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Post by DeanTheCat on Jun 30, 2019 16:28:22 GMT 8
This thread serves to act as a Repository for all player character trees currently or formerly in play for the campaign for the sake of record keeping.
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Post by DeanTheCat on Jun 30, 2019 16:31:40 GMT 8
Used by: Interrogator Inquisitor Apollo
Notes: Apollo is currently using a Mosin-Nagant, and his guardman is armed with the Mosin-Nagant with the Heirloom Blade.
Unique Mechanic: Inspiring Presence While you are conscious, you gain an Aura 3 that grants the Reliable keyword to the signature abilities of allies within your aura.
You may expend one of your signatures as an interrupt to grant an ally within the aura Sec Trait ability bonus on an attack roll or saving throw. If the triggering attack is a signature, you must burn a signature of equal or higher rank.
Unique Feat: Unbreakable Will You gain +2 to Will Defenses and Saving Throws made to save against Will related effects.
In addition, your interrupt from Inspiring Presence can be applied to your own attack rolls and saving throws. If you use the Inspiring Presence interrupt, you or one ally you see also gains Sec Trait ability bonus to damage rolls until ENT, or makes a saving throw with Sec Trait ability bonus.
Keywords: Forcefield, Psyker
CA: Chainsword Strike Melee Weapon Pri Trait Vs AC Hit: 1W (1d10) + Pri Trait Damage. Special: On miss, roll a d6. On a 6+, make an additional attack as a free action attack. This extra attack cannot generate more attacks.
( OOC: Under free actions, there is a limit of one free action attack per turn, just kiv )
CA: Mosin-Nagant Ranged 10 Pri Trait vs AC Hit: 1d8 + Pri Trait Special: This is a Ranged Basic Attack
CA: Volstroyan Heirloom Bayonet (Guardsman Only) Pri Trait vs AC Hit: 1d8 + Pri Trait + Sec Trait
CA: Plasma Pistol Weapon, Ranged 10 Pri Trait Vs AC Hit: 1W (1d8) + Pri Trait Damage Special: If target is within 5 squares, roll 1W twice and take the higher number. This weapon does an additional 1d8 damage against heavily armoured targets.
SA1: Indomitable Leader Implement, Psychic, Ranged 5 Pri Trait vs Will Hit: 2d6 + Pri Trait damage, and all allies within 5 squares may make a saving throw to end one effect on them Effect: You may make a saving throw to end one effect on you.
SA2: Force Smite Interrupt, Reliable, Implement, Psychic, Burst 5 (triggering enemy) Trigger: An enemy within 5 squares of you attacks you Effect: You make the following attack against triggering enemy Pri Trait Vs Will Hit: 1d10 + Pri Trait + Sec Trait. If none of your allies are closer to the target than you, deal an extra 1d12 damage
SA3: Terrify Implement, Fear, Psychic, Ranged 10 Pri Trait Vs Will Hit: 2d8 + Pri Trait damage, and target has Sec Trait penalty to attack rolls and defenses (SE). This penalty stacks on top of the attack penalty inflicted by the Fear status effect. Until ENT, the target cannot move closer to you.
SA4: Orbital Strike Implement Area 3 in 20 Pri Trait Vs Reflex Hit: 4d12 + Pri Trait Damage, and target is Deafened (SE) and Dazed (SE). Miss: Half Damage, and enemies are Deafened (SE) Effect: The area becomes difficult terrain until end of encounter. Unattended, inanimate objects within the area crumble to dust.
SM1: Inquisitorial Guard Companion Gain the services of a bodyguard companion. This bodyguard is armed with a Lasrifle (Ranged 10/20, Prof 2, 1d8 damage). You may purchase and equip your bodyguard with upgraded weaponry or gear, but this upgraded weaponry or gear is lost should your companion die and you do not retrieve the items from his / her corpse.
SM2: The Emperor Protects Interrupt Trigger: You are hit by an attack Effect: The triggering attack roll is rerolled. If you are still hit, you may choose to regain this ability. After the triggering attack is resolved, if this ability is used up, you may shift Sec Trait -2 squares as a free action.
SM3: Inspire Bravery Swift, Burst 5 (Self and Allies) Choose one of following, which applied to Sec Trait targets. - Target gains Sec Trait ability bonus to attack rolls and damage rolls until ENT. - Target gains Sec Trait ability bonus to all defenses and saving throws until ENT.
