crit attack or skill that deals some kind of burning damage, and +2 Fury gain when dealing damage. |
Make a pact to burn or set fire to up to X enemy targets, dealing damage with convention fire or acid, or fire, caustic, or solar powers. Targets can be dead or inanimate. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Fervor discipline skills are reduced by 2 (down to a minimum of 1) • gain +6 Initiative Score • The number of targets selected (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, for every 2X targets in the pact, immediately grants one ally within LoS the "Blazing Fervor" effect for the remainder of the battle (can self-cast if effecting more than 1 ally) • Blazing Fervor: double damage on any non-crit attack or skill that deals some kind of burning damage, and +2 Fury gain when dealing damage. | |
Fury | Fervor | F.F.C.3 | 3 | Greater Warcry | 3 | Shout | 6 | instant | All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total); +10 hit, +5% Crit & +2 damage (melee only); Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers); +4 Advantage on Resolve rolls; +1 movement | Improved Warcry | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +5% Crit & +2 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) • +4 Advantage on Resolve rolls • +1 movement |
All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +5% Crit & +2 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) • +4 Advantage on Resolve rolls • +1 movement |
Fury | Fervor | F.F.E.2 | 3 | Improved Fury Rush | 2 | 2 | instant | can increase the movement bonus by another +1 movement per additional Fury point spent, up to a maximum of double your base movement | Fury Rush | Barbarian, Warrior, Vigilante | can increase the movement bonus by another +1 movement per additional Fury point spent, up to a maximum of double your base movement | can increase the movement bonus by another +1 movement per additional Fury point spent, up to a maximum of double your base movement | |
Fury | Fervor | F.F.E.2.bz | 3 | Howling Rush | 2 | 2 | instant | Berserker only: +2 movement for 1 round (must activate prior to moving); if used to cancel hiding, force any target within 1" of your final destination to take a Resolve test at the end of your turn (treat as Fear-like effect); if they fail the targets must flee 1" away for every 4 Stealth you had at the point you activated Berserker Rush | Fury Rush | Berserker | Berserker only: +2 movement for 1 round (must activate prior to moving) • if used to cancel hiding, force any target within 1" of your final destination to take a Resolve test at the end of your turn (treat as Fear-like effect) • if they fail the targets must flee 1" away for every 4 Stealth you had at the point you activated Berserker Rush |
Berserker only: +2 movement for 1 round (must activate prior to moving) • if used to cancel hiding, force any target within 1" of your final destination to take a Resolve test at the end of your turn (treat as Fear-like effect) • if they fail the targets must flee 1" away for every 4 Stealth you had at the point you activated Berserker Rush | |
Fury | Fervor | F.F.E.2.pf | 3 | Combo Rush | 2 | 4 | instant | Pit-Fighter only: move up to 2" and then use a Focus based Kick as a single instant | Fury Rush | Pit-Fighter | Pit-Fighter only: move up to 2" and then use a Focus based Kick as a single instant | Pit-Fighter only: move up to 2" and then use a Focus based Kick as a single instant | |
Fury | Fervor | F.F.E.2.sh | 3 | Spirit Rush | 2 | 2 | instant | Shaman only: +2 movement for 1 round (must activate prior to moving); Spend 2 Spirit on top of Fury Cost to cause the next action based melee Spirit power cast that round to have Reach equal to the actual distance moved (i.e. if max move is 4" plus 2" from Rush, could cast with melee-range of 6") | Fury Rush | Shaman | Shaman only: +2 movement for 1 round (must activate prior to moving) • Spend 2 Spirit on top of Fury Cost to cause the next action based melee Spirit power cast that round to have Reach equal to the actual distance moved (i.e. if max move is 4" plus 2" from Rush, could cast with melee-range of 6") |
Shaman only: +2 movement for 1 round (must activate prior to moving) • Spend 2 Spirit on top of Fury Cost to cause the next action based melee Spirit power cast that round to have Reach equal to the actual distance moved (i.e. if max move is 4" plus 2" from Rush, could cast with melee-range of 6") | |
Fury | Fervor | F.F.E.2.z | 3 | Fervent Rush | 2 | 2 | instant | Zealot only: +2 movement for 1 round (must activate prior to moving); Consume 2 Faith up top of Fury Cost to grant also double the effect of any Melee Faith action used that turn OR allow a ranged Faith action to be used prior to moving into base contact | Fury Rush | Zealot | Zealot only: +2 movement for 1 round (must activate prior to moving) • Consume 2 Faith up top of Fury Cost to grant also double the effect of any Melee Faith action used that turn OR allow a ranged Faith action to be used prior to moving into base contact |
Zealot only: +2 movement for 1 round (must activate prior to moving) • Consume 2 Faith up top of Fury Cost to grant also double the effect of any Melee Faith action used that turn OR allow a ranged Faith action to be used prior to moving into base contact | |
Fury | Fervor | F.F.I | 3 | Challenging Roar | Shout | 4 | instant | Taunts all living enemies w/in 8” (no more than 2 sizes larger) that fail a Resolve test, forcing them to attack you or move to attack you on their next turn | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Taunts all living enemies w/in 8” (no more than 2 sizes larger) that fail a Resolve test, forcing them to attack you or move to attack you on their next turn | Taunts all living enemies w/in 8” (no more than 2 sizes larger) that fail a Resolve test, forcing them to attack you or move to attack you on their next turn | |
Fury | Fervor | F.F.J | 3 | Furious Will | 6 | instant | You channel your fury into overwhelming force of will causing you to be Winded on your next turn but applying the following benefits to your next action this turn:; No Fury, Vigor, or Spirit cost; No Faith difficulty roll required; No Honor Code Stacks consumed; Focus dice treats any Poor result as Fair and Fair result as Good; No reduction in Stealth | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | You channel your fury into overwhelming force of will causing you to be Winded on your next turn but applying the following benefits to your next action this turn: • No Fury, Vigor, or Spirit cost • No Faith difficulty roll required • No Honor Code Stacks consumed • Focus dice treats any Poor result as Fair and Fair result as Good • No reduction in Stealth |
You channel your fury into overwhelming force of will causing you to be Winded on your next turn but applying the following benefits to your next action this turn: • No Fury, Vigor, or Spirit cost • No Faith difficulty roll required • No Honor Code Stacks consumed • Focus dice treats any Poor result as Fair and Fair result as Good • No reduction in Stealth | ||
Fury | Fervor | F.F.C.4 | 4 | Superior Warcry | 4 | Shout | 8 | instant | All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total); +10 hit, +5% Crit & +2 damage (melee only); Zealot & Shaman only: +10 cast, +5% Crit & +2 damage (Spirit & Faith powers); +4 Advantage on Resolve rolls; +2 movement | Greater Warcry | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +5% Crit & +2 damage (melee only) • Zealot & Shaman only: +10 cast, +5% Crit & +2 damage (Spirit & Faith powers) • +4 Advantage on Resolve rolls • +2 movement |
All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +5% Crit & +2 damage (melee only) • Zealot & Shaman only: +10 cast, +5% Crit & +2 damage (Spirit & Faith powers) • +4 Advantage on Resolve rolls • +2 movement |
Fury | Havoc | F.H.H | 2 | Rampage | 6 | instant | If the next attack action of any kind made this turn inflicts more than half its max damage value, you may make another regular attack action before your turn ends; Does not apply to skills that automatically inflict max damage | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | If the next attack action of any kind made this turn inflicts more than half its max damage value, you may make another regular attack action before your turn ends • Does not apply to skills that automatically inflict max damage |
If the next attack action of any kind made this turn inflicts more than half its max damage value, you may make another regular attack action before your turn ends • Does not apply to skills that automatically inflict max damage | ||
Fury | Havoc | F.H.I.1 | 3 | Flurry | 1 | 9 | instant | next regular main hand attack, strike, or Focus skill hits all targets in base contact; use a single hit roll and treat it as a single attack | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | next regular main hand attack, strike, or Focus skill hits all targets in base contact • use a single hit roll and treat it as a single attack |
next regular main hand attack, strike, or Focus skill hits all targets in base contact • use a single hit roll and treat it as a single attack | |
Fury | Havoc | F.H.F.2 | 3 | Improved Frenzy | 2 | 16 | instant | for each attack in a row add +2 hit/+2 damage for up to five attacks, or until failing to attack consecutively | Frenzy | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | for each attack in a row add +2 hit/+2 damage for up to five attacks, or until failing to attack consecutively | for each attack in a row add +2 hit/+2 damage for up to five attacks, or until failing to attack consecutively | |
Fury | Havoc | F.H.J | 3 | Cut a Swathe | 12 | move + action | Use your movement to make a straight line charge. Make a single hit roll to make a mainhand attack against any target within 1" along the entire length of the charge. A offhand attack can only be made against a target that is in base contact at the end of the charge. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Use your movement to make a straight line charge. Make a single hit roll to make a mainhand attack against any target within 1" along the entire length of the charge. A offhand attack can only be made against a target that is in base contact at the end of the charge. | Use your movement to make a straight line charge. Make a single hit roll to make a mainhand attack against any target within 1" along the entire length of the charge. A offhand attack can only be made against a target that is in base contact at the end of the charge. | ||
Fury | Havoc | F.H.K | 3 | Ferocity | 7 | instant | after any type of attack action made this turn, attack a second time with either your main hand OR off hand weapon as regular attacks only | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | after any type of attack action made this turn, attack a second time with either your main hand OR off hand weapon as regular attacks only | after any type of attack action made this turn, attack a second time with either your main hand OR off hand weapon as regular attacks only | ||
Fury | Havoc | F.H.B | 3 | Blood Pact | Pact | 3 | instant | Make a pact to draw blood from up to X different enemies by inflicting physical damage to them. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Havoc discipline skills are reduced by 1 (down to a minimum of 1); gain +1 movement; The number of enemies selected (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, gain +2(X) Crit % chance on all physical attacks as well as Hemomancy and Corruption powers for the remainder of the battle | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to draw blood from up to X different enemies by inflicting physical damage to them. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Havoc discipline skills are reduced by 1 (down to a minimum of 1) • gain +1 movement • The number of enemies selected (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain +2(X) Crit % chance on all physical attacks as well as Hemomancy and Corruption powers for the remainder of the battle |
Make a pact to draw blood from up to X different enemies by inflicting physical damage to them. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Havoc discipline skills are reduced by 1 (down to a minimum of 1) • gain +1 movement • The number of enemies selected (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain +2(X) Crit % chance on all physical attacks as well as Hemomancy and Corruption powers for the remainder of the battle | |
Fury | Havoc | F.H.I.2 | 3 | Blood Scream | Shout | action | aoe damage with a bleed effect? | Flurry | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | aoe damage with a bleed effect? | aoe damage with a bleed effect? | ||
Fury | Havoc | F.H.C.3 | 4 | Greater Bladestorm | 3 | 16 | action | Inflict the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll (with no melee damage modifiers) but gain fury as though each target was hit by a 2 handed weapon. | Improved Bladestorm | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflict the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll (with no melee damage modifiers) but gain fury as though each target was hit by a 2 handed weapon. | Inflict the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll (with no melee damage modifiers) but gain fury as though each target was hit by a 2 handed weapon. | |
Fury | Slayer | F.S.C.3 | 3 | Greater Berserker Strike | 3 | Strike | 6 | action | +1d8 damage to main hand melee attack (counts as a strike); generates double fury if used while undetected | Improved Berserker Strike | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +1d8 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
+1d8 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
Fury | Slayer | F.S.D.3 | 3 | Greater Mortal Wound | 3 | 3 | instant | +12% crit to next regular attack, melee Spirit/Faith power or any type of strike | Improved Mortal Wound | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +12% crit to next regular attack, melee Spirit/Faith power or any type of strike | +12% crit to next regular attack, melee Spirit/Faith power or any type of strike | |
Fury | Slayer | F.S.G.2 | 3 | Improved Furious Throw | 2 | 6 | action | throw ANY weapon with +4 damage; if that weapon does not have the Thrown attribute, treat it as though it does | Furious Throw | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | throw ANY weapon with +4 damage • if that weapon does not have the Thrown attribute, treat it as though it does |
throw ANY weapon with +4 damage • if that weapon does not have the Thrown attribute, treat it as though it does | |
Fury | Slayer | F.S.H | 3 | Execution | 6 | action | make a regular attack, if target has <= 25% HP then do double weapon damage (before bonuses); if undetected by your target, gain effects at HP<=50% | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a regular attack, if target has <= 25% HP then do double weapon damage (before bonuses) • if undetected by your target, gain effects at HP<=50% |
make a regular attack, if target has <= 25% HP then do double weapon damage (before bonuses) • if undetected by your target, gain effects at HP<=50% | ||
Fury | Slayer | F.S.I.2 | 3 | Piercing Strike | Strike | 4 | action | a regular main hand attack that has -20 armor piercing (counts as a Strike) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | a regular main hand attack that has -20 armor piercing (counts as a Strike) | a regular main hand attack that has -20 armor piercing (counts as a Strike) | |
Fury | Bulwark | F.B.A.3 | 4 | Greater Pain Suppression | 3 | 1 per 3 damage | reaction | As a reaction, can negate the damage of a single attack at a rate of 3 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | Improved Pain Suppression | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | As a reaction, can negate the damage of a single attack at a rate of 3 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | As a reaction, can negate the damage of a single attack at a rate of 3 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | |
Fury | Bulwark | F.B.D.4 | 4 | Superior Battle Presence | 4 | 8 | instant | Until the start of your next turn all enemies within 3" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Greater Battle Presence | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Until the start of your next turn all enemies within 3" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Until the start of your next turn all enemies within 3" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | |
Fury | Bulwark | F.B.M | 4 | Grapple Strike | Strike | 6 | action | Make a regular main hand attack and use your offhand to Grapple your opponent. The grapple persists if not using your off hand in subsequent rounds. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a regular main hand attack and use your offhand to Grapple your opponent. The grapple persists if not using your off hand in subsequent rounds. | Make a regular main hand attack and use your offhand to Grapple your opponent. The grapple persists if not using your off hand in subsequent rounds. | |
Fury | Bulwark | F.B.N | 4 | Bully | 6 | instant | Bully a single target within 8" that has less HP than you, causing the following effects until the start of your next turn or until they have more HP than you:; -2 Disadvantage on all Stat rolls; reduce AC and resistance by 15; must re-roll thier first successful hit each round | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Bully a single target within 8" that has less HP than you, causing the following effects until the start of your next turn or until they have more HP than you: • -2 Disadvantage on all Stat rolls • reduce AC and resistance by 15 • must re-roll thier first successful hit each round |
Bully a single target within 8" that has less HP than you, causing the following effects until the start of your next turn or until they have more HP than you: • -2 Disadvantage on all Stat rolls • reduce AC and resistance by 15 • must re-roll thier first successful hit each round | ||
