Form of Emptiness
Taking on a divine stance, you reshape how you fight entirely.
While your chosen stance is active, you gain stacks of Ki as if Meditation was active; however, you also gain +