Special: if your Inquisitorial Guard is within 5 squares of you, you may instead use this ability as a standard action and increase the range of this ability to be Burst Sight (Self and Allies who can see you). Your Inquisitorial Guard drops to 0 HP and cannot be returned to play until the "Replenishing the Ranks" downtime activity is taken.
SM4: Inquisition-Grade Terminator Armour Swift, Self Enter a suit of Terminator Armour, gaining Reserve Value + Pri Trait + Sec Trait THP. While inside the Terminator Armour, you have Sec Trait Resistance to all non-psychic damage and have access to the Psycannon and Daemon Hammer CAs. While in your Terminator Armor, you may not gain THP from other sources.
When your THP drops to zero, you may expend a Reserve to bolster the armour, gaining Reserve Value extra THP. If you are unable or unwilling to do so, the armour overheats and ejects you from the suit. You are knocked prone in a square adjacent to the armour, and the armour becomes a terrain piece that serves as cover and blocks line of sight. Excess damage that exceeds your THP value will not bleed into your health. (e.g: If you have 10 HP and 5 THP remaining and you take an attack that does 15 damage after resistance, you are reduced to 10 HP and 0 THP by the attack)
CA: Psycannon Weapon, Ranged 20 Usable only when in Terminator Armour Pri Trait Vs AC Hit: 2d10kh1 + Pri Trait damage. Add extra Sec Trait Damage if within 5 squares. Special: This weapon does 1d10 bonus damage against Moderately and Heavily Armoured targets.
CA: Daemon Hammer Melee Usable only when in Terminator Armour Pri Trait Vs AC Hit: 2d12kh1 + Pri Trait + Sec Trait Damage and target is unguarded till ENT. Miss: Half Damage Special: This weapon does 1d10 bonus damage against Moderately and Heavily Armoured targets.
( OOC: note Slayer bonus damage procs on a hit and is never added to Half Damage )
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Post by DeanTheCat on Jun 30, 2019 16:34:11 GMT 8
Used by: Laevateinn
Unique Mechanic: Plasma Sword Mastery You may only equip or use Plasma Swords. You treat all Plasma Swords as One Handed weapons with the thrown (5/10) property
Unique Feat: Arcing Plasma Increases the range of your thrown Plasma Swords to (10/15). Additionally, you may opt to Overcharge your Swords, dealing an additional Sec Trait Damage that stacks with other bonuses, at the cost of dealing this bonus damage to yourself should you roll a 3 or less on an unmodified Attack Roll.
Overcharge is declared before the attack roll is made, and applies to all attacks in the same action.
Keywords: Moderately Armoured, Forceshield, Force Damage
CA: Twinned Fangs Melee Pri Trait Vs AC (2 Attacks with 2 Swords) Hit: 1W (1d12). If the target is Moderately Armoured or Heavily Armoured, this attack deals an additional 1d8 damage.
CA: Defensive Blow Melee, Nonstack Pri Trait Vs AC Hit: 1W (1d12) + Pri Trait. You gain 2 AC till ENT. If the target is Moderately Armoured or Heavily Armoured, this attack deals an additional 1d8 damage.
CA: Cleaving Throw Line 5 (10 with Feat) Requires at least 1 Sword. On resolution, the Sword is dropped in a random square within Burst 1 of the target point. Pri Trait -2 Vs Reflex Hit: 1W (1d12). If the target is Moderately Armoured or Heavily Armoured, this attack deals an additional 1d8 damage.
SA1: Crushing Flurry Melee Pri Trait Vs AC (2 Attacks with 2 Swords) Hit: 1W (1d12). If the target is Moderately Armoured or Heavily Armoured, this attack deals an additional 1d10 damage. Special: If one strike connects, the target is dazed. If both strikes connects, the target is knocked prone in addition to being dazed.
SA2: Deflecting Parry Keyword : Reliable Interrupt Trigger: You are hit by a melee or ranged attack vs AC or Reflex Effect: Make a d20 attack roll, adding your Pri Trait + Sec Trait + Expertise + Proficiency. If your roll is equal or more than the triggering attack roll, the triggering enemy is hit by the triggering attack. If the source of the trigger is a signature, make this roll with a -4 penalty. Special: if you fail to beat the enemy's roll, this Signature is not expended.
