War Machine
War Machine
Req.16 Strength and Dexterity, If small you need at least 30 Strength and 20 Dexterity
1. Didn’t Feel a Thing: Passive
When you crit fail with a heavy weapon roll a STR check , if the total is over 20 reduce the damage you take by 65% Whenever you would be critically struck, you gain temporary HP equal to your STR stat.
2. Like A Rock: Passive
You take 25% less damage from ranged attacks. When wielding a heavy weapon you have a +3 bonus when rolling to resist being disarmed, knocked prone, or knocked back.
3. Walking Artillery: EOT Shift
Fire while repositioning, you make a shift and attack in the same turn and receive no accuracy penalty. However your DEX and movement are halved until your next attack.
4. Bunker Down: EOT Shift
For one round you can reload using only your action and gain +3 accuracy but are immobilized.
5. Long Distance Bombardment Passive
Whenever you hit a target farther than 75 spaces away from you deal (your str mod + your DEX mod + your level) bonus physical damage. Whenever you roll a 5 or 6 you get a direct hit. Direct hits at more than 100 spaces will use your STR stat instead mod.
6. Risky Business: Daily^8 Action
Your next three reloads shift have their indirect hits do 25% more damage and your direct hits knockback struck opponents 3 spaces. However you get a +2 to critical fail.
7. Strong Arm ‘Em: Encounter Action
Use your weapon to bludgeon all enemies within melee range of you. Knock them back 4 spaces and immobilize them for 1 round. While below 50% max HP this is an interrupt.
8. Incoming!: Daily Action
Immobilize yourself for 1 round, doubling all of your block and dodge rolls and rendering you immune to all ranged attacks. Gain bonus magic resistance this turn equal to half your weapons damage. You may trade your next attack to use this as an interrupt.
9. Artillery Barrage: Daily Attack
Fire 5 rounds in quick succession for two rounds without need for reloading, showering an area with undodgeable, uncounterable AoE damage. If this skill is interrupted the cooldown is reset. If you aim at the ground and jump, the force will be enough launch you into the air about two shifts away in any direction of your choosing from your starting position and you will take (50% of your weapons damage)true damage when you land on the ground. If you do perform a rocket jump in this manner you can attempt to land on someone by rolling your STR or DEX against theirs against theirs, if you roll at least 3 higher than them you successfully land on them and they take the damage instead.
(Use your strength stat when using heavy weaponry. Upon rolling a successful ac check, you must confirm the hit by rolling 6 on a d6. Heavy weapons cannot crit.)
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