Boxer
Boxer
Req. 24 Dex or Str, training.
The abilities of this class require you to be unarmed, or use something akin to boxing gloves or brass knuckles.
1. Feint: At-Will Action
Strike at a target to gauge their reaction. Make an attack that deals your STR Stat+ DEX Stat physical damage to a melee-range target. If they made a Dodge check, you get +3 movement on your next Shift. If they made a Block check, the next attack you make against them cannot be Blocked. If they made a Counter check, you get nothing.
2. Haymaker: EOT Attack
Strike a melee-range target dealing damage to them equal to your STR Stat+ DEX Stat and 3d12. If you Feinted the target this round this skill ignores armor.
3. Footwork: Passive
You can use an Attack or Action mid-Shift and continue your Shift after. If you have twice the initiative or more than an enemy, you can Feint them as a Free Action once per turn.
4. Unflinching, Unfeeling: Passive
Physical hits you take to the torso and head have 25% damage reduction. Partial hits to your stomach and head deal no damage. When you are at 25% max HP or lower, your Feints deal additional 2d12 damage.
5. Cross: Daily^10 Interrupt
Your next Counterattack against a melee Attack is guaranteed to succeed, deals double damage, and lowers their initiative by 4.
6. K.O. Power: Passive
Your critical hits on standard enemies without a helmet knock them out. Bosses become Dazed. Your boxer abilities calculate with d20’s instead of d12’s.
7. Uppercut: Encounter^5 Attack
Deal your STR Stat+ DEX Stat +3d12 damage to an enemy, if you Feinted them this turn and they tried to Block or Counter, this skill critically strikes. If you Feinted them this turn and they tried to Dodge, this skill ignores armor.
8. Fighter’s Spirit: Encounter Interrupt.
When you would be damaged or knocked out but not killed, you may use this skill to ignore that damage and set your remaining HP to 1 instead. Please gaslight someone into thinking they almost killed you with a weak punch.
9. Serious Punch: Daily Full.
Swing with all your might at an opponent dealing (the sum of your stats + your level) x 2. If this skill critically strikes it ignores armor and deals story damage. The turn after you use this skill you can only use Actions and Shifts.
The abilities of this class require you to be unarmed, or use something akin to boxing gloves or brass knuckles.
1. Feint: At-Will Action
Strike at a target to gauge their reaction. Make an attack that deals your STR Stat+ DEX Stat physical damage to a melee-range target. If they made a Dodge check, you get +3 movement on your next Shift. If they made a Block check, the next attack you make against them cannot be Blocked. If they made a Counter check, you get nothing.
2. Haymaker: EOT Attack
Strike a melee-range target dealing damage to them equal to your STR Stat+ DEX Stat and 3d12. If you Feinted the target this round this skill ignores armor.
3. Footwork: Passive
You can use an Attack or Action mid-Shift and continue your Shift after. If you have twice the initiative or more than an enemy, you can Feint them as a Free Action once per turn.
4. Unflinching, Unfeeling: Passive
Physical hits you take to the torso and head have 25% damage reduction. Partial hits to your stomach and head deal no damage. When you are at 25% max HP or lower, your Feints deal additional 2d12 damage.
5. Cross: Daily^10 Interrupt
Your next Counterattack against a melee Attack is guaranteed to succeed, deals double damage, and lowers their initiative by 4.
6. K.O. Power: Passive
Your critical hits on standard enemies without a helmet knock them out. Bosses become Dazed. Your boxer abilities calculate with d20’s instead of d12’s.
7. Uppercut: Encounter^5 Attack
Deal your STR Stat+ DEX Stat +3d12 damage to an enemy, if you Feinted them this turn and they tried to Block or Counter, this skill critically strikes. If you Feinted them this turn and they tried to Dodge, this skill ignores armor.
8. Fighter’s Spirit: Encounter Interrupt.
When you would be damaged or knocked out but not killed, you may use this skill to ignore that damage and set your remaining HP to 1 instead. Please gaslight someone into thinking they almost killed you with a weak punch.
9. Serious Punch: Daily Full.
Swing with all your might at an opponent dealing (the sum of your stats + your level) x 2. If this skill critically strikes it ignores armor and deals story damage. The turn after you use this skill you can only use Actions and Shifts.
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