SA3: Ballet of Death Personal Charge a target within 2 + Sec Trait squares of you. While traveling towards the target, when you enter a square adjacent to an enemy, you make a melee basic attack against it. You may do this for up to Sec Trait number of enemies. At the end of the charge, you may use a melee CA in place of a melee basic attack. You may deal Slayer bonus damage once during this action. While performing the Ballet, enemies make OAs against you at Sec Trait penalty.
SA4) Plasma Linebreaker Use Cleaving Throw a number of times equal to your remaining swords, up to your 1+ half your Sec Trait. They must target the same line of enemies. You may apply Slayer damage the first time for each target hit by any of the attacks, thereafter each additional hit after the first deals extra 1d12 extra damage. After resolving the attack, roll 1d6 for each sword you toss. On a 4+, the sword boomerangs back and returns.
SM1: Recall Swift Recall all swords that you have thrown. They return to you at SNT.
SM2: Plasma Afterimage Swift Until ENT, your attacks gain Reach 1 and Brutal 2. If an enemy shifts away from you while this ability is in effect, you may make an Attack of Opportunity against them.
SM3: Conversion Field Swift Three holographic duplicates of yourself appear in your space. These duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the holographic duplicates.
If you are hit by an enemy ranged or melee attack, roll a d20 to determine if the attack hits an image. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
If a duplicate is hit, the duplicate is destroyed and the attack fizzles. At the start of each of your turns, roll a d20 as if an attack was directed at you, and on a 6+/8+/11+, one image fades away.
SM4: Adaptive Defenses Swift Until End of Encounter, when you are struck by an attack, you may expend your reaction to gain resist Sec Trait x2 against that particular weapon type (Blades / Force / AP / Disruptor / Psychic Blanks / Distortion) for the rest of the encounter until you change your adaptation. This resistance does not apply to the triggering attack.
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Post by DeanTheCat on Jun 30, 2019 16:35:04 GMT 8
Used by: Alban
Current Nonstandard Kit equipped: Swapped Chainsword for Bayonet Attachment
Unique Mechanic: Nitro-Boosted Flames When making a Line attack, add damage equal to the distance you are from the square you started in this turn, up to a limit of Sec Trait + 2 damage. This bonus stacks with all other damage bonuses, and only applies if you actually moved, ie teleports do not count.
Unique Feat: Dynamic Flaming Entry You may use a Line Common Attack by declaring a DFE against a target square within range of your Line, but not more than Sec Trait + 2 squares away. You then shift your speed moving adjacent to all the affected squares of the Line, and ending your movement adjacent to the chosen target square. Then resolve your Line attack, which gains a +1 charge bonus to attack rolls against all targets, then your turn immediately ends. A Line used in this way does not provoke OAs.
Keywords: Moderately Armoured
CA: Chainsword Strike
Melee Weapon
Pri Trait Vs AC
Hit: 1W (1d10) + Pri Trait Damage.
Special: On miss, roll a d6. On a 6+, make an additional attack as a free action attack. This extra attack cannot generate more attacks
CA: Fix Bayonets! Melee Weapon (Attached to the Flamer) Pri Trait Vs AC Hit: 1W (1d8) + Pri Trait + Sec Trait Damage Special: When using this attack as an Attack of Opportunity, this attack only deals 1W + Pri Trait damage.
CA: Combi-Flamer Line 5 Pri Trait -2 Vs Reflex Hit: 1W (1d6) + Pri Trait Fire Damage Miss: Half Damage Special: This weapon does an additional 1d6 damage against Lightly Armoured Targets.
CA: Bolter Ranged 10 Pri Trait Vs AC Hit: 1W (1d10) + Pri Trait Damage Special: If the target is within Range 5 or less, add Sec Trait damage to the attack.
SA1: Thermite Grenade Area 1 in 5 Pri Trait -2 Vs Reflex Hit: 1W (1d6) + Pri Trait Fire Damage. Targets hit are slowed till ENT and take ongoing Sec Trait Fire Damage (SE).
SA2: Viscous Accelerant Line 5 Pri Trait Vs Reflex Hit: 1d6 + Pri Trait fire damage, and until ENT, target gains Sec Trait vulnerability to fire and are slowed.
SA3: Afterburners Swift Until ENT, you leave behind a trail of flame as you move. Creatures who step into the flame take Sec Trait * 2 Fire damage for each square they move within the wall of flame, no matter if they are moving through it willingly or not.