Fury | Bulwark | F.B.O | 4 | Meat Shield | 8 | action | Take no immediate action during your own turn, but gain the Meat Shield effect until the start of your next turn. While this effect is in play any friendly target within 1" of your rear 180 arc gains block value equal to 3x your Stamina. Blocking in this manner causes you to take half the intended damage. If an enemy moves into base contact with you or any friendly covered by the meat Shield effect you may make a single main hand attack against them (moving up to 1" if required) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Take no immediate action during your own turn, but gain the Meat Shield effect until the start of your next turn. While this effect is in play any friendly target within 1" of your rear 180 arc gains block value equal to 3x your Stamina. Blocking in this manner causes you to take half the intended damage. If an enemy moves into base contact with you or any friendly covered by the meat Shield effect you may make a single main hand attack against them (moving up to 1" if required) | Take no immediate action during your own turn, but gain the Meat Shield effect until the start of your next turn. While this effect is in play any friendly target within 1" of your rear 180 arc gains block value equal to 3x your Stamina. Blocking in this manner causes you to take half the intended damage. If an enemy moves into base contact with you or any friendly covered by the meat Shield effect you may make a single main hand attack against them (moving up to 1" if required) | ||
Fury | Fervor | F.F.L | 4 | Dominating Roar | Shout | 5 | instant | All living enemies within 8" (no more than 2 sizes larger) must take a Resolve test. If failing they immediately reduce their Initiative Score by 4 for the remainder of the battle.; Targets cannot be effected by this more than once; Any target moved to the bottom of the turn order, or already there, is also Stunned for 1 round. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All living enemies within 8" (no more than 2 sizes larger) must take a Resolve test. If failing they immediately reduce their Initiative Score by 4 for the remainder of the battle. • Targets cannot be effected by this more than once • Any target moved to the bottom of the turn order, or already there, is also Stunned for 1 round. |
All living enemies within 8" (no more than 2 sizes larger) must take a Resolve test. If failing they immediately reduce their Initiative Score by 4 for the remainder of the battle. • Targets cannot be effected by this more than once • Any target moved to the bottom of the turn order, or already there, is also Stunned for 1 round. | |
Fury | Fervor | F.F.M | 4 | Gore Strike | Strike | 8 | action | Make a minimum damage mainhand attack that deals +1d20 damage. All friendlies (including self) within 3" gain fury equal the d20 roll. If they are not a Fury class they can instead use a free Greater Berserker Strike on their next turn. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a minimum damage mainhand attack that deals +1d20 damage. All friendlies (including self) within 3" gain fury equal the d20 roll. If they are not a Fury class they can instead use a free Greater Berserker Strike on their next turn. | Make a minimum damage mainhand attack that deals +1d20 damage. All friendlies (including self) within 3" gain fury equal the d20 roll. If they are not a Fury class they can instead use a free Greater Berserker Strike on their next turn. | |
Fury | Fervor | F.F.O | 4 | Against All Odds | 14 | instant | gain +1d8 damage on main hand attacks for each enemy minus self and friends until such as time as no longer outnumbered (up to +4d8) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | gain +1d8 damage on main hand attacks for each enemy minus self and friends until such as time as no longer outnumbered (up to +4d8) | gain +1d8 damage on main hand attacks for each enemy minus self and friends until such as time as no longer outnumbered (up to +4d8) | ||
Fury | Fervor | F.F.P | 4 | Victory Shout | Shout | 12 | action | All friendlies within range equal to your half your Stamina may immediately make a regular mainhand attack against any wounded enemy target that they can reach with a regular move. If leaving base contact to do so this still counts as disengaging from combat. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within range equal to your half your Stamina may immediately make a regular mainhand attack against any wounded enemy target that they can reach with a regular move. If leaving base contact to do so this still counts as disengaging from combat. | All friendlies within range equal to your half your Stamina may immediately make a regular mainhand attack against any wounded enemy target that they can reach with a regular move. If leaving base contact to do so this still counts as disengaging from combat. | |
Fury | Fervor | 4 | Improved Bolstering Shout | Shout | action | All friendlies within range equal to half your Stamina (including self) gain 2d10+12 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. | Bolstering Shout | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within range equal to half your Stamina (including self) gain 2d10+12 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. | All friendlies within range equal to half your Stamina (including self) gain 2d10+12 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. | |||
Fury | Fervor | F.F.B | 5 | Bellower Pact | Pact | 5 | instant | Make a pact to use X Shout skills. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Fervor discipline skills are reduced by 3 (down to a minimum of 1); double the range of all Shouts; The number of shouts selected (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, let loose a bellowing roar that effects all enemies with conventional hearing in a 2X" radius that fail a Stamina stat roll off against you, dealing 2d6 physical damage and causing stun, but no further shouts can be used until completing at least a half rest | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to use X Shout skills. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Fervor discipline skills are reduced by 3 (down to a minimum of 1) • double the range of all Shouts • The number of shouts selected (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, let loose a bellowing roar that effects all enemies with conventional hearing in a 2X" radius that fail a Stamina stat roll off against you, dealing 2d6 physical damage and causing stun, but no further shouts can be used until completing at least a half rest |
Make a pact to use X Shout skills. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Fervor discipline skills are reduced by 3 (down to a minimum of 1) • double the range of all Shouts • The number of shouts selected (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, let loose a bellowing roar that effects all enemies with conventional hearing in a 2X" radius that fail a Stamina stat roll off against you, dealing 2d6 physical damage and causing stun, but no further shouts can be used until completing at least a half rest | |
Fury | Havoc | F.H.G.2 | 4 | Improved Thrash | 2 | 8 | action | make a regular mainhand and offhand attack, plus 2 extra off-hand attacks (must obey 4-3-2 rule) | Thrash | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a regular mainhand and offhand attack, plus 2 extra off-hand attacks (must obey 4-3-2 rule) | make a regular mainhand and offhand attack, plus 2 extra off-hand attacks (must obey 4-3-2 rule) | |
Fury | Havoc | F.H.N | 4 | Devastation | 16 | move + instant | causes the next single target regular main hand attack, strike, or Focus skill to hit an additional 1d4 targets within 1/2 your normal move. This consumes the movement portion of your turn but does not count as disengaging from combat. Use a single hit roll, but treat each attack as a seperate hit for purposes of fury generation and limiting Multiple Attack Actions (4-3-2 Rule) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | causes the next single target regular main hand attack, strike, or Focus skill to hit an additional 1d4 targets within 1/2 your normal move. This consumes the movement portion of your turn but does not count as disengaging from combat. Use a single hit roll, but treat each attack as a seperate hit for purposes of fury generation and limiting Multiple Attack Actions (4-3-2 Rule) | causes the next single target regular main hand attack, strike, or Focus skill to hit an additional 1d4 targets within 1/2 your normal move. This consumes the movement portion of your turn but does not count as disengaging from combat. Use a single hit roll, but treat each attack as a seperate hit for purposes of fury generation and limiting Multiple Attack Actions (4-3-2 Rule) | ||
Fury | Havoc | F.H.F.3 | 4 | Greater Frenzy | 3 | 24 | instant | for each attack in a row add +3 hit/+3 damage for up to five attacks, or until failing to attack consecutively | Improved Frenzy | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | for each attack in a row add +3 hit/+3 damage for up to five attacks, or until failing to attack consecutively | for each attack in a row add +3 hit/+3 damage for up to five attacks, or until failing to attack consecutively | |
Fury | Havoc | F.H.L | 4 | Shatter Strike | Strike | 10 | action | A regular damage mainhand strike that reduces the targets armor by 10% for the remainder of the battle and inflicts that amount (plus Crushing Blow) as auto physical damage to all targets (including self) within 2".; If target armor saves, increase effects to 20% | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | A regular damage mainhand strike that reduces the targets armor by 10% for the remainder of the battle and inflicts that amount (plus Crushing Blow) as auto physical damage to all targets (including self) within 2". • If target armor saves, increase effects to 20% |
A regular damage mainhand strike that reduces the targets armor by 10% for the remainder of the battle and inflicts that amount (plus Crushing Blow) as auto physical damage to all targets (including self) within 2". • If target armor saves, increase effects to 20% | |
Fury | Havoc | F.H.M | 4 | Barrage | 8 | action | Throw 2x the number of throwing weapons you would normaly throw as a regular attack action. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Throw 2x the number of throwing weapons you would normaly throw as a regular attack action. | Throw 2x the number of throwing weapons you would normaly throw as a regular attack action. | ||
Fury | Havoc | F.H.C.4 | 5 | Superior Bladestorm | 4 | 20 | action | Inflict the combined weapon damage of your mainhand, offhand, (including all melee damage modifiers) in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | Greater Bladestorm | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflict the combined weapon damage of your mainhand, offhand, (including all melee damage modifiers) in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | Inflict the combined weapon damage of your mainhand, offhand, (including all melee damage modifiers) in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | |
Fury | Slayer | F.S.C.4 | 4 | Superior Berserker Strike | 4 | Strike | 8 | action | +1d10 damage to main hand melee attack (counts as a strike); generates double fury if used while undetected | Greater Berserker Strike | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +1d10 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
+1d10 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
Fury | Slayer | F.S.D.4 | 4 | Superior Mortal Wound | 4 | 4 | instant | +16% crit to next regular attack, melee Spirit/Faith power or any type of strike | Greater Mortal Wound | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +16% crit to next regular attack, melee Spirit/Faith power or any type of strike | +16% crit to next regular attack, melee Spirit/Faith power or any type of strike | |
Fury | Slayer | F.S.G.3 | 4 | Greater Furious Throw | 3 | 9 | action | throw ANY weapon with +6 damage; if that weapon does not have the Thrown attribute, treat it as though it does | Improved Furious Throw | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | throw ANY weapon with +6 damage • if that weapon does not have the Thrown attribute, treat it as though it does |
throw ANY weapon with +6 damage • if that weapon does not have the Thrown attribute, treat it as though it does | |
Fury | Slayer | F.S.J | 4 | The Beast Within | 10 | action | immediately move to closest conscious target (friend/foe) w/in 8" and auto hit it with a max damage mainhand attack | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | immediately move to closest conscious target (friend/foe) w/in 8" and auto hit it with a max damage mainhand attack | immediately move to closest conscious target (friend/foe) w/in 8" and auto hit it with a max damage mainhand attack | ||
Fury | Slayer | F.S.K | 4 | Doom Strike | Strike | 12 | action | make a mainhand attack that uses double the weapon damage dice; if it hits, knocks the target back 6" | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a mainhand attack that uses double the weapon damage dice • if it hits, knocks the target back 6" |
make a mainhand attack that uses double the weapon damage dice • if it hits, knocks the target back 6" | |
Fury | Slayer | 4 | Giant Slayer | 2 | 8 | instant | Gain +1d8 damage on the all attacks or spells made against a giant or any other Hugee sized target. Remains in play for the duration fo the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a giant and/or huge size. | Beast Slayer + must have slain at least 1 giant | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Gain +1d8 damage on the all attacks or spells made against a giant or any other Hugee sized target. Remains in play for the duration fo the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a giant and/or huge size. | Gain +1d8 damage on the all attacks or spells made against a giant or any other Hugee sized target. Remains in play for the duration fo the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a giant and/or huge size. | ||
Fury | Bulwark | F.B.D.5 | 5 | Matchless Battle Presence | 5 | 10 | instant | Until the start of your next turn all enemies within 4" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Superior Battle Presence | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Until the start of your next turn all enemies within 4" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Until the start of your next turn all enemies within 4" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | |
Fury | Bulwark | F.B.P | 5 | Muscle Bound | 8 | instant | Any healing you recieve until the start of your next turn adds your Strength stat as bonus healing. Over healing of any amount is added as temporary HP. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Any healing you recieve until the start of your next turn adds your Strength stat as bonus healing. Over healing of any amount is added as temporary HP. | Any healing you recieve until the start of your next turn adds your Strength stat as bonus healing. Over healing of any amount is added as temporary HP. | ||
Fury | Havoc | F.H.O | 5 | Fury Explosion | 18 | action | Hit all targets in base contact with a regular main hand attack +1d6 damage per enemy in base contact. Use a single hit roll. If it hits it also has a 2" knockback and if failing a Stamina test targets are knocked down.; can choose to auto-hit at the cost of becoming Winded for 1 round | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Hit all targets in base contact with a regular main hand attack +1d6 damage per enemy in base contact. Use a single hit roll. If it hits it also has a 2" knockback and if failing a Stamina test targets are knocked down. • can choose to auto-hit at the cost of becoming Winded for 1 round |
Hit all targets in base contact with a regular main hand attack +1d6 damage per enemy in base contact. Use a single hit roll. If it hits it also has a 2" knockback and if failing a Stamina test targets are knocked down. • can choose to auto-hit at the cost of becoming Winded for 1 round | ||
Fury | Havoc | F.H.B | 5 | Carnage Pact | Pact | 5 | instant | Make a pact to score X killing blows. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Havoc discipline skills are reduced by 3 (down to a minimum of 1); gain +3 movement; The number of killing blows (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, unleash your murderous rage in a wave of pyschic violence that deals your choice of Xd12 primal (natural) damage or (2X)d6 demonic damage in a 3" radius | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to score X killing blows. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Havoc discipline skills are reduced by 3 (down to a minimum of 1) • gain +3 movement • The number of killing blows (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, unleash your murderous rage in a wave of pyschic violence that deals your choice of Xd12 primal (natural) damage or (2X)d6 demonic damage in a 3" radius |
Make a pact to score X killing blows. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Havoc discipline skills are reduced by 3 (down to a minimum of 1) • gain +3 movement • The number of killing blows (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, unleash your murderous rage in a wave of pyschic violence that deals your choice of Xd12 primal (natural) damage or (2X)d6 demonic damage in a 3" radius | |
Fury | Fervor | F.F.N | 5 | Horrific Strike | Strike | 7 | action | Make a regular mainhand attack that gains +1d6 damage for every enemy target within 3" that is currently suffering from Fear, Frightened, or fear-like effects (up to a maximum of +6d6) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a regular mainhand attack that gains +1d6 damage for every enemy target within 3" that is currently suffering from Fear, Frightened, or fear-like effects (up to a maximum of +6d6) | Make a regular mainhand attack that gains +1d6 damage for every enemy target within 3" that is currently suffering from Fear, Frightened, or fear-like effects (up to a maximum of +6d6) | |
