Brawler > Champ
Brawler
Req. +5 STR mod
The abilities of these classes require you to be unarmed, or use something akin to boxing gloves or brass knuckles.
1. Leg Kick to the Body: EOT Attack
Deal two swift basic attacks against an enemy that each deal half damage and cannot crit. Reduce one of their CON, STR, or DEX mods by 1/3 of your STR mod (rounded up) for the rest of the encounter. If the first hit lands, the second can’t be Dodged or miss by any means.
2. Roll With the Punches: Passive
You have natural armor equal to your STR mod + 1/2 your CON mod or your CON mod + 1/2 your STR mod. Melee partial attacks made against you deal 50% reduced damage.
3. Reversal: Daily^15 Interrupt
If you are attacked or grabbed by someone within one space of you, you may use this ability to perform a reversal, dealing physical damage to them equal to your STR stat + their CON stat. Their turn ends if you roll higher than them. Otherwise, they just take the damage.
4. Bah Gawd Kahng!: Passive
You have Advantage on grappling checks and basic actions on melee-range targets.
5. Ready to Rumble: Passive
Your unarmed melee Attacks deal bonus physical damage equal to your STR stat.
6. Spear: Encounter Action
Close on your nearest enemy, and deal [STR stat + CON stat] physical damage to them. Roll STR to hit, if you hit on a roll over 15 you also knock them prone. On a crit, you get a free action on them.
7. Seismic Toss: Daily^15 Attack
If you have an enemy pinned, lifted, or firmly held, you may move double your regular movement in a vertical jump and slam them into the ground with tremendous force. They take fall damage + {2* your Strength] in physical damage. You do not take fall damage.
8. Pin: Encounter Action
Pin an enemy, knocking them Prone, Wavering them, and rendering them unable to Block or Dodge for one round. During this time, you are also unable to Dodge or Block and are wavered. On a crit, they are Stunned instead.
9. Finisher: Daily Attack
Every good fighter needs a finishing move, and this is yours. This skill always deals 15% of the targets max HP and they do not get damage reduction/prevention of any kind. This skill is unaffected by your and the opponents modifiers or abilities, and may be used even through the effects of Crowd Control (this does not remove the CC.). No one rolls anything for this and it cannot be responded to in any way. It also grants you +5 cha mod for the next 1d4 rounds after you use it.
Champ Req. Completed Brawler & have STR+CHA of 50+
1. Crowd Support: Passive
For each ally or fan in or watching the encounter from its start you gain [STR mod] temporary HP. NPCs can cheer for you as an Action to cleanse you of a Crowd Control or debuff effect.
2. Title Reign: Passive
Whenever you kill an enemy, you gain 5 Glory. Whenever you win a combat encounter, gain 10 Glory. You can spend 35 Glory for a level of Reputation. When you arrive at a new town or similarly populated location, each level of Reputation grants you a fan in that town and [STR mod] local currency. You can have up to ten levels of Reputation. Whenever you are defeated, you lose all your Glory and one level of Reputation. When you lose a level of Reputation, lose a Stat Point.
3. Juicing Up: At-Will Full
Prepare for your next Event. Add your STR mod to your damage calculations if it would add your STR stat for the remainder of the encounter. When used before combat, it lasts for the first three Attacks you make. You can trade a level of Reputation for two Stat Points permanently.
4. See What it Tastes Like!: Daily^15 Action
Roll your stat with the highest mod against an enemy; for every 3 higher than their total roll yours is, they will fight for you for another round. (6 higher they fight for two rounds, 9 higher they fight for three rounds etc.) If you or an ally attack them during this time they go back to normal. The next out-of-combat check you make against them rolls with Advantage.
5. My Life Is Good, Really Good: Daily^10 Action
Spend glory at a 5:1 ratio to add to your next deception roll. If you outroll them, gain a level of Reputation.
6. Eh. Let Go My Blouse: Encounter Interrupt
If someone lays a hand on you, you can use this skill on them to stop whatever they were doing and, if you chose to, break their bone. You may then make a free action against them.
7. Heel Turn: At-Will Interrupt
Trade a level of Reputation to Waver a melee-range enemy, and make an Attack against them that does not consume it’s cooldown as an Interrupt. NPCs can now boo you as an action, to add +1 damage to the unarmed melee damage you deal for the rest of the encounter. This effect stacks.
8. Eagle Powers: At-Will Attack (S)
If you have the high ground, you can Close on the strongest enemy in the encounter, dealing physical damage to them equal to fall damage calculated with the distance you travelled. They are Dazed and you get a free action that you may use on them immediately.
9. Surprise Comeback: Passive
The first time per session that you would lose in an arm wrestling contest, reset the score. The first time per session you get knocked out, get back on your feet and wake up automatically, gain enough temporary HP to put you at 1 HP. The first time per session you break your own stealth, your attack critically strikes. The first time per session you come back to a town you already performed for fans in, gain additional new fans equal to your level of Reputation + CHA. The first time per session you critically strike, deal double damage.
