Siege Breaker

Siege Breaker Req. 16 Constitution and a shield and weapon   1. Break the Lines: Encounter Shift   Charge with your shield in a straight line, move 2 spaces + your CON mod and deal physical damage to anyone in the way equal to half your shield’s armour rating + your CON stat. Enemies dealt damage by this skill are pushed back one square away from you.   2. Affix Bayonets: Encounter^10 Action   You and your allies gain +3 movement and +1 critical range for the next 1d4 rounds.   3. Break Morale: Encounter^10 Action   Deliver a demoralizing speech that reduces enemy AC checks within hearing range by the roll of a 1d4.   4. What Formation: Passive   When you knock back an enemy, you gain temp HP equal to your CON mod + 1d12 for three turns.   5. They Can’t Hold You: Daily^15 Interrupt   Break free of a CC effect and knock back a melee range enemy dealing physical damage to them equal to your weapon + CON mod. This skill may only be used under the effects of cc.   6. I’m Fighting All of ‘em: Passive   Each time you block, you gain +1 to your block rolls for the remainder of the encounter.   7. Look at Me: Encounter Action   All melee range enemies will attack you the next round. All allies that can see you gain +2 strength and +2 constitution for the remainder of the encounter.   8. Spear the Queer: Encounter^9 Attack   Charge an enemy cowering behind his allies. Close on them if they’re within (your CON mod) range. If you reach them you inflict bleed on them and deal physical damage equal to your CON + STR + weapon. Knock back any enemies by one space in the way.   9. I’m Sorry You Were Doing What: Daily Attack   Deliver a crushing blow, with both your weapon and shield dealing 50% of your weapon’s damage and 50% of your shield’s armour rating as armour piercing damage. This skill knocks back bosses and brings regular sized enemies to their knees. While on their knees, your melee range allies may make an attack of opportunity.

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