Fury | Fervor | F.F.C.5 | 5 | Matchless Warcry | 5 | Shout | 10 | instant | All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total); +10 hit, +10% Crit & +3 damage (melee only); Zealot & Shaman only: +10 cast, +10% Crit & +3 damage (Spirit & Faith powers); +6 Advantage on Resolve rolls; +2 movement | Superior Warcry | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +10% Crit & +3 damage (melee only) • Zealot & Shaman only: +10 cast, +10% Crit & +3 damage (Spirit & Faith powers) • +6 Advantage on Resolve rolls • +2 movement |
All friendlies within range equal to your Stamina (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +10% Crit & +3 damage (melee only) • Zealot & Shaman only: +10 cast, +10% Crit & +3 damage (Spirit & Faith powers) • +6 Advantage on Resolve rolls • +2 movement |
Fury | Fervor | F.F.Q | 5 | Fury Incarnate | 10 | instant | Double the fury gain from any source from now until the start of your next turn. Any attacks you make during this time cause the target to become Frightened until passing a Resolve test (at the start of their subsequent turns). | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Double the fury gain from any source from now until the start of your next turn. Any attacks you make during this time cause the target to become Frightened until passing a Resolve test (at the start of their subsequent turns). | Double the fury gain from any source from now until the start of your next turn. Any attacks you make during this time cause the target to become Frightened until passing a Resolve test (at the start of their subsequent turns). | ||
Fury | Fervor | 6 | Improved Bolstering Shout | 2 | Shout | 18 | action | All friendlies within range equal to half your Stamina (including self) gain 3d10+18 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. | Improved Bolstering Shout | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within range equal to half your Stamina (including self) gain 3d10+18 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. | All friendlies within range equal to half your Stamina (including self) gain 3d10+18 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. | |
Fury | Fervor | 6 | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | |||||||||
Fury | Fervor | 7 | Triumphant Roar | Shout | reaction | After scoring a killing blow, as a reaction, grants up to 4 allies within hearing range +6 Initiative Score. If this moves their Initiative Score equal to or higher than yours, they get an extra turn this round, taken immediately. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | After scoring a killing blow, as a reaction, grants up to 4 allies within hearing range +6 Initiative Score. If this moves their Initiative Score equal to or higher than yours, they get an extra turn this round, taken immediately. | After scoring a killing blow, as a reaction, grants up to 4 allies within hearing range +6 Initiative Score. If this moves their Initiative Score equal to or higher than yours, they get an extra turn this round, taken immediately. | |||
Fury | Slayer | F.S.B | 1 | Slayers Pact | Pact | 0 | instant | Make a pact to slay a selected target with Threat Rating X by scoring the killing or incapacitating wound on that target. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Slayer discipline skills are reduced by 1 (down to a minimum of 1); gain +X/2 damage on mainhand attacks against the target; The selected target can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, gain +X damage on all mainhand physical attacks as well as Invocation and Exorcism Powers for the remainder of the battle | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to slay a selected target with Threat Rating X by scoring the killing or incapacitating wound on that target. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Slayer discipline skills are reduced by 1 (down to a minimum of 1) • gain +X/2 damage on mainhand attacks against the target • The selected target can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain +X damage on all mainhand physical attacks as well as Invocation and Exorcism Powers for the remainder of the battle |
Make a pact to slay a selected target with Threat Rating X by scoring the killing or incapacitating wound on that target. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Slayer discipline skills are reduced by 1 (down to a minimum of 1) • gain +X/2 damage on mainhand attacks against the target • The selected target can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain +X damage on all mainhand physical attacks as well as Invocation and Exorcism Powers for the remainder of the battle | |
Fury | Havoc | 5 | Blood Scream | Shout | action | All living enemies within a radius equal to half your Stamina, with conventional hearing and not more than 1 size larger, must pass a Resolve test or be effected by Fear. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All living enemies within a radius equal to half your Stamina, with conventional hearing and not more than 1 size larger, must pass a Resolve test or be effected by Fear. | All living enemies within a radius equal to half your Stamina, with conventional hearing and not more than 1 size larger, must pass a Resolve test or be effected by Fear. | |||
Fury | Havoc | F.H.C.4 | 6 | Matchless Bladestorm | 5 | 22 | action | Inflict the combined weapon damage of your mainhand, offhand, (including all melee damage modifiers) in a 1.5" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | Superior Bladestorm | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflict the combined weapon damage of your mainhand, offhand, (including all melee damage modifiers) in a 1.5" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | Inflict the combined weapon damage of your mainhand, offhand, (including all melee damage modifiers) in a 1.5" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | |
Fury | Havoc | 6 | Blood Scream | Shout | action | All living enemies within a radius equal to half your Stamina, with conventional hearing and not more than 1 size larger, must pass a Resolve test or be effected by Fear. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All living enemies within a radius equal to half your Stamina, with conventional hearing and not more than 1 size larger, must pass a Resolve test or be effected by Fear. | All living enemies within a radius equal to half your Stamina, with conventional hearing and not more than 1 size larger, must pass a Resolve test or be effected by Fear. | |||
Fury | Havoc | 7 | Blood Scream | Shout | action | All living enemies within a radius equal to half your Stamina, with conventional hearing and not more than 1 size larger, must pass a Resolve test or be effected by Fear. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All living enemies within a radius equal to half your Stamina, with conventional hearing and not more than 1 size larger, must pass a Resolve test or be effected by Fear. | All living enemies within a radius equal to half your Stamina, with conventional hearing and not more than 1 size larger, must pass a Resolve test or be effected by Fear. | |||
Fury | Slayer | F.S.B | 3 | Goliath Pact | Pact | 3 | instant | Make a pact to stand toe-to-toe with an enemy target that is at least X sizes larger than you and slay it. While in base contact with that enemy, the following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Slayer discipline skills are reduced by 2 (down to a minimum of 1); gain X toughness against attacks made by the target; The selected size difference (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied (by you slaying that enemy): as a reaction, immediately max out your Fury, and for the remainder of the battle, gain +10X% crit chance on any beneficial spell or skill used on you (including self cast). | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to stand toe-to-toe with an enemy target that is at least X sizes larger than you and slay it. While in base contact with that enemy, the following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Slayer discipline skills are reduced by 2 (down to a minimum of 1) • gain X toughness against attacks made by the target • The selected size difference (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied (by you slaying that enemy): as a reaction, immediately max out your Fury, and for the remainder of the battle, gain +10X% crit chance on any beneficial spell or skill used on you (including self cast). |
Make a pact to stand toe-to-toe with an enemy target that is at least X sizes larger than you and slay it. While in base contact with that enemy, the following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Slayer discipline skills are reduced by 2 (down to a minimum of 1) • gain X toughness against attacks made by the target • The selected size difference (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied (by you slaying that enemy): as a reaction, immediately max out your Fury, and for the remainder of the battle, gain +10X% crit chance on any beneficial spell or skill used on you (including self cast). | |
Fury | Slayer | F.S.B | 5 | Headtaker Pact | Pact | 5 | instant | Make a pact to cut off X heads in one battle (and if possible wear/display them somewhere on your person, treating this as a reaction). The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Slayer discipline skills are reduced by 3 (down to a minimum of 1); gain +2 damage on all attacks and offensive skills or powers; The selected number of heads (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle OR if old heads are still being worn/displayed; Once the pact is satisfied: as a reaction, gain "Fearsome" for the remainder of the battle, and possibly persisting afterwards for as long as those heads are still being worn/displayed, where enemies suffer -X disadvantage on their Resolve test against your "Fearsome" trait.; NOTE: Wearing rotting heads can have negative consequences... | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to cut off X heads in one battle (and if possible wear/display them somewhere on your person, treating this as a reaction). The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Slayer discipline skills are reduced by 3 (down to a minimum of 1) • gain +2 damage on all attacks and offensive skills or powers • The selected number of heads (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle OR if old heads are still being worn/displayed • Once the pact is satisfied: as a reaction, gain "Fearsome" for the remainder of the battle, and possibly persisting afterwards for as long as those heads are still being worn/displayed, where enemies suffer -X disadvantage on their Resolve test against your "Fearsome" trait. • NOTE: Wearing rotting heads can have negative consequences... |
Make a pact to cut off X heads in one battle (and if possible wear/display them somewhere on your person, treating this as a reaction). The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Slayer discipline skills are reduced by 3 (down to a minimum of 1) • gain +2 damage on all attacks and offensive skills or powers • The selected number of heads (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle OR if old heads are still being worn/displayed • Once the pact is satisfied: as a reaction, gain "Fearsome" for the remainder of the battle, and possibly persisting afterwards for as long as those heads are still being worn/displayed, where enemies suffer -X disadvantage on their Resolve test against your "Fearsome" trait. • NOTE: Wearing rotting heads can have negative consequences... | |
Fury | Slayer | F.S.C.5 | 5 | Matchless Berserker Strike | 5 | Strike | 10 | action | +1d12 damage to main hand melee attack (counts as a strike); generates double fury if used while undetected | Superior Berserker Strike | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +1d12 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
+1d12 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
Fury | Slayer | F.S.D.5 | 5 | Matchless Mortal Wound | 5 | 5 | instant | +20% crit to next regular attack, melee Spirit/Faith power or any type of strike | Superior Mortal Wound | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +20% crit to next regular attack, melee Spirit/Faith power or any type of strike | +20% crit to next regular attack, melee Spirit/Faith power or any type of strike | |
Fury | Slayer | F.S.L | 5 | Death Strike | Strike | 10 | action | make a regular mainhand attack, that if landing a killing blow, grants you an additional turn at the end of the turn order (cannot be used more than once per round) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a regular mainhand attack, that if landing a killing blow, grants you an additional turn at the end of the turn order (cannot be used more than once per round) | make a regular mainhand attack, that if landing a killing blow, grants you an additional turn at the end of the turn order (cannot be used more than once per round) | |
Fury | Slayer | 6 | Dragon Slayer | 3 | 10 | instant | Gain +1d10 damage on the all attacks or spells made against a dragon (up to a max size of Massive) or any other Massive sized target. Remains in play for the duration of the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a dragon and/or massive size. | Giant Slayer + must have slain at least 1 dragon (of massive size or larger) | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Gain +1d10 damage on the all attacks or spells made against a dragon (up to a max size of Massive) or any other Massive sized target. Remains in play for the duration of the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a dragon and/or massive size. | Gain +1d10 damage on the all attacks or spells made against a dragon (up to a max size of Massive) or any other Massive sized target. Remains in play for the duration of the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a dragon and/or massive size. | ||
Fury | Slayer | 6 | Sundering Strike | Strike | 11 | action | Make a mainhand attack that, if armor saved, reduces the targets armor by an amount equivalant to the damage it would have done if it hit. Cut this amount in half if the armor has Tier 2+ magical enchants or craftings. This counts as damaging the armor. | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a mainhand attack that, if armor saved, reduces the targets armor by an amount equivalant to the damage it would have done if it hit. Cut this amount in half if the armor has Tier 2+ magical enchants or craftings. This counts as damaging the armor. | Make a mainhand attack that, if armor saved, reduces the targets armor by an amount equivalant to the damage it would have done if it hit. Cut this amount in half if the armor has Tier 2+ magical enchants or craftings. This counts as damaging the armor. | |||
Fury | Slayer | 7 | God Slayer | 4 | 12 | instant | Gain +1d12 damage on the all attacks or spells made against a god, demi-god, or any other Gargantuan (or larger) sized target. Remains in play for the duration of the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a god, demi-god, or other Gargantuan (or larger) sized target | Dragon Slayer + must have slain at least 1 god/demi-god | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Gain +1d12 damage on the all attacks or spells made against a god, demi-god, or any other Gargantuan (or larger) sized target. Remains in play for the duration of the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a god, demi-god, or other Gargantuan (or larger) sized target | Gain +1d12 damage on the all attacks or spells made against a god, demi-god, or any other Gargantuan (or larger) sized target. Remains in play for the duration of the battle, until being knocked unconscious, or until attacking or casting a spell on a target that is not a god, demi-god, or other Gargantuan (or larger) sized target | ||
Vigor | Defense | V.D.A.1 | 0 | Defensive Stance | 1 | Stance | 4 | instant | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances:; +2 AC/-1 physical dam taken; if block/parry gain +5% crit on next attack; -1 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) | choose 2 Tier 0 skills for free at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +2 AC/-1 physical dam taken • if block/parry gain +5% crit on next attack • -1 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +2 AC/-1 physical dam taken • if block/parry gain +5% crit on next attack • -1 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Vigor | Defense | V.D.H.1 | 0 | Counter Attack | 0 | 2 | reaction | Immediately following an single opponent attacking you with all of its melee attacks, make a minimum damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | choose 2 Tier 0 skills for free at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Immediately following an single opponent attacking you with all of its melee attacks, make a minimum damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | Immediately following an single opponent attacking you with all of its melee attacks, make a minimum damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | |
Vigor | Offense | 0 | Wild Swing | 1 | action | A regular main hand melee attack that deals +1d4 damage. If armor saved, you are vulnerable until the start of your next turn. If dodged, you are vulnerable and knocked down. | choose 2 Tier 0 skills for free at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A regular main hand melee attack that deals +1d4 damage. If armor saved, you are vulnerable until the start of your next turn. If dodged, you are vulnerable and knocked down. | A regular main hand melee attack that deals +1d4 damage. If armor saved, you are vulnerable until the start of your next turn. If dodged, you are vulnerable and knocked down. | |||