SA4: Primary Lotus - Binding Chains Melee, Reliable Pri Trait Vs AC Hit: Target takes 4d6kh3 + Pri Trait + Sec Trait Damage, and they are grappled and dragged along behind you. This grapple prevents them from attacking and lasts for Sec Trait turns, and it may use an action to try to break out.
Roll a contested d20, and if victim's roll exceeds yours, they manage to break free of the chains. Solos may also use Solo Cleanse to escape this ability without making the check.
SM1: Accelerated Movement Free You may upgrade a Swift Action into a Move Action.
SM2: Ignite The Engines Until ENT, your speed increases by Sec Trait. If you are slowed or immobilised, you may make a saving throw to end one of the effects on you with a bonus equal to your Sec Trait. After-effect: Your speed increases by 2 until you fall unconscious or until End of Encounter
SM3: Defensive Riding Interrupt Trigger: You are hit by an attack Effect: Until ENT, you do not provoke OAs and you gain Sec Trait ability bonus to AC and Reflex. If the triggering attack was an OA, it automatically misses.
SM4: Speed Demon Free You make a Line attack from this tree, and gain Sec Trait ability bonus to either attack or damage rolls with the attack. Declare the bonus before making your attack rolls. Special: This ability may be expended at the start of encounter to take 20 as your initiative value. This value cannot be modified in any way.
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Post by DeanTheCat on Jun 30, 2019 16:36:07 GMT 8
Used by: Alsela
Unique Mechanic: Focus Points You gain a pool of Focus Points (FP) equal to the sum of the ranks of the Signatures x2 from this tree that you have unlocked. FP is restored at the end of each encounter, or via consuming Clarity Tinctures.
You are able to enter a battle trance as a Swift Action, in which all your signatures deal double damage but cost 50% more FP then normal. Exiting this trance will require 4 FP and a Swift Action.
Unique Feat: Clarity Tinctures This Feat may be bought multiple times.
Increase the maximum number of Tinctures that you may carry by 2 the first time you buy this feat, thereafter you only increase your maximum by 1 for the second time and onwards.
Tinctures restore 4 FP as a swift action. Should you run out of Tinctures, you may spend 2WP to recover Sec Trait -1 Tinctures as a Swift Action. You may never regain more Tinctures then your maximum number of Tinctures. 1 Tinctures is refilled at the end of each rest. If you have no Tinctures remaining, you regain 2 Tinctures instead.
Keywords: Lightly Armoured, Force Damage
CA: Shuriken Pistol FP Cost: 0 Ranged 10 Pri Trait Vs AC Hit: 1W (1d8) + Pri Trait Damage. If the target is Lightly Armoured, this attack deals an additional 1d6 damage.
CA: Long Rifle Shot FP Cost: 0 Focus 1 Round Before SNT, you may expend your interrupt to perform this attack. Ranged Sight Pri Trait Vs AC Hit: 1W (1d12) + Pri Trait + Sec Trait Damage. If the target is Lightly Armoured or Moderately Armoured, this attack deals an additional 1d10 damage. Special: Usable as a Std action, reduced to Ranged 20, for Sec Trait less damage and no additional damage against armor type.
CA: Aeldari Blade FP Cost: 0 Melee Pri Trait Vs AC Hit: 1W (1d8) + Pri Trait + Sec Trait Damage. If the target is Lightly Armoured, this attack deals an additional 1d6 damage.
SA1: Plasma Grenade FP Cost: 2 Blast 3 Pri Trait -2 Vs Reflex Hit: 1W (1d12) + Pri Trait + Sec Trait Damage. If the target is Heavily Armoured, this attack deals an additional 1d10 damage.