The abilities of these classes require you to be unarmed, or use something akin to boxing gloves or brass knuckles.
1. Leg Kick to the Body: EOT Attack
Deal two swift basic attacks against an enemy that each deal half damage and cannot crit. Reduce one of their CON, STR, or DEX mods by 1/3 of your STR mod (rounded up) for the rest of the encounter. If the first hit lands, the second can’t be Dodged or miss by any means.
2. Roll With the Punches: Passive
You have natural armor equal to your STR mod + 1/2 your CON mod or your CON mod + 1/2 your STR mod. Melee partial attacks made against you deal 50% reduced damage.
3. Reversal: Daily^15 Interrupt
If you are attacked or grabbed by someone within one space of you, you may use this ability to perform a reversal, dealing physical damage to them equal to your STR stat + their CON stat. Their turn ends if you roll higher than them. Otherwise, they just take the damage.
4. Bah Gawd Kahng!: Passive
You have Advantage on grappling checks and basic actions on melee-range targets.
5. Ready to Rumble: Passive
Your unarmed melee Attacks deal bonus physical damage equal to your STR stat.
6. Spear: Encounter Action
Close on your nearest enemy, and deal [STR stat + CON stat] physical damage to them. Roll STR to hit, if you hit on a roll over 15 you also knock them prone. On a crit, you get a free action on them.
7. Seismic Toss: Daily^15 Attack
If you have an enemy pinned, lifted, or firmly held, you may move double your regular movement in a vertical jump and slam them into the ground with tremendous force. They take fall damage + {2* your Strength] in physical damage. You do not take fall damage.
8. Pin: Encounter Action
Pin an enemy, knocking them Prone, Wavering them, and rendering them unable to Block or Dodge for one round. During this time, you are also unable to Dodge or Block and are wavered. On a crit, they are Stunned instead.
9. Finisher: Daily Attack
Every good fighter needs a finishing move, and this is yours. This skill always deals 15% of the targets max HP and they do not get damage reduction/prevention of any kind. This skill is unaffected by your and the opponents modifiers or abilities, and may be used even through the effects of Crowd Control (this does not remove the CC.). No one rolls anything for this and it cannot be responded to in any way. It also grants you +5 cha mod for the next 1d4 rounds after you use it.
Champ Req. Completed Brawler & have STR+CHA of 50+
1. Crowd Support: Passive
For each ally or fan in or watching the encounter from its start you gain [STR mod] temporary HP. NPCs can cheer for you as an Action to cleanse you of a Crowd Control or debuff effect.
2. Title Reign: Passive
Whenever you kill an enemy, you gain 5 Glory. Whenever you win a combat encounter, gain 10 Glory. You can spend 35 Glory for a level of Reputation. When you arrive at a new town or similarly populated location, each level of Reputation grants you a fan in that town and [STR mod] local currency. You can have up to ten levels of Reputation. Whenever you are defeated, you lose all your Glory and one level of Reputation. When you lose a level of Reputation, lose a Stat Point.
3. Juicing Up: At-Will Full
Prepare for your next Event. Add your STR mod to your damage calculations if it would add your STR stat for the remainder of the encounter. When used before combat, it lasts for the first three Attacks you make. You can trade a level of Reputation for two Stat Points permanently.
4. See What it Tastes Like!: Daily^15 Action
Roll your stat with the highest mod against an enemy; for every 3 higher than their total roll yours is, they will fight for you for another round. (6 higher they fight for two rounds, 9 higher they fight for three rounds etc.) If you or an ally attack them during this time they go back to normal. The next out-of-combat check you make against them rolls with Advantage.
5. My Life Is Good, Really Good: Daily^10 Action
Spend glory at a 5:1 ratio to add to your next deception roll. If you outroll them, gain a level of Reputation.
6. Eh. Let Go My Blouse: Encounter Interrupt
If someone lays a hand on you, you can use this skill on them to stop whatever they were doing and, if you chose to, break their bone. You may then make a free action against them.
7. Heel Turn: At-Will Interrupt
Trade a level of Reputation to Waver a melee-range enemy, and make an Attack against them that does not consume it’s cooldown as an Interrupt. NPCs can now boo you as an action, to add +1 damage to the unarmed melee damage you deal for the rest of the encounter. This effect stacks.
8. Eagle Powers: At-Will Attack (S)
If you have the high ground, you can Close on the strongest enemy in the encounter, dealing physical damage to them equal to fall damage calculated with the distance you travelled. They are Dazed and you get a free action that you may use on them immediately.
9. Surprise Comeback: Passive
The first time per session that you would lose in an arm wrestling contest, reset the score. The first time per session you get knocked out, get back on your feet and wake up automatically, gain enough temporary HP to put you at 1 HP. The first time per session you break your own stealth, your attack critically strikes. The first time per session you come back to a town you already performed for fans in, gain additional new fans equal to your level of Reputation + CHA. The first time per session you critically strike, deal double damage.
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