Vigor | Ranged | V.R.A | 0 | Mark Target | 2 | action | Make a regular ranged attack at a target. Provided it does not dodge, all attacks made against that target by you and your allies have +5 to hit/cast plus an additional +1 hit/cast per level until the target is destroyed or the battle has ended. | choose 2 Tier 0 skills for free at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Make a regular ranged attack at a target. Provided it does not dodge, all attacks made against that target by you and your allies have +5 to hit/cast plus an additional +1 hit/cast per level until the target is destroyed or the battle has ended. | Make a regular ranged attack at a target. Provided it does not dodge, all attacks made against that target by you and your allies have +5 to hit/cast plus an additional +1 hit/cast per level until the target is destroyed or the battle has ended. | ||
Vigor | Tactics | V.T.A | 0 | Recuperate | 0 | action | regenerate one Vigor per level | choose 2 Tier 0 skills for free at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | regenerate one Vigor per level | regenerate one Vigor per level | ||
Vigor | Ranged | 0 | Beginner's Luck | 1 | instant | For the next ranged attack or ranged offensive spellI used this turn, if rolling 50+ on your d100 hit or cast roll , it deals +1d4 damage. After reaching level 2 this drops to 60+ | choose 2 Tier 0 skills for free at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | For the next ranged attack or ranged offensive spellI used this turn, if rolling 50+ on your d100 hit or cast roll , it deals +1d4 damage. After reaching level 2 this drops to 60+ | For the next ranged attack or ranged offensive spellI used this turn, if rolling 50+ on your d100 hit or cast roll , it deals +1d4 damage. After reaching level 2 this drops to 60+ | |||
Vigor | Tactics | 0 | Call Formation | Formation | 1 | reaction | At the start of a new (non-ambush) round, as a reaction, bellow orders to your comrades to move into formation and take on the role of the leader of the formation. Anyone within hearing range that passes a Perception test (at +1 Advantage per leaders level) gains +1 free movement and can use this plus any unspent amount of their own movement that turn to immediately move into a formation with the leader. While in any formation everyone in the formation can choose to use any unspent portion of their own movement to follow the movement of the leader during their turn (i.e, moving together as a formation during the leaders movement turn). Formation effects persist and can a stack for as long as the formation is mantained. Chose one basic formation; Line formation:(min. of 2) allies standing roughly shoulder to shoulder (within 0.5") in a line, leader roughly centered, all gain +2 AC; Column formation: (min. 3) allies marching in one or more columns (must belonger than wide), leader at the front, all gain +1 movement; Block Formation: (min. 4) allies in a square or rectangle (wider than deep), base contact or within 1", leader roughly front and center, all gain +1 advantage on Resolve tests for every adjacent member of the formation (max +8); Ring Fomation: (min. of 2) allies within 2" of each other, backs facing each other, leader inside the ring or part of the ring, all gain +5 temporary HP for every other friendly in the formation, up to a maximum equal to their own Stamina. Rings can have multiple ranks if numbers allow; Wedge Formation: (min. 3) Allies in any wedge like formation, base contact or within 1", with leader at the tip, all gain +1 damage on a Charge move | choose 2 Tier 0 skills for free at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | At the start of a new (non-ambush) round, as a reaction, bellow orders to your comrades to move into formation and take on the role of the leader of the formation. Anyone within hearing range that passes a Perception test (at +1 Advantage per leaders level) gains +1 free movement and can use this plus any unspent amount of their own movement that turn to immediately move into a formation with the leader. While in any formation everyone in the formation can choose to use any unspent portion of their own movement to follow the movement of the leader during their turn (i.e, moving together as a formation during the leaders movement turn). Formation effects persist and can a stack for as long as the formation is mantained. Chose one basic formation • Line formation:(min. of 2) allies standing roughly shoulder to shoulder (within 0.5") in a line, leader roughly centered, all gain +2 AC • Column formation: (min. 3) allies marching in one or more columns (must belonger than wide), leader at the front, all gain +1 movement • Block Formation: (min. 4) allies in a square or rectangle (wider than deep), base contact or within 1", leader roughly front and center, all gain +1 advantage on Resolve tests for every adjacent member of the formation (max +8) • Ring Fomation: (min. of 2) allies within 2" of each other, backs facing each other, leader inside the ring or part of the ring, all gain +5 temporary HP for every other friendly in the formation, up to a maximum equal to their own Stamina. Rings can have multiple ranks if numbers allow • Wedge Formation: (min. 3) Allies in any wedge like formation, base contact or within 1", with leader at the tip, all gain +1 damage on a Charge move |
At the start of a new (non-ambush) round, as a reaction, bellow orders to your comrades to move into formation and take on the role of the leader of the formation. Anyone within hearing range that passes a Perception test (at +1 Advantage per leaders level) gains +1 free movement and can use this plus any unspent amount of their own movement that turn to immediately move into a formation with the leader. While in any formation everyone in the formation can choose to use any unspent portion of their own movement to follow the movement of the leader during their turn (i.e, moving together as a formation during the leaders movement turn). Formation effects persist and can a stack for as long as the formation is mantained. Chose one basic formation • Line formation:(min. of 2) allies standing roughly shoulder to shoulder (within 0.5") in a line, leader roughly centered, all gain +2 AC • Column formation: (min. 3) allies marching in one or more columns (must belonger than wide), leader at the front, all gain +1 movement • Block Formation: (min. 4) allies in a square or rectangle (wider than deep), base contact or within 1", leader roughly front and center, all gain +1 advantage on Resolve tests for every adjacent member of the formation (max +8) • Ring Fomation: (min. of 2) allies within 2" of each other, backs facing each other, leader inside the ring or part of the ring, all gain +5 temporary HP for every other friendly in the formation, up to a maximum equal to their own Stamina. Rings can have multiple ranks if numbers allow • Wedge Formation: (min. 3) Allies in any wedge like formation, base contact or within 1", with leader at the tip, all gain +1 damage on a Charge move | ||
Vigor | Offense | V.O.A.1 | 0 | Offensive Stance | 1 | Stance | 3 | instant | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances:; +2 hit/+1 damage (physical melee attacks only); -1 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) | choose 2 Tier 0 skills for free at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +2 hit/+1 damage (physical melee attacks only) • -1 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +2 hit/+1 damage (physical melee attacks only) • -1 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Vigor | Defense | V.D.A.2 | 1 | Improved Defensive Stance | 2 | Stance | 7 | instant | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances:; +4 AC/-2 physical dam taken; if block/parry gain +10% crit on next attack; -2 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) | Defensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +4 AC/-2 physical dam taken • if block/parry gain +10% crit on next attack • -2 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +4 AC/-2 physical dam taken • if block/parry gain +10% crit on next attack • -2 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Vigor | Defense | V.D.B | 1 | Taunt | 2 | instant | forces a humanoid target within (Range = to thier Perception) that fails a Resolve test, to attack you on their next turn or move to attack you | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | forces a humanoid target within (Range = to thier Perception) that fails a Resolve test, to attack you on their next turn or move to attack you | forces a humanoid target within (Range = to thier Perception) that fails a Resolve test, to attack you on their next turn or move to attack you | ||
Vigor | Defense | V.D.C | 1 | Hunker Down | 2 | instant | for one full round gain the following benefits:; re-roll a failed parry, block or ward-off; gain double the AC benefit of being behind Cover; reduce incoming AoE or environmental damage by 50%; gain the Impale effect on your main hand weapon if it does not already have it | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | for one full round gain the following benefits: • re-roll a failed parry, block or ward-off • gain double the AC benefit of being behind Cover • reduce incoming AoE or environmental damage by 50% • gain the Impale effect on your main hand weapon if it does not already have it |
for one full round gain the following benefits: • re-roll a failed parry, block or ward-off • gain double the AC benefit of being behind Cover • reduce incoming AoE or environmental damage by 50% • gain the Impale effect on your main hand weapon if it does not already have it | ||
Vigor | Defense | V.D.D | 1 | Intercept | 6 | reaction | When you see an opponent about to move into base contact to attack a friendly or using a ranged attack against a friendly, if you have not used your full movement this round, as a reaction you may use some or all of remaining movement for this round to intercept the attack.; If intercepting an attack results in base contact with an enemy you may make a regular mainhand melee attack after the enemy has completed their turn. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | When you see an opponent about to move into base contact to attack a friendly or using a ranged attack against a friendly, if you have not used your full movement this round, as a reaction you may use some or all of remaining movement for this round to intercept the attack. • If intercepting an attack results in base contact with an enemy you may make a regular mainhand melee attack after the enemy has completed their turn. |
When you see an opponent about to move into base contact to attack a friendly or using a ranged attack against a friendly, if you have not used your full movement this round, as a reaction you may use some or all of remaining movement for this round to intercept the attack. • If intercepting an attack results in base contact with an enemy you may make a regular mainhand melee attack after the enemy has completed their turn. | ||
Vigor | Offense | V.O.B | 1 | Hamstring | 4 | action | minimum damage melee attack that on wounding prevents the target from moving on their next turn and reduces their movement speed by half for the remainder of battle, healing cancels both effects | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | minimum damage melee attack that on wounding prevents the target from moving on their next turn and reduces their movement speed by half for the remainder of battle, healing cancels both effects | minimum damage melee attack that on wounding prevents the target from moving on their next turn and reduces their movement speed by half for the remainder of battle, healing cancels both effects | ||
Vigor | Offense | V.O.C.1 | 1 | Concentration | 1 | 4 | instant | next normal melee/ranged attack or any type of 'strike' or 'shot' has +15 hit/cast | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | next normal melee/ranged attack or any type of 'strike' or 'shot' has +15 hit/cast | next normal melee/ranged attack or any type of 'strike' or 'shot' has +15 hit/cast | |
Vigor | Offense | V.O.D | 1 | Overpowering Blows | 4 | action | make a regular damage main hand and off hand attack (if applicable) that ignores all parry, block, impale or ward-off defensive reactions; if the target has no defensive reactions (or chooses not to use one), instead gain +10 hit on each attack | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | make a regular damage main hand and off hand attack (if applicable) that ignores all parry, block, impale or ward-off defensive reactions • if the target has no defensive reactions (or chooses not to use one), instead gain +10 hit on each attack |
make a regular damage main hand and off hand attack (if applicable) that ignores all parry, block, impale or ward-off defensive reactions • if the target has no defensive reactions (or chooses not to use one), instead gain +10 hit on each attack | ||
Vigor | Ranged | V.R.B | 1 | Pinning Shot | Shot | 4 | action | a half damage main hand ranged attack that Snares the target for 1 round | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a half damage main hand ranged attack that Snares the target for 1 round | a half damage main hand ranged attack that Snares the target for 1 round | |
Vigor | Ranged | V.R.D | 1 | Hail of Arrows | 8 | action | fire two arrows at -10 to hit, three arrows at -15 to hit, or four arrows at -20 to hit; can hit multiple targets if in a 90 degree firing arc; bows/no-reload crossbows only; each arrow is a separate attack with its own separate hit rolls and therefore (as per the global rules for Multiple Attack Actions) no more than 2 arrows can be allocated to a single target | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | fire two arrows at -10 to hit, three arrows at -15 to hit, or four arrows at -20 to hit • can hit multiple targets if in a 90 degree firing arc • bows/no-reload crossbows only • each arrow is a separate attack with its own separate hit rolls and therefore (as per the global rules for Multiple Attack Actions) no more than 2 arrows can be allocated to a single target |
fire two arrows at -10 to hit, three arrows at -15 to hit, or four arrows at -20 to hit • can hit multiple targets if in a 90 degree firing arc • bows/no-reload crossbows only • each arrow is a separate attack with its own separate hit rolls and therefore (as per the global rules for Multiple Attack Actions) no more than 2 arrows can be allocated to a single target | ||
Vigor | Ranged | V.R.E.1 | 1 | Lethal Aim | 1 | 1 | instant | +4% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | +4% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | +4% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | |
Vigor | Tactics | V.T.B | 1 | Flanking Maneuver | 2 | action | use your action to make another full movement, provided that at the end of that movement you are not in the frontal arc of any enemy | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | use your action to make another full movement, provided that at the end of that movement you are not in the frontal arc of any enemy | use your action to make another full movement, provided that at the end of that movement you are not in the frontal arc of any enemy | ||
Vigor | Tactics | V.T.E | 1 | Shield Wall | 1 | Formation | 4 | instant | While in a ring or line formation (or the front rank of a block formation), and at least every other member of the formation has a shield equipped, until the start of your next turn (or sustaining at a cost of 2 Vigor per round) gain the Shield Wall formation. Everyone in the Shield Wall formation gains the sum total block advantage of any shields carried by allies on their left and right side (added to thier own if carrying a shield). Gain only half this advantage for allies not in base contact. Allies must be conscious and free of physical forms of CC (such as Knock Down) to remain in Shield Wall formation. | Call Formation + training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | While in a ring or line formation (or the front rank of a block formation), and at least every other member of the formation has a shield equipped, until the start of your next turn (or sustaining at a cost of 2 Vigor per round) gain the Shield Wall formation. Everyone in the Shield Wall formation gains the sum total block advantage of any shields carried by allies on their left and right side (added to thier own if carrying a shield). Gain only half this advantage for allies not in base contact. Allies must be conscious and free of physical forms of CC (such as Knock Down) to remain in Shield Wall formation. | While in a ring or line formation (or the front rank of a block formation), and at least every other member of the formation has a shield equipped, until the start of your next turn (or sustaining at a cost of 2 Vigor per round) gain the Shield Wall formation. Everyone in the Shield Wall formation gains the sum total block advantage of any shields carried by allies on their left and right side (added to thier own if carrying a shield). Gain only half this advantage for allies not in base contact. Allies must be conscious and free of physical forms of CC (such as Knock Down) to remain in Shield Wall formation. |
Vigor | Tactics | V.T.D.1 | 1 | Tactical Charge | 1 | 3 | action | if it will bring you into base contact with an enemy, immediately move 2" and make a regular main hand attack; will also knock the target down if winning a Strength vs. Stamina stat roll-off | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if it will bring you into base contact with an enemy, immediately move 2" and make a regular main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off |
if it will bring you into base contact with an enemy, immediately move 2" and make a regular main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off | |