SA2: Smoke Round FP Cost: 4 Area 1 in 10 Pri Trait Vs AC Hit: 1d4 + Pri Trait damage Special: Until ENT, the area becomes a zone which blocks line of sight and creatures in it are blinded, while leaving the vision of the caster unimpeded. The area is difficult terrain while the zone lasts. Creatures starting their turn within the zone take Sec Trait Damage and are slowed until ENT. Sustain Swift: 3 FP
SA3: Piercing Shot FP Cost: 6 Focus 1 Round Before SNT, you may expend your interrupt to perform this attack. Line 15 Pri Trait -2 Vs Reflex Hit: 4d8 + Pri Trait + Sec Trait Damage, and you may deal slayer damage to one enemy you hit. Enemies are encased in crystal, immobilised (SE) and leaving them unguarded for Sec Trait turns. Miss: Half Damage and slowed until ENT. Special: Usable as a Std action, but only a Line 8 attack. The targets hit are unguarded until ENT, slowed (SE) instead of immobilised (SE), and a miss only deals half damage
SA4: Execution Shot FP Cost: 8 Focus 1 Round Before SNT, you may expend your interrupt to perform this attack. Ranged Sight
Pri Trait Vs AC Hit: 5d12 + Pri Trait + Sec Trait Damage. This successful hit causes the target to rupture with explosive energy, dealing half damage to all creatures within 1 square of the target and enemies within 2 squares of the target. Special: Usable as a Std action, reduced to Ranged 20. It deals 5d6 instead of 5d12 damage, and the explosion only affects creatures within 1 square of the target.
SM1: Hush FP Cost: 2 Swift (Personal) Silences the sound of your shots, and muffles your footsteps for Sec Trait turns. Enemies have a -2 penalty to detect you when in stealth.
SM2: Battle Focus FP Cost: 4 Swift (Personal) For the next Sec Trait attacks, you deal an extra Pri Trait Damage. This bonus stacks on top of any existing bonus to damage.
SM3: Camoline Cloak FP Cost: 6 Swift (Personal) Until the end of the encounter, you gain concealment, and enemies may not declare charge attacks against you unless they are within 5 squares or less. This concealment is upgraded into full concealment so long as you haven't attacked or moved since the start of your turn. Focusing on an attack will break full concealment unless Hush is in effect.
Notes: - Full Concealment breaks and is downgraded to Concealment the moment you fire your shot, hit or miss. - Physically moving in any way (Forced movement, push effects etc) will instantly break Full Concealment. - There is a window of vulnerability after you fire a focused shot in which enemies can use interrupts to retaliate with no concealment penalty. This window lasts till the start of your next turn, after all enemy interrupts have been resolved.
SM4: Webway Walker FP Cost: 8 Keyword: Ethereal Interrupt (Personal) Trigger: You are hit by an attack. Effect: You become ethereal for up to Sec Trait number of rounds, or until you spend a free action to reappear at the end of any creature's turn. When you return to play, your next attack ability has doubled critical range and you have Sec Trait ability bonus to your attack and damage rolls. Special: This ability may be used as a swift action, without the trigger.
Notes: "Creatures that are ethereal are phasing, and may interact normally with their own equipment and other ethereal creatures. Creatures that are ethereal cannot affect nor see non-ethereal creatures, and cannot sustain non-ethereal effects (ie effects not on ethereal creatures and not in ethereal space). Non-ethereal creatures cannot affect nor see ethereal creatures. When the effect ends, the ethereal creatures become non-ethereal and reappear in their spaces. If it is occupied, the creature that reappears decides the nearest unoccupied adjacent square to reappear in."
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Post by DeanTheCat on Jun 30, 2019 16:39:12 GMT 8
Used by: Phileas Phokth
(Note: Steve still needs to finish the Tier 3 / 4 abilities)
Unique Mechanic: Tesla Specialist Tesla weapon abilities increase crit range by 1 and gain high crit keyword.
CA) Arcing Tesla Weapon, Ranged 5 (3 attacks vs 3 creatures) Pri Trait vs AC Hit: 1d6 + Pri Trait damage and the target is unguarded until ENT. Special: This attack is done with a Tesla Rifle but does less damage. Effectively two less.
CA) Flensing Tesla Weapon, Ranged 5 Pri Trait vs AC Hit: 1W + Pri Trait + Sec Trait damage.
CA) Rapidshot Tesla Weapon, Ranged 5 (2 attacks) Pri Trait vs AC Hit: 1W damage
Racial) Unwavering Will No Action, Personal Trigger: While you are below Reserve Value HP, you make a d20 roll you don't like. Effect: You add your Sec Trait to the the result. This may change the outcome.
SA1) Coiling Tesla Free Action Trigger: You hit or miss with a Tesla CA Effect: If you initially missed, you gain Sec Trait ability bonus to the attack roll. If you initially hit, the target takes extra damage equal to your Sec Trait and is slowed (SE).
SA2) Defensive Shot Interrupt Trigger: A creature hits you with an attack Effect: You make a following attack against the triggering enemy. Weapon, Ranged 5 Pri Trait vs AC Hit: 1W + Pri Trait damage, and target takes Sec Trait penalty to triggering attack roll. Special: This does not provoke OAs from the triggering enemy.