Vigor | Offense | V.O.A.2 | 1 | Improved Offensive Stance | 2 | Stance | 6 | instant | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances:; +4 hit/+2 damage (physical melee attacks only); -2 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) | Offensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +4 hit/+2 damage (physical melee attacks only) • -2 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +4 hit/+2 damage (physical melee attacks only) • -2 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Vigor | Ranged | V.R.C.1 | 1 | Focused Stance | 1 | Stance | 3 | instant | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances:; +3 hit/cast with ranged physical attacks and Spirit/Faith powers; -1 Vigor cost to all Vigor skills from the Ranged Discipline; Treat all Ranged Vigor skills of equal or lesser level as Stealthy; if no damage was taken in the previous round gain +1d2-1 Focus at the start of each turn | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +3 hit/cast with ranged physical attacks and Spirit/Faith powers • -1 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d2-1 Focus at the start of each turn |
Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +3 hit/cast with ranged physical attacks and Spirit/Faith powers • -1 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d2-1 Focus at the start of each turn |
Vigor | Tactics | V.T.C.1 | 1 | Tactical Stance | 1 | Stance | 5 | instant | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances:; if no primary skill actions were were used that round, grants one: additonal instant, reaction, or regular mainhand melee attack (must be on a separate target), or +1 movement; -1 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1); +1 Range on Honor Oaths | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • if no primary skill actions were were used that round, grants one: additonal instant, reaction, or regular mainhand melee attack (must be on a separate target), or +1 movement • -1 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +1 Range on Honor Oaths |
Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • if no primary skill actions were were used that round, grants one: additonal instant, reaction, or regular mainhand melee attack (must be on a separate target), or +1 movement • -1 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +1 Range on Honor Oaths |
Vigor | Defense | V.D.A.3 | 2 | Greater Defensive Stance | 3 | Stance | 10 | instant | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances:; +6 AC/-3 physical dam taken; if block/parry gain +15% crit on next attack; -3 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) | Improved Defensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +6 AC/-3 physical dam taken • if block/parry gain +15% crit on next attack • -3 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +6 AC/-3 physical dam taken • if block/parry gain +15% crit on next attack • -3 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Vigor | Defense | V.D.E.1 | 2 | Battering Ram | 1 | 5 | action | Move 2" directly forward and gain +10 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 2d6). Counts as a charge and can benefit from movement base damage modifiers such as Bull Charge. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Move 2" directly forward and gain +10 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 2d6). Counts as a charge and can benefit from movement base damage modifiers such as Bull Charge. | Move 2" directly forward and gain +10 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 2d6). Counts as a charge and can benefit from movement base damage modifiers such as Bull Charge. | |
Vigor | Defense | V.D.F | 2 | Strength of Will | 3 | instant | increases all resistances by 15 for one full round | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | increases all resistances by 15 for one full round | increases all resistances by 15 for one full round | ||
Vigor | Defense | V.D.G | 2 | Aggro Strike | Strike | 5 | action | A regular mainhand melee attack that counts as a strike and if causing any amount of damage will make most oppponents turn their attention to the attacker and ignore others in base contact on their next turn (since this is not true CC it can be done on multiple rounds, but is also subject to GM discretion). | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A regular mainhand melee attack that counts as a strike and if causing any amount of damage will make most oppponents turn their attention to the attacker and ignore others in base contact on their next turn (since this is not true CC it can be done on multiple rounds, but is also subject to GM discretion). | A regular mainhand melee attack that counts as a strike and if causing any amount of damage will make most oppponents turn their attention to the attacker and ignore others in base contact on their next turn (since this is not true CC it can be done on multiple rounds, but is also subject to GM discretion). | |
Vigor | Defense | V.D.H.2 | 2 | Improved Counter Attack | 1 | 6 | reaction | Immediately following an single opponent attacking you with all of its melee attacks, make a half damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | Counter Attack | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Immediately following an single opponent attacking you with all of its melee attacks, make a half damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | Immediately following an single opponent attacking you with all of its melee attacks, make a half damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | |
Vigor | Offense | V.O.E.1 | 2 | Hawk Strike | 1 | Strike | 6 | action | max damage main hand melee attack | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand melee attack | max damage main hand melee attack |
Vigor | Offense | V.O.F | 2 | Strength of Arms | 5 | instant | the next time you roll dice to inflict damage with a melee weapon you are proficient with, choose a single dice to roll twice, selecting the most desirable result | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | the next time you roll dice to inflict damage with a melee weapon you are proficient with, choose a single dice to roll twice, selecting the most desirable result | the next time you roll dice to inflict damage with a melee weapon you are proficient with, choose a single dice to roll twice, selecting the most desirable result | ||
Vigor | Offense | V.O.G | 2 | Guardian Strike | Strike | 4 | action | make a regular mainhand melee attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | make a regular mainhand melee attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor | make a regular mainhand melee attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor | |
Vigor | Ranged | V.R.F.1 | 2 | Hawk Shot | 1 | Shot | 8 | action | max damage main hand ranged attack | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand ranged attack | max damage main hand ranged attack |
Vigor | Ranged | V.R.G | 2 | Guardian Shot | Shot | 4 | action | make a regular main hand ranged attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | make a regular main hand ranged attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor | make a regular main hand ranged attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor | |
Vigor | Ranged | V.R.H | 2 | Steady Aim | 1 | 5 | instant | If no movement was taken this round gain +3 physical damage to the next Shot or mainhand and offhand throw taken in the same round | training | Soldier, Warrior, Guardian, Weapon Master, Ranger | If no movement was taken this round gain +3 physical damage to the next Shot or mainhand and offhand throw taken in the same round | If no movement was taken this round gain +3 physical damage to the next Shot or mainhand and offhand throw taken in the same round | |
Vigor | Ranged | V.R.I | 2 | Steady Cast | 1 | 5 | instant | If the caster has not moved gain +3 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +5 if it is a Shot, Missile, or Blast power | training | Cleric, Battlemage | If the caster has not moved gain +3 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +5 if it is a Shot, Missile, or Blast power | If the caster has not moved gain +3 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +5 if it is a Shot, Missile, or Blast power | |
Vigor | Tactics | V.T.F | 2 | Pincer Maneuver | 5 | action | if attacking an enemy that is already engaged on their opposite side, make a +2 damage mainhand and offhand attack with the opponents AC reduced by 30 | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if attacking an enemy that is already engaged on their opposite side, make a +2 damage mainhand and offhand attack with the opponents AC reduced by 30 | if attacking an enemy that is already engaged on their opposite side, make a +2 damage mainhand and offhand attack with the opponents AC reduced by 30 | ||
Vigor | Tactics | V.T.G | 2 | Tactical Retreat | 4 | instant or reaction | Activate prior to moving to prevent enemies from making attacks for disengaging from combat. Extends to all friendlies on thier own turn, if they were in a formation when the retreat was called. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Activate prior to moving to prevent enemies from making attacks for disengaging from combat. Extends to all friendlies on thier own turn, if they were in a formation when the retreat was called. | Activate prior to moving to prevent enemies from making attacks for disengaging from combat. Extends to all friendlies on thier own turn, if they were in a formation when the retreat was called. | ||
Vigor | Tactics | V.T.H | 2 | Stand Together | 1 | Formation | 6 | instant | While in a ring or line formation, until the start of your next turn (or sustaining at a cost of 2 Vigor per round), for every other conscious friendly within 2" (plus the leader if in the center), gain: +5AC, +1 damage, & +10 resistane to CC effects. | Call Formation + training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | While in a ring or line formation, until the start of your next turn (or sustaining at a cost of 2 Vigor per round), for every other conscious friendly within 2" (plus the leader if in the center), gain: +5AC, +1 damage, & +10 resistane to CC effects. | While in a ring or line formation, until the start of your next turn (or sustaining at a cost of 2 Vigor per round), for every other conscious friendly within 2" (plus the leader if in the center), gain: +5AC, +1 damage, & +10 resistane to CC effects. |
Vigor | Offense | V.O.C.2 | 2 | Improved Concentration | 2 | 8 | instant | next normal melee/ranged attack or any type of 'strike' or 'shot' has +30 hit/cast | Concentration | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | next normal melee/ranged attack or any type of 'strike' or 'shot' has +30 hit/cast | next normal melee/ranged attack or any type of 'strike' or 'shot' has +30 hit/cast | |
Vigor | Offense | V.O.A.3 | 2 | Greater Offensive Stance | 3 | Stance | 9 | instant | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances:; +6 hit/+3 damage (physical melee attacks only); -3 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) | Improved Offensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +6 hit/+3 damage (physical melee attacks only) • -3 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +6 hit/+3 damage (physical melee attacks only) • -3 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Vigor | Ranged | V.R.E.2 | 2 | Improved Lethal Aim | 2 | 2 | instant | +8% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | Lethal Aim | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | +8% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | +8% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | |
Vigor | Tactics | V.T.D.2 | 2 | Improved Tactical Charge | 2 | 5 | action | if it will bring you into base contact with an enemy, immediately move 3" and make a regular mainhand attack; will also knock the target down if winning a Strength vs. Stamina stat roll-off with +1 advantage | Tactical Charge | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if it will bring you into base contact with an enemy, immediately move 3" and make a regular mainhand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +1 advantage |
if it will bring you into base contact with an enemy, immediately move 3" and make a regular mainhand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +1 advantage | |
Vigor | Tactics | 2 | Battle Rhythm | 2 | reaction | at the start of each new round, as a reaction, you may either:; increase you Initiative Score by +3 (no effect if your Initiatve Score is the highest); decrease your Initiative Score by -3, and heal for 1d6 HP (no effect if your Initiative Score is the lowest) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | at the start of each new round, as a reaction, you may either: • increase you Initiative Score by +3 (no effect if your Initiatve Score is the highest) • decrease your Initiative Score by -3, and heal for 1d6 HP (no effect if your Initiative Score is the lowest) |
at the start of each new round, as a reaction, you may either: • increase you Initiative Score by +3 (no effect if your Initiatve Score is the highest) • decrease your Initiative Score by -3, and heal for 1d6 HP (no effect if your Initiative Score is the lowest) | |||
Vigor | Ranged | V.R.C.2 | 2 | Improved Focused Stance | 2 | Stance | 6 | instant | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances:; +6 hit/cast with ranged physical attacks and Spirit/Faith powers; -2 Vigor cost to all Vigor skills from the Ranged Discipline; Treat all Ranged Vigor skills of equal or lesser level as Stealthy; if no damage was taken in the previous round gain +1 Focus at the start of each turn | Focused Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +6 hit/cast with ranged physical attacks and Spirit/Faith powers • -2 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1 Focus at the start of each turn |
Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +6 hit/cast with ranged physical attacks and Spirit/Faith powers • -2 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1 Focus at the start of each turn |
Vigor | Defense | V.D.A.4 | 3 | Superior Defensive Stance | 4 | Stance | 13 | instant | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances:; +8 AC/-4 physical dam taken; if block/parry gain +20% crit on next attack; -4 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) | Greater Defensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +8 AC/-4 physical dam taken • if block/parry gain +20% crit on next attack • -4 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +8 AC/-4 physical dam taken • if block/parry gain +20% crit on next attack • -4 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Vigor | Defense | 3 | Steel Stance | 1 | Stance | 10 | instant | Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances:; For every armor slot with plate, mail, or layered armor gain +1 Armor; +1 Advantage on Resolve tests; Every time you armor save gain +1 Vigor | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances: • For every armor slot with plate, mail, or layered armor gain +1 Armor • +1 Advantage on Resolve tests • Every time you armor save gain +1 Vigor |
Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances: • For every armor slot with plate, mail, or layered armor gain +1 Armor • +1 Advantage on Resolve tests • Every time you armor save gain +1 Vigor | |
Vigor | Defense | V.D.E.2 | 3 | Improved Battering Ram | 2 | 8 | action | Move up to 4" directly forward and gain +20 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 4d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. | Battering Ram | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Move up to 4" directly forward and gain +20 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 4d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. | Move up to 4" directly forward and gain +20 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 4d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. | |
Vigor | Defense | V.D.I | 3 | Bounce Back | 6 | action | Self heal for 1d12 +2 per extra Vigor spent. Use melee hit roll/modifiers to determine a critical failure or critical sucess. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Self heal for 1d12 +2 per extra Vigor spent. Use melee hit roll/modifiers to determine a critical failure or critical sucess. | Self heal for 1d12 +2 per extra Vigor spent. Use melee hit roll/modifiers to determine a critical failure or critical sucess. | ||
Vigor | Defense | V.D.J | 3 | Locked in Combat | 7 | instant | Prevents all targets in base contact from using thier regular movement to leave base contact. Special skills can still be used to leave base contact. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Prevents all targets in base contact from using thier regular movement to leave base contact. Special skills can still be used to leave base contact. | Prevents all targets in base contact from using thier regular movement to leave base contact. Special skills can still be used to leave base contact. | ||
Vigor | Defense | V.D.K.1 | 3 | Tortoise Strike | 1 | Strike | 8 | action | A main hand strike that converts damage dealt into bonus AC. Bonus AC is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A main hand strike that converts damage dealt into bonus AC. Bonus AC is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. | A main hand strike that converts damage dealt into bonus AC. Bonus AC is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. |
Vigor | Offense | V.O.E.2 | 3 | Kodiak Strike | 2 | Strike | 9 | action | max damage main hand melee attack that knocks the target back 4" | Hawk Strike or Shot | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand melee attack that knocks the target back 4" | max damage main hand melee attack that knocks the target back 4" |
Vigor | Offense | V.O.H | 3 | Off-hand Strike | Strike | 5 | action | If no skills/abilities were used with your main hand attack, make an off-hand melee attack with a Small weapon or any shield with triple damage; can not benefit from other damage multipliers (i.e. critical hits) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | If no skills/abilities were used with your main hand attack, make an off-hand melee attack with a Small weapon or any shield with triple damage • can not benefit from other damage multipliers (i.e. critical hits) |