SM1) Scarab Swarm Keyword: Companion Effect: You gain a medium scarab swarm companion that has fly speed 6 and melee basic attack using weapon profile melee1, Prof2, 1d8 weapon size. It appears within 5 squares when activated as a swift action, and is removed from play if you fall unconscious. You may use a swift action to turn the medium swarm into a huge swarm. In such form it does not occupy its space, and squares that it occupies count as difficult terrain, even for fliers and its allies. It also provides no cover, but creatures in its space or looking through it are affected by partial concealment. It cannot attack while in this form, but enemies take Sec Trait damage for each square within the huge scarab swarm that they willingly enter.
SM2) Mindshackle Interrupt Trigger: An enemy within Sec Trait squares of you hits you with a ranged or melee attack Effect: The enemy makes the triggering attack against another creature that is a legal target for the triggering attack, which cannot be itself, and the attack is not rerolled. If the attack misses the new target, it is resolved against you instead.
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Post by DeanTheCat on Jun 30, 2019 16:40:14 GMT 8
Used by: Vouder
Unique Mechanic: Unseen Stalker You may attempt to enter stealth when you only have partial cover instead of full cover. Enemies take a -2 penalty to detect you via Sight.
Unique Feat: Ambush from the Shadows When striking from Stealth, you gain doubled critical range on the first melee strike.
Keywords: Lightly Armoured, Psyker
CA: Rending Claws Unarmed (2 attacks) Pri Trait Vs AC Hit: 1W (1d8), and if the target is lightly or moderately armoured, it takes extra 1d6 damage.
CA: Flesh Hooks Ranged 10 Pri Trait Vs AC Hit: 1W (1d8) + Pri Trait, and if the target is lightly armored, it takes extra 1d6 damage.
CM: Shadow's Embrace Move (Personal) Prerequisite : You land a hit with Rending Claws Effect: You move up to half your speed, and may make a stealth check if you have any cover or concealment.
SA1: Assassin's Leap This attack can only be used from Stealth. Teleport Move Pri Trait -2 Vs Reflex Hit: 1W (1d8) + Pri Trait, and the target is knocked prone and dazed until ENT.
SA2: Hook Shot Ranged 10 Pri Trait - 2 Vs Reflex Hit: 1d6 + Pri Trait damage, and the target is pulled Sec Trait squares and knocked prone. If the target pulled such that it goes into blocking terrain or is pulled over difficult terrain, elevation changes of over 5', or into one of the target's enemies, the target is also dazed till ENT. Miss: This ability is not expended.
SA3: Cut and Run Melee Weapon or Ranged Weapon Interrupt Trigger: You are targeted by a melee or ranged attack. Pri Trait Vs AC Make the following attack against the triggering enemy. Hit: 1W (1d8) + Pri Trait + Sec Trait and if the target is lightly armored, it takes extra 1d8 damage. Effect: You shift Sec Trait squares. If you are no longer a valid target for the triggering attack, the attack automatically misses. Special: This ability may be used as a swift action, without the trigger.
SA4: Psychic Scream Burst 5 (Enemies) Standard, Implement, Mortal Wound, Fear Pri Trait Vs Will Hit: 3d12 + Pri Trait Damage, and enemies are Dazed (SE). Miss: Half Damage Special: If targets are already Dazed or are Psykers, this ability deals 5d12 + Pri Trait Damage instead and are Stunned (SE) instead of Dazed on hit.
SM1: Unseen Hunter Swift (Personal) You gain concealment till ENT. If you already have concealment or cover, or if enemies reliant on sight are more then 5 squares away, you gain full concealment instead
SM2: Perfect Dodge Interrupt (Personal) Trigger: You are hit by an attack that targets AC or Reflex. Effect: You gain Sec Trait ability bonus to AC and Reflex until ENT. If the triggering attack deals half damage, you take no damage instead.
SM3: Quickened Agility No Action (Personal) Effect: Until ENT, you do not take penalties to stealth checks when moving at your full speed, and you may upgrade your swift actions to move actions.
SM4: Adrenaline Rush Swift (Personal) Until the end of the encounter, you add 2 to your move value, AC and Reflex. This bonus stacks with all other bonuses.