If no skills/abilities were used with your main hand attack, make an off-hand melee attack with a Small weapon or any shield with triple damage • can not benefit from other damage multipliers (i.e. critical hits) | |
Vigor | Offense | V.O.I | 3 | Invigorate | 6 | instant | For the next regular melee attack or any type of strike, if it hits, roll two sets of dice, choose the lower set for damage and gain Vigor equal to half of the higher set,; For attack that hit mutiple targets do not multiply the vigor gain.; For attacks that automatically do max damage, roll only one set of dice and gain half that value in Vigor. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | For the next regular melee attack or any type of strike, if it hits, roll two sets of dice, choose the lower set for damage and gain Vigor equal to half of the higher set, • For attack that hit mutiple targets do not multiply the vigor gain. • For attacks that automatically do max damage, roll only one set of dice and gain half that value in Vigor. |
For the next regular melee attack or any type of strike, if it hits, roll two sets of dice, choose the lower set for damage and gain Vigor equal to half of the higher set, • For attack that hit mutiple targets do not multiply the vigor gain. • For attacks that automatically do max damage, roll only one set of dice and gain half that value in Vigor. | ||
Vigor | Offense | V.O.K.1 | 3 | Sweeping Strike | 1 | Strike | 9 | action | a main hand melee attack that hits two adjacent targets for the same damage (roll everything except damage separately) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a main hand melee attack that hits two adjacent targets for the same damage (roll everything except damage separately) | a main hand melee attack that hits two adjacent targets for the same damage (roll everything except damage separately) |
Vigor | Offense | V.O.A.4 | 3 | Superior Offensive Stance | 4 | Stance | 12 | instant | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances:; +8 hit/+4 damage (physical melee attacks only); -4 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) | Greater Offensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +8 hit/+4 damage (physical melee attacks only) • -4 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +8 hit/+4 damage (physical melee attacks only) • -4 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Vigor | Ranged | V.R.E.3 | 3 | Greater Lethal Aim | 3 | 3 | instant | +12% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | Improved Lethal Aim | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | +12% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | +12% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | |
Vigor | Offense | 3 | Titan Stance | 1 | Stance | 4 | instant | Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances:; all main hand melee attacks gain +1 Crushing Blow, +1 Overpowering, +1d4 physical damage; Gain +1 Vigor anytime a Vigor skill causes damage | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances: • all main hand melee attacks gain +1 Crushing Blow, +1 Overpowering, +1d4 physical damage • Gain +1 Vigor anytime a Vigor skill causes damage |
Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances: • all main hand melee attacks gain +1 Crushing Blow, +1 Overpowering, +1d4 physical damage • Gain +1 Vigor anytime a Vigor skill causes damage | |
Vigor | Ranged | V.R.F.2 | 3 | Kodiak Shot | 2 | Shot | 11 | action | max damage main hand ranged attack that knocks the target back 4" | Hawk Strike or Shot | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand ranged attack that knocks the target back 4" | max damage main hand ranged attack that knocks the target back 4" |
Vigor | Ranged | V.R.J | 3 | Dive Roll | 8 | action | A regular mainhand ranged attack that can only be made if having been knocked down (or rolling with the blow) during the last turn. After the the attack is made you may move up to 1/2 movement speed and land on your feet. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A regular mainhand ranged attack that can only be made if having been knocked down (or rolling with the blow) during the last turn. After the the attack is made you may move up to 1/2 movement speed and land on your feet. | A regular mainhand ranged attack that can only be made if having been knocked down (or rolling with the blow) during the last turn. After the the attack is made you may move up to 1/2 movement speed and land on your feet. | ||
Vigor | Ranged | V.R.K | 3 | Invigorating Shot | Shot | 7 | action | make a regular main hand ranged attack but roll two sets of damage dice, choose the higher for damage and add the other to your current Vigor | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | make a regular main hand ranged attack but roll two sets of damage dice, choose the higher for damage and add the other to your current Vigor | make a regular main hand ranged attack but roll two sets of damage dice, choose the higher for damage and add the other to your current Vigor | |
Vigor | Tactics | V.T.I | 3 | Diversionary Tactics | 9 | action | Make a regular melee or ranged attack against an enemy (or other such suitable distracting action). All enemies in a 90 degree arc up to 10" directly behind the direction of the attack turn to face the direction of the attack. If failing a Wisdom test they are also treated as taunted. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Make a regular melee or ranged attack against an enemy (or other such suitable distracting action). All enemies in a 90 degree arc up to 10" directly behind the direction of the attack turn to face the direction of the attack. If failing a Wisdom test they are also treated as taunted. | Make a regular melee or ranged attack against an enemy (or other such suitable distracting action). All enemies in a 90 degree arc up to 10" directly behind the direction of the attack turn to face the direction of the attack. If failing a Wisdom test they are also treated as taunted. | ||
Vigor | Tactics | V.T.K | 3 | Schiltron | 1 | Formation | 8 | instant | While in a block or column formation, until the start of your next turn (or sustaining at a cost of 2 Vigor per round), everyone in the formation gains Impale. If reach allows, and no movement was taken, multiple ranks can benefit from this Impale. If using a weapon that already has the Impale trait, gain +2 damage. | Call Formation + training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | While in a block or column formation, until the start of your next turn (or sustaining at a cost of 2 Vigor per round), everyone in the formation gains Impale. If reach allows, and no movement was taken, multiple ranks can benefit from this Impale. If using a weapon that already has the Impale trait, gain +2 damage. | While in a block or column formation, until the start of your next turn (or sustaining at a cost of 2 Vigor per round), everyone in the formation gains Impale. If reach allows, and no movement was taken, multiple ranks can benefit from this Impale. If using a weapon that already has the Impale trait, gain +2 damage. |
Vigor | Tactics | V.T.L.bm | 3 | Tactical Mastery (Battlemage) | 5 | instant | Battlemage only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a Spirit power its cost is cut in half | training | Battlemage | Battlemage only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Spirit power its cost is cut in half |
Battlemage only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Spirit power its cost is cut in half | ||
Vigor | Tactics | V.T.L.c | 3 | Tactical Mastery (Cleric) | 5 | instant | Cleric only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a melee attack/skill add your critical hit chance with Faith Powers; if it is a Faith power add your critical hit chance with melee weapons | training | Cleric | Cleric only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a melee attack/skill add your critical hit chance with Faith Powers • if it is a Faith power add your critical hit chance with melee weapons |
Cleric only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a melee attack/skill add your critical hit chance with Faith Powers • if it is a Faith power add your critical hit chance with melee weapons | ||
Vigor | Tactics | V.T.L.g | 3 | Tactical Mastery (Guardian) | 5 | instant | Guardian only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it inflicts damage gain +1 Code stack | training | Guardian | Guardian only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it inflicts damage gain +1 Code stack |
Guardian only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it inflicts damage gain +1 Code stack | ||
Vigor | Tactics | V.T.L.r | 3 | Tactical Mastery (Ranger) | 5 | instant | Ranger only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a ranged attack/skill add your critical hit chance with melee weapons; if it is a melee attack/skill add your critical hit chance with ranged weapons | training | Ranger | Ranger only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a ranged attack/skill add your critical hit chance with melee weapons • if it is a melee attack/skill add your critical hit chance with ranged weapons |
Ranger only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a ranged attack/skill add your critical hit chance with melee weapons • if it is a melee attack/skill add your critical hit chance with ranged weapons | ||
Vigor | Tactics | V.T.L.s | 3 | Tactical Mastery (Soldier) | 5 | instant | Soldier only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a Vigor skill its cost is cut in half | training | Soldier | Soldier only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Vigor skill its cost is cut in half |
Soldier only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Vigor skill its cost is cut in half | ||
Vigor | Tactics | V.T.L.w | 3 | Tactical Mastery (Warrior) | 5 | instant | Warrior only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a Fury skill its cost is cut in half | training | Warrior | Warrior only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Fury skill its cost is cut in half |
Warrior only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Fury skill its cost is cut in half | ||
Vigor | Tactics | V.T.L.wm | 3 | Tactical Mastery (Weapon Master) | 5 | instant | Weapon Master only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a Focus skill may also choose to re-roll the Focus dice and choose the most desireable outcome. | training | Weapon Master | Weapon Master only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Focus skill may also choose to re-roll the Focus dice and choose the most desireable outcome. |
Weapon Master only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Focus skill may also choose to re-roll the Focus dice and choose the most desireable outcome. | ||
Vigor | Tactics | V.T.D.3 | 3 | Greater Tactical Charge | 3 | 7 | action | if it will bring you into base contact with an enemy, immediately move 3" and make a regular main hand attack; will also knock the target down if winning a Strength vs. Stamina stat roll-off with +2 advantage | Improved Tactical Charge | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if it will bring you into base contact with an enemy, immediately move 3" and make a regular main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +2 advantage |
if it will bring you into base contact with an enemy, immediately move 3" and make a regular main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +2 advantage | |
Vigor | Tactics | V.T.N | 3 | Coordinated Charge | 1 | Formation | 7 | instant | While in block, line, or wedge formation, activate prior to moving have the entire formation charge directly forward up to +2" of the slowest moving member of the formation. If this results in base contact for any friend involved, they count as having Charged and gain an additional +10 to hit & +2 damage on their next melee attack. | Call Formation + training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | While in block, line, or wedge formation, activate prior to moving have the entire formation charge directly forward up to +2" of the slowest moving member of the formation. If this results in base contact for any friend involved, they count as having Charged and gain an additional +10 to hit & +2 damage on their next melee attack. | While in block, line, or wedge formation, activate prior to moving have the entire formation charge directly forward up to +2" of the slowest moving member of the formation. If this results in base contact for any friend involved, they count as having Charged and gain an additional +10 to hit & +2 damage on their next melee attack. |
Vigor | Ranged | V.R.C.3 | 3 | Greater Focused Stance | 3 | Stance | 9 | instant | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances:; +9 hit/cast with ranged physical attacks and Spirit/Faith powers; -3 Vigor cost to all Vigor skills from the Ranged Discipline; Treat all Ranged Vigor skills of equal or lesser level as Stealthy; if no damage was taken in the previous round gain +1d2 Focus at the start of each turn | Improved Focused Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +9 hit/cast with ranged physical attacks and Spirit/Faith powers • -3 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d2 Focus at the start of each turn |
Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +9 hit/cast with ranged physical attacks and Spirit/Faith powers • -3 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d2 Focus at the start of each turn |
Vigor | Tactics | V.T.C.2 | 3 | Improved Tactical Stance | 2 | Stance | 10 | instant | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances:; each turn, grants one: additonal instant, reaction, or regular mainhand attack (must be on a separate target), or +1 movement; -2 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1); +2 Range on Honor Oaths | Tactical Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • each turn, grants one: additonal instant, reaction, or regular mainhand attack (must be on a separate target), or +1 movement • -2 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +2 Range on Honor Oaths |
Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • each turn, grants one: additonal instant, reaction, or regular mainhand attack (must be on a separate target), or +1 movement • -2 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +2 Range on Honor Oaths |
Vigor | Ranged | 3 | Sustaining Fire | 1 | 4 | action | A main hand ranged attack that gains +5 to hit and +3 damage, if you have already successfully hit that target with a physical ranged attack during the same battle. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A main hand ranged attack that gains +5 to hit and +3 damage, if you have already successfully hit that target with a physical ranged attack during the same battle. | A main hand ranged attack that gains +5 to hit and +3 damage, if you have already successfully hit that target with a physical ranged attack during the same battle. | ||
Vigor | Defense | V.D.A.5 | 4 | Matchless Defensive Stance | 5 | Stance | 16 | instant | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances:; +10 AC/-5 physical dam taken; if block/parry gain +25% crit on next attack; -5 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) | Superior Defensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +10 AC/-5 physical dam taken • if block/parry gain +25% crit on next attack • -5 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +10 AC/-5 physical dam taken • if block/parry gain +25% crit on next attack • -5 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Vigor | Defense | 4 | Improved Steel Stance | 2 | Stance | 14 | instant | Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances:; For every armor slot with plate, mail, or layered armor gain +2Armor; +2 Advantage on Resolve tests; Every time you armor save gain +2 Vigor; -1 movement; become Immovable | Steel Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances: • For every armor slot with plate, mail, or layered armor gain +2Armor • +2 Advantage on Resolve tests • Every time you armor save gain +2 Vigor • -1 movement • become Immovable |
Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances: • For every armor slot with plate, mail, or layered armor gain +2Armor • +2 Advantage on Resolve tests • Every time you armor save gain +2 Vigor • -1 movement • become Immovable | |
Vigor | Defense | V.D.E.3 | 4 | Greater Battering Ram | 3 | 11 | action | Move up to 6" directly forward and gain +30 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision equal to 1d6 per tabletop inch moved (max 6d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. | Improved Battering Ram | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Move up to 6" directly forward and gain +30 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision equal to 1d6 per tabletop inch moved (max 6d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. | Move up to 6" directly forward and gain +30 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision equal to 1d6 per tabletop inch moved (max 6d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. | |
Vigor | Offense | V.O.J | 4 | Concussion | 8 | instant | next melee/ranged attack with any kind/chance of stun effect stuns the target for up to four rounds.; Any subsequent damage will cancel the stun.; Roll Stamina tests on 2nd and subsequent turns only, with disadvantage equal to -1 per every 5% of stun on the attack. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | next melee/ranged attack with any kind/chance of stun effect stuns the target for up to four rounds. • Any subsequent damage will cancel the stun. • Roll Stamina tests on 2nd and subsequent turns only, with disadvantage equal to -1 per every 5% of stun on the attack. |