You may choose to end this effect early as a free action on your turn to instantly take another action.
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Post by DeanTheCat on Jul 3, 2019 0:01:05 GMT 8
Used by: Darius
Unique Mechanic: Canticles of the Omnissiah
Roll a d4 at the start of your turn to determine which Canticle is being sung this round.
1 - Chant of the Remorseless Fist Until ENT, you and your allies within Burst 5 may each reroll a single melee attack roll of 1 and have Brutal 1 for melee attacks. 2 - Shroudpsalm Until ENT, add 1 to AC for you and your allies within Burst 5. 3 - Benediction of the Omnissiah Until ENT, you and your allies within Burst 5 may each reroll a single ranged attack roll of 1 and have Brutal 1 for ranged attacks. 4 - Invocation of the Iron Soul Until ENT, you and your allies may make Saving Throws at the start of your turn instead at the end of your turn.
Unique Feat: Chorister Technis You may choose to pick the Canticle sung at the start of your turn instead of rolling for the Canticle. If a Canticle is picked, you may not pick the Canticle that was sung in the previous turn.
Additionally, you may opt to use Burst Pri Trait instead of Burst 5 when calculating Aura distances for your Canticles.
Keywords: Moderately Armoured
CA: Galvanic Rifle Ranged 10 Pri Trait Vs AC Hit: 1W(1d10) + Pri Trait, and if the target is using a Forcefield, this weapon deals an additional 1d8 damage.
CA: Charged Shot Ranged 5, Amalgam Lightning Pri Trait Vs AC Hit: 1W(1d10) damage and Pri + Sec Trait Lightning damage, and if the target is using a Forcefield, this weapon deals an additional 1d8 damage.
CA: Power Sword Melee Pri Trait Vs AC Hit: 1W(1d10) + Pri Trait + Sec Trait. If the target is Moderately Armoured, this weapon deals an additional 1d8 damage.
SA1: Arc Mine Plant a mine on a square adjacent to you, which lasts till triggered or end of encounter. When an enemy steps into the mine, you may make the following attack as an attack of opportunity.
Pri Trait -2 Vs Reflex Hit: 1d12 + Pri Trait Damage, and the target is dazed till ENT.
SA2: Immobilising Shot Interrupt (Ranged 10) Trigger: You are the target of a charge or an attack with a charge bonus Pri Trait Vs AC Hit: 1d12 + Pri Trait + Sec Trait damage, and the target is immobilised till ENT. If the target was charging, the charge immediately ends. Special: This ability may be used as a standard action without the trigger.
SA3: Repelling Shot Ranged 10 Pri Trait Vs AC Hit: 2d12 + Pri Trait + Sec Trait damage, and the target is dazed (SE), knocked prone and pushed 2 squares.
SA4: Digitalised Flame Line 10 Pri Trait Vs Reflex Hit: 4d8 + Pri Trait Fire damage, and enemies are set ablaze for Sec Trait ongoing Fire Damage (SE) Effect: The line becomes a zone until ENT. The zone blocks line of sight for enemies. Special: This attack may be used as a Ranged 10 attack targeting up to Sec Trait number of squares, and each square must be adjacent to another targeted square. When used in this way, it does not create a zone.
SM1: Omnispex Swift Until ENT, you ignore all concealment and can see stealthed or invisible creatures. Alternatively, choose a creature you can see. That creature is unguarded against your next attack against it before ENT.
SM2: Refractor Field Projector Wall 3 in 1 Effect: The wall becomes a zone until ENT. Enemy attacks that enter or pass through the zone suffer from superior cover. While adjacent to the zone, you may spend your move action to sustain it until ENT. You may only sustain the zone once in this way.
SM3: Conversion Field Swift Three holographic duplicates of yourself appear in your space. These duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the holographic duplicates.
If you are hit by an enemy ranged or melee attack, roll a d20 to determine if the attack hits an image. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
If a duplicate is hit, the duplicate is destroyed and the attack fizzles. At the start of each of your turns, roll a d20 as if an attack was directed at you, and on a 6+/8+/11+, one image fades away.
SM4: Adaptive Defenses Swift Until End of Encounter, when you are struck by an attack, you may expend your reaction to gain resist Sec Trait x2 against that particular weapon type (Blades / Force / AP / Disruptor / Psychic Blanks / Distortion) for the rest of the encounter until you change your adaptation. This resistance does not apply to the triggering attack.
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