next melee/ranged attack with any kind/chance of stun effect stuns the target for up to four rounds. • Any subsequent damage will cancel the stun. • Roll Stamina tests on 2nd and subsequent turns only, with disadvantage equal to -1 per every 5% of stun on the attack. | ||
Vigor | Offense | V.O.A.5 | 4 | Matchless Offensive Stance | 5 | Stance | 15 | instant | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances:; +10 hit/+5 damage (physical melee attacks only); -5 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) | Superior Offensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +10 hit/+5 damage (physical melee attacks only) • -5 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +10 hit/+5 damage (physical melee attacks only) • -5 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Vigor | Offense | 4 | Improved Titan Stance | 2 | Stance | 8 | instant | Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances:; all main hand melee attacks gain +2 Crushing Blow, +2 Overpowering, +1d8 physical damage; Gain +2 Vigor anytime a Vigor skill causes damage | Titan Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances: • all main hand melee attacks gain +2 Crushing Blow, +2 Overpowering, +1d8 physical damage • Gain +2 Vigor anytime a Vigor skill causes damage |
Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances: • all main hand melee attacks gain +2 Crushing Blow, +2 Overpowering, +1d8 physical damage • Gain +2 Vigor anytime a Vigor skill causes damage | |
Vigor | Defense | V.D.H.3 | 4 | Greater Counter Attack | 2 | 12 | reaction | Immediately following an single opponent attacking you with all of its melee attacks, make a regular damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | Improved Counter Attack | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Immediately following an single opponent attacking you with all of its melee attacks, make a regular damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | Immediately following an single opponent attacking you with all of its melee attacks, make a regular damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | |
Vigor | Defense | V.D.L | 4 | Victory Strike | Strike | 10 | action | If you sucessfully blocked, parried, warded-off, or armor saved an attack since your last turn, make a regular mainhand melee attack that inflicts +50% damage | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | If you sucessfully blocked, parried, warded-off, or armor saved an attack since your last turn, make a regular mainhand melee attack that inflicts +50% damage | If you sucessfully blocked, parried, warded-off, or armor saved an attack since your last turn, make a regular mainhand melee attack that inflicts +50% damage | |
Vigor | Defense | V.D.M | 4 | Last Hope | 25 | instant | if at least 50% of your party is unconscious or if your current HP dip below 25%, gain your current HP as additional temporary HP which will dissapear at the end of the battle | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if at least 50% of your party is unconscious or if your current HP dip below 25%, gain your current HP as additional temporary HP which will dissapear at the end of the battle | if at least 50% of your party is unconscious or if your current HP dip below 25%, gain your current HP as additional temporary HP which will dissapear at the end of the battle | ||
Vigor | Offense | V.O.C.3 | 4 | Greater Concentration | 3 | 12 | instant | next normal melee/ranged attack or any type of 'strike' or 'shot' has +45 hit/cast | Improved Concentration | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | next normal melee/ranged attack or any type of 'strike' or 'shot' has +45 hit/cast | next normal melee/ranged attack or any type of 'strike' or 'shot' has +45 hit/cast | |
Vigor | Offense | V.O.E.3 | 4 | Mammoth Strike | 3 | Strike | 11 | action | max damage main hand melee attack that knocks the target back 4" and then stuns for 1 round | Kodiak Strike or Shot | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand melee attack that knocks the target back 4" and then stuns for 1 round | max damage main hand melee attack that knocks the target back 4" and then stuns for 1 round |
Vigor | Offense | V.O.K.2 | 4 | Improved Sweeping Strike | 2 | Strike | 20 | action | a main hand melee attack that hits up to three adjacent targets for the same damage (roll everything except damage separately) | Sweeping Strike | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a main hand melee attack that hits up to three adjacent targets for the same damage (roll everything except damage separately) | a main hand melee attack that hits up to three adjacent targets for the same damage (roll everything except damage separately) |
Vigor | Tactics | V.T.J | 4 | Force Them Back | 5 | action | Make a wide swing with your mainhand weapon that inflicts minimum damage in a frontal 180 degree arc that forces any target damaged to back up 2" if possible.; This does not count as a knock back nor grant attacks for leaving base contact; Any damaged target must pass a resolve test to move past you (or any formation you are in) on their next turn. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Make a wide swing with your mainhand weapon that inflicts minimum damage in a frontal 180 degree arc that forces any target damaged to back up 2" if possible. • This does not count as a knock back nor grant attacks for leaving base contact • Any damaged target must pass a resolve test to move past you (or any formation you are in) on their next turn. |
Make a wide swing with your mainhand weapon that inflicts minimum damage in a frontal 180 degree arc that forces any target damaged to back up 2" if possible. • This does not count as a knock back nor grant attacks for leaving base contact • Any damaged target must pass a resolve test to move past you (or any formation you are in) on their next turn. | ||
Vigor | Ranged | V.R.E.4 | 4 | Superior Lethal Aim | 4 | 4 | instant | +16% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | Greater Lethal Aim | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | +16% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | +16% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | |
Vigor | Ranged | V.R.F.3 | 4 | Mammoth Shot | 3 | Shot | 14 | action | max damage main hand ranged attack that knocks the target back 4" and then stuns for 1 round | Kodiak Strike or Shot | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand ranged attack that knocks the target back 4" and then stuns for 1 round | max damage main hand ranged attack that knocks the target back 4" and then stuns for 1 round |
Vigor | Ranged | V.R.M | 4 | Improved Steady Aim | 2 | 8 | instant | If no movement was taken this round gain +5 physical damage to the next Shot or mainhand and offhand throw taken in the same round | Steady Aim | Soldier, Warrior, Guardian, Weapon Master, Ranger | If no movement was taken this round gain +5 physical damage to the next Shot or mainhand and offhand throw taken in the same round | If no movement was taken this round gain +5 physical damage to the next Shot or mainhand and offhand throw taken in the same round | |
Vigor | Ranged | V.R.N | 4 | Improved Steady Cast | 2 | 8 | instant | If the caster has not moved gain +5 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +7 if it is a Shot, Missile, or Blast power | Steady Cast | Cleric, Battlemage | If the caster has not moved gain +5 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +7 if it is a Shot, Missile, or Blast power | If the caster has not moved gain +5 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +7 if it is a Shot, Missile, or Blast power | |
Vigor | Ranged | V.R.O | 4 | Drop Shot | Shot | 12 | action | Fire a mainhand ranged projectile high into the air. At the start of your next turn you may designate any target for the Drop Shot, provided it is within 1/2 the regular range of the attack and you had knowledge of the target on your previous turn. The target has no Dodge contribution to AC and if hitting takes +5 Damage. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Fire a mainhand ranged projectile high into the air. At the start of your next turn you may designate any target for the Drop Shot, provided it is within 1/2 the regular range of the attack and you had knowledge of the target on your previous turn. The target has no Dodge contribution to AC and if hitting takes +5 Damage. | Fire a mainhand ranged projectile high into the air. At the start of your next turn you may designate any target for the Drop Shot, provided it is within 1/2 the regular range of the attack and you had knowledge of the target on your previous turn. The target has no Dodge contribution to AC and if hitting takes +5 Damage. | |
Vigor | Tactics | V.T.M | 4 | Emboldening Strike | Strike | 8 | action | a regular mainhand melee attack that if hitting, causes all friendlies to have +20% damage on the first attack of any kind they make on that same target on thier next turn. If fighting in formation, all friendlies in the formation gain the bonus damage against any target they choose. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a regular mainhand melee attack that if hitting, causes all friendlies to have +20% damage on the first attack of any kind they make on that same target on thier next turn. If fighting in formation, all friendlies in the formation gain the bonus damage against any target they choose. | a regular mainhand melee attack that if hitting, causes all friendlies to have +20% damage on the first attack of any kind they make on that same target on thier next turn. If fighting in formation, all friendlies in the formation gain the bonus damage against any target they choose. | |
Vigor | Tactics | V.T.O | 4 | Rally | 15 | action | all allies within 10" (including self) that pass a Resolve test immediately have all CC and non-permanent persistent negative effects removed and regain 25% of their Vigor or Spirit.; If in formation they also regain +4 HP per Tier; May only be used once per battle | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | all allies within 10" (including self) that pass a Resolve test immediately have all CC and non-permanent persistent negative effects removed and regain 25% of their Vigor or Spirit. • If in formation they also regain +4 HP per Tier • May only be used once per battle |
all allies within 10" (including self) that pass a Resolve test immediately have all CC and non-permanent persistent negative effects removed and regain 25% of their Vigor or Spirit. • If in formation they also regain +4 HP per Tier • May only be used once per battle | ||
Vigor | Tactics | V.T.P | 4 | Hold the Line | 2 | Formation | 4 | instant | While in ring or line formation (or the front rank of a block formation), for one full round (or sustaining at a cost of 2 Vigor per round) all members of the formation become immune to fear and fear-like effects as well as any other effect that would cause anyone to break formation. | Shield Wall or Stand Together | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | While in ring or line formation (or the front rank of a block formation), for one full round (or sustaining at a cost of 2 Vigor per round) all members of the formation become immune to fear and fear-like effects as well as any other effect that would cause anyone to break formation. | While in ring or line formation (or the front rank of a block formation), for one full round (or sustaining at a cost of 2 Vigor per round) all members of the formation become immune to fear and fear-like effects as well as any other effect that would cause anyone to break formation. |
Vigor | Tactics | V.T.D.4 | 4 | Superior Tactical Charge | 4 | 9 | action | if it will bring you into base contact with an enemy, immediately move 4" and make a max damage main hand attack; will also knock the target down if winning a Strength vs. Stamina stat roll-off with +3 advantage | Greater Tactical Charge | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if it will bring you into base contact with an enemy, immediately move 4" and make a max damage main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +3 advantage |
if it will bring you into base contact with an enemy, immediately move 4" and make a max damage main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +3 advantage | |
Vigor | Ranged | V.R.C.4 | 4 | Superior Focused Stance | 4 | Stance | 12 | instant | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances:; +12 hit/cast with ranged physical attacks and Spirit/Faith powers; -4 Vigor cost to all Vigor skills from the Ranged Discipline; Treat all Ranged Vigor skills of equal or lesser level as Stealthy; if no damage was taken in the previous round gain +1d3 Focus at the start of each turn | Greater Focused Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +12 hit/cast with ranged physical attacks and Spirit/Faith powers • -4 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d3 Focus at the start of each turn |
Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +12 hit/cast with ranged physical attacks and Spirit/Faith powers • -4 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d3 Focus at the start of each turn |
Vigor | Tactics | V.T.C.3 | 4 | Greater Tactical Stance | 3 | Stance | 15 | instant | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances:; each turn, grants one: additonal instant, reaction, or regular mainhand attack (must be on a separate target); +1 movement (+2 if ending movement outside the frontal arc of any enemy); -3 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1); +3 Range on Honor Oaths | Improved Tactical Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • each turn, grants one: additonal instant, reaction, or regular mainhand attack (must be on a separate target) • +1 movement (+2 if ending movement outside the frontal arc of any enemy) • -3 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +3 Range on Honor Oaths |
Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • each turn, grants one: additonal instant, reaction, or regular mainhand attack (must be on a separate target) • +1 movement (+2 if ending movement outside the frontal arc of any enemy) • -3 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +3 Range on Honor Oaths |
Vigor | Ranged | 4 | Improved Sustaining Fire | 2 | 8 | action | A main hand ranged attack that gains +10 to hit and +6 damage, if you have already successfully hit that target with a physical ranged attack two times during the same battle.; Track stacks on the targets, where every time the target moves, 1 stack drops off. | Sustaining Fire | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A main hand ranged attack that gains +10 to hit and +6 damage, if you have already successfully hit that target with a physical ranged attack two times during the same battle. • Track stacks on the targets, where every time the target moves, 1 stack drops off. |
A main hand ranged attack that gains +10 to hit and +6 damage, if you have already successfully hit that target with a physical ranged attack two times during the same battle. • Track stacks on the targets, where every time the target moves, 1 stack drops off. | ||
Vigor | Defense | 5 | Greater Steel Stance | 3 | Stance | 18 | instant | Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances:; For every armor slot with plate, mail, or layered armor gain +3 Armor; +3 Advantage on Resolve tests; Every time you armor save gain +3 Vigor; -1 movement; become Immovable + Unyielding | Improved Steel Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances: • For every armor slot with plate, mail, or layered armor gain +3 Armor • +3 Advantage on Resolve tests • Every time you armor save gain +3 Vigor • -1 movement • become Immovable + Unyielding |
Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances: • For every armor slot with plate, mail, or layered armor gain +3 Armor • +3 Advantage on Resolve tests • Every time you armor save gain +3 Vigor • -1 movement • become Immovable + Unyielding | |
Vigor | Offense | 5 | Greater Titan Stance | 3 | Stance | 16 | instant | Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances:; all main hand melee attacks gain +4 Crushing Blow, +4 Overpowering, +2d8 physical damage; Gain +4 Vigor anytime a Vigor skill causes damage | Improved Titan Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances: • all main hand melee attacks gain +4 Crushing Blow, +4 Overpowering, +2d8 physical damage • Gain +4 Vigor anytime a Vigor skill causes damage |
Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances: • all main hand melee attacks gain +4 Crushing Blow, +4 Overpowering, +2d8 physical damage • Gain +4 Vigor anytime a Vigor skill causes damage | |
Vigor | Tactics | 5 | Phalanx | 2 | Formation | 8 | instant | While in a block or column formation where at least every other member of the formation has either some plate or layered armor, or a shield equipped, until the start of your next turn (or sustaining at a cost of 2 Vigor per round), gain the Phalanx formation. All members gain +20 Armor and +3 Damage on Impales. | Shield Wall or Schiltron | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | While in a block or column formation where at least every other member of the formation has either some plate or layered armor, or a shield equipped, until the start of your next turn (or sustaining at a cost of 2 Vigor per round), gain the Phalanx formation. All members gain +20 Armor and +3 Damage on Impales. | While in a block or column formation where at least every other member of the formation has either some plate or layered armor, or a shield equipped, until the start of your next turn (or sustaining at a cost of 2 Vigor per round), gain the Phalanx formation. All members gain +20 Armor and +3 Damage on Impales. | |
Vigor | Ranged | V.R.E.5 | 5 | Matchless Lethal Aim | 5 | 5 | instant | +20% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | Superior Lethal Aim | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | +20% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | +20% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | |
Vigor | Ranged | V.R.P | 5 | Mongoose Shot | Shot | 20 | action | a main hand ranged attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack and must have ammo) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a main hand ranged attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack and must have ammo) | a main hand ranged attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack and must have ammo) | |
Vigor | Tactics | V.T.D.5 | 5 | Matchless Tactical Charge | 5 | 11 | action | if it will bring you into base contact with an enemy, immediately move 5" and make a max damage +1d12 main hand attack; will also knock the target down if winning a Strength vs. Stamina stat roll-off with +4 advantage | Greater Tactical Charge | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if it will bring you into base contact with an enemy, immediately move 5" and make a max damage +1d12 main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +4 advantage |
if it will bring you into base contact with an enemy, immediately move 5" and make a max damage +1d12 main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +4 advantage | |
Vigor | Tactics | V.T.Q | 5 | Fixate Foe | 4 | instant | if the next action wounds the target they suffer -10 to all defenses and are taunted; lasts minimum one round or until passing an Resolve test on 2nd and subsequent rounds | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if the next action wounds the target they suffer -10 to all defenses and are taunted • lasts minimum one round or until passing an Resolve test on 2nd and subsequent rounds |
if the next action wounds the target they suffer -10 to all defenses and are taunted • lasts minimum one round or until passing an Resolve test on 2nd and subsequent rounds | ||
Vigor | Offense | V.O.L | 5 | Thrill of the Kill | 8 | instant | Every time you land a killing blow in melee, regain 20% of your Vigor max. If it was a Strike regain 25%. Effects ends after 5 killing blows. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Every time you land a killing blow in melee, regain 20% of your Vigor max. If it was a Strike regain 25%. Effects ends after 5 killing blows. | Every time you land a killing blow in melee, regain 20% of your Vigor max. If it was a Strike regain 25%. Effects ends after 5 killing blows. | ||
Vigor | Ranged | V.R.C.5 | 5 | Matchless Focused Stance | 5 | Stance | 15 | instant | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances:; +15 hit/cast with ranged physical attacks and Spirit/Faith powers; -5 Vigor cost to all Vigor skills from the Ranged Discipline; Treat all Ranged Vigor skills of equal or lesser level as Stealthy; if no damage was taken in the previous round gain +1d4 Focus at the start of each turn | Superior Focused Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +15 hit/cast with ranged physical attacks and Spirit/Faith powers • -5 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d4 Focus at the start of each turn |
Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +15 hit/cast with ranged physical attacks and Spirit/Faith powers • -5 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d4 Focus at the start of each turn |
Vigor | Offense | V.O.M | 5 | Mongoose Strike | Strike | 18 | action | a main hand melee attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a main hand melee attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack) | a main hand melee attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack) | |
Vigor | Offense | 5 | Seize the Initiative | 8 | reaction | when an enemy above you in the turn order is about to begin their turn, as a reaction, your turn immediately jumps ahead of theirs for this round. This does not grant you two turns this round, and the follwoing round the order returns to normal. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | when an enemy above you in the turn order is about to begin their turn, as a reaction, your turn immediately jumps ahead of theirs for this round. This does not grant you two turns this round, and the follwoing round the order returns to normal. | when an enemy above you in the turn order is about to begin their turn, as a reaction, your turn immediately jumps ahead of theirs for this round. This does not grant you two turns this round, and the follwoing round the order returns to normal. | |||
Vigor | Defense | V.D.K.2 | 5 | Improved Tortoise Strike | 2 | Strike | 14 | action | A main hand strike that converts damage dealt into bonus AC and Resistance. Bonus AC and resistance is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. | Tortoise Strike | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A main hand strike that converts damage dealt into bonus AC and Resistance. Bonus AC and resistance is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. | A main hand strike that converts damage dealt into bonus AC and Resistance. Bonus AC and resistance is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. |
Vigor | Defense | V.D.N | 5 | Iron Mettle | 10 | reaction | If suffering a critical hit, reduce the damage taken by half | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | If suffering a critical hit, reduce the damage taken by half | If suffering a critical hit, reduce the damage taken by half | ||
Vigor | Defense | 5 | Guillotine | 9 | action | A main hand attack that has its critical hit chance set equal to your current Armor value, up to a maximum of 90%. If you do not crit, you critically miss instead. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A main hand attack that has its critical hit chance set equal to your current Armor value, up to a maximum of 90%. If you do not crit, you critically miss instead. | A main hand attack that has its critical hit chance set equal to your current Armor value, up to a maximum of 90%. If you do not crit, you critically miss instead. | |||
Vigor | Tactics | V.T.C.4 | 5 | Superior Tactical Stance | 4 | Stance | 20 | instant | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances:; each turn, grants two (but not of the same): additonal instant, reaction, or regular mainhand attack (must be on a separate target); +2 movement ; -4 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1); +4 Range on Honor Oaths | Greater Tactical Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • each turn, grants two (but not of the same): additonal instant, reaction, or regular mainhand attack (must be on a separate target) • +2 movement • -4 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +4 Range on Honor Oaths |
Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • each turn, grants two (but not of the same): additonal instant, reaction, or regular mainhand attack (must be on a separate target) • +2 movement • -4 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +4 Range on Honor Oaths |
Vigor | Ranged | 5 | Greater Sustaining Fire | 3 | 12 | action | A main hand ranged attack that gains +15 to hit and +9 damage, if you have already successfully hit that target with a physical ranged attack three times during the same battle.; Track stacks on the targets, where every time the target moves, 1 stack drops off. | Improved Sustaining Fire | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A main hand ranged attack that gains +15 to hit and +9 damage, if you have already successfully hit that target with a physical ranged attack three times during the same battle. • Track stacks on the targets, where every time the target moves, 1 stack drops off. |
A main hand ranged attack that gains +15 to hit and +9 damage, if you have already successfully hit that target with a physical ranged attack three times during the same battle. • Track stacks on the targets, where every time the target moves, 1 stack drops off. | ||
Vigor | Defense | 6 | Superior Steel Stance | 4 | Stance | 22 | instant | Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances:; For every armor slot with plate, mail, or layered armor gain +4 Armor; +4 Advantage on Resolve tests; Every time you armor save gain +4 Vigor; -2 movement; become Immovable + Unyielding + Uncontrollable | Greater Steel Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances: • For every armor slot with plate, mail, or layered armor gain +4 Armor • +4 Advantage on Resolve tests • Every time you armor save gain +4 Vigor • -2 movement • become Immovable + Unyielding + Uncontrollable |
Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances: • For every armor slot with plate, mail, or layered armor gain +4 Armor • +4 Advantage on Resolve tests • Every time you armor save gain +4 Vigor • -2 movement • become Immovable + Unyielding + Uncontrollable | |
Vigor | Offense | 6 | Superior Titan Stance | 4 | Stance | 24 | instant | Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances:; all main hand melee attacks gain +6 Crushing Blow, +6 Overpowering, +2d12 physical damage; Gain +6 Vigor anytime a Vigor skill causes damage | Greater Titan Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances: • all main hand melee attacks gain +6 Crushing Blow, +6 Overpowering, +2d12 physical damage • Gain +6 Vigor anytime a Vigor skill causes damage |
Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances: • all main hand melee attacks gain +6 Crushing Blow, +6 Overpowering, +2d12 physical damage • Gain +6 Vigor anytime a Vigor skill causes damage | |
Vigor | Ranged | V.R.L | 6 | Kill Shot | Shot | 10 | action | A regular main hand ranged attack that rolls to hit as normal but cannot critically hit. Instead, there is % chance to insta-kill the target equal to the % of HP missing (i.e. if the target is missing 10% of its health, insta kills on a 91+) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A regular main hand ranged attack that rolls to hit as normal but cannot critically hit. Instead, there is % chance to insta-kill the target equal to the % of HP missing (i.e. if the target is missing 10% of its health, insta kills on a 91+) | A regular main hand ranged attack that rolls to hit as normal but cannot critically hit. Instead, there is % chance to insta-kill the target equal to the % of HP missing (i.e. if the target is missing 10% of its health, insta kills on a 91+) | |
Vigor | Tactics | 6 | Last Stand | 2 | Formation | 10 | instant | While in ring or block formation, for the remainder of the battle all members of the formation cannot be knocked unconscious by any means, including HP being reduced below 0. The first source of damage to reduce anyone in the formation below 0 HP, instead only reduces their HP to 0 and then everyone in the formation gains 30 temporary HP | Schiltron or Stand Together | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | While in ring or block formation, for the remainder of the battle all members of the formation cannot be knocked unconscious by any means, including HP being reduced below 0. The first source of damage to reduce anyone in the formation below 0 HP, instead only reduces their HP to 0 and then everyone in the formation gains 30 temporary HP | While in ring or block formation, for the remainder of the battle all members of the formation cannot be knocked unconscious by any means, including HP being reduced below 0. The first source of damage to reduce anyone in the formation below 0 HP, instead only reduces their HP to 0 and then everyone in the formation gains 30 temporary HP | |
Vigor | Tactics | 6 | Boar's Head | 2 | Formation | 9 | instant | While in a wedge formation, until the start of your next turn, treat the entire formation as having equivalent of the "ride-by" trait for attacks (even if not mounted) and grant +1d6 trample, even for those who would not normally have a trample. | Coordinated Charge | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | While in a wedge formation, until the start of your next turn, treat the entire formation as having equivalent of the "ride-by" trait for attacks (even if not mounted) and grant +1d6 trample, even for those who would not normally have a trample. | While in a wedge formation, until the start of your next turn, treat the entire formation as having equivalent of the "ride-by" trait for attacks (even if not mounted) and grant +1d6 trample, even for those who would not normally have a trample. | |
Vigor | Offense | 6 | Dragon Strike | 4 | Strike | 16 | action | a main hand melee attack that deals max damage plus rolled weapon damage as bonus damage and also knocks the target back 6" and then stuns for 1 round | Mammoth Strike | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a main hand melee attack that deals max damage plus rolled weapon damage as bonus damage and also knocks the target back 6" and then stuns for 1 round | a main hand melee attack that deals max damage plus rolled weapon damage as bonus damage and also knocks the target back 6" and then stuns for 1 round | |
Vigor | Defense | V.D.H.4 | 6 | Superior Counter Attack | 3 | 15 | reaction | Immediately following an single opponent attacking you with all of its melee attacks, make a regular damage main hand and off hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | Improved Counter Attack | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Immediately following an single opponent attacking you with all of its melee attacks, make a regular damage main hand and off hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | Immediately following an single opponent attacking you with all of its melee attacks, make a regular damage main hand and off hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | |
Vigor | Ranged | 6 | Superior Sustaining Fire | 4 | 16 | action | A main hand ranged attack that gains +20 to hit and +12 damage, if you have already successfully hit that target with a physical ranged attack four times during the same battle.; Track stacks on the targets, where every time the target moves, 1 stack drops off. | Greater Sustaining Fire | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A main hand ranged attack that gains +20 to hit and +12 damage, if you have already successfully hit that target with a physical ranged attack four times during the same battle. • Track stacks on the targets, where every time the target moves, 1 stack drops off. |
A main hand ranged attack that gains +20 to hit and +12 damage, if you have already successfully hit that target with a physical ranged attack four times during the same battle. • Track stacks on the targets, where every time the target moves, 1 stack drops off. | ||
Vigor | Defense | 7 | Matchless Steel Stance | 5 | Stance | 26 | instant | Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances:; For every armor slot with plate, mail, or layered armor gain +5 Armor; +5 Advantage on Resolve tests; Every time you armor save gain +5 Vigor; -2 movement; become Indomitable | Superior Steel Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances: • For every armor slot with plate, mail, or layered armor gain +5 Armor • +5 Advantage on Resolve tests • Every time you armor save gain +5 Vigor • -2 movement • become Indomitable |
Adopt a battle stance that favors heavy armor to weather countless blows and become an unshakable anchor on any battlefield, granting the following features for the duration of battle or until switching stances: • For every armor slot with plate, mail, or layered armor gain +5 Armor • +5 Advantage on Resolve tests • Every time you armor save gain +5 Vigor • -2 movement • become Indomitable | |
Vigor | Offense | 7 | Matchless Titan Stance | 5 | Stance | 36 | instant | Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances:; all main hand melee attacks gain +8 Crushing Blow, +8 Overpowering, +3d12 physical damage; Gain +8 Vigor anytime a Vigor skill causes damage | Superior Titan Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances: • all main hand melee attacks gain +8 Crushing Blow, +8 Overpowering, +3d12 physical damage • Gain +8 Vigor anytime a Vigor skill causes damage |
Adopt a battle stance that favors overwhelmingly powerful blows, granting the folllwing features for the duration of battle or until switching stances: • all main hand melee attacks gain +8 Crushing Blow, +8 Overpowering, +3d12 physical damage • Gain +8 Vigor anytime a Vigor skill causes damage | |
Vigor | Ranged | 7 | Matchless Sustaining Fire | 5 | 20 | action | A main hand ranged attack that gains +25 to hit and +15 damage, if you have already successfully hit that target with a physical ranged attack five times during the same battle.; Track stacks on the targets, where every time the target moves, 1 stack drops off. | Superior Sustaining Fire | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A main hand ranged attack that gains +25 to hit and +15 damage, if you have already successfully hit that target with a physical ranged attack five times during the same battle. • Track stacks on the targets, where every time the target moves, 1 stack drops off. |
A main hand ranged attack that gains +25 to hit and +15 damage, if you have already successfully hit that target with a physical ranged attack five times during the same battle. • Track stacks on the targets, where every time the target moves, 1 stack drops off. | ||
Vigor | Tactics | V.T.C.5 | 7 | Matchless Tactical Stance | 5 | Stance | 25 | instant | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances:; each turn, grants two (can double up): additonal instant, reaction, or regular mainhand attack (must be on a separate target); +2 movement; -5 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1); +5 Range on Honor Oaths | Superior Tactical Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • each turn, grants two (can double up): additonal instant, reaction, or regular mainhand attack (must be on a separate target) • +2 movement • -5 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +5 Range on Honor Oaths |
Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • each turn, grants two (can double up): additonal instant, reaction, or regular mainhand attack (must be on a separate target) • +2 movement • -5 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +5 Range on Honor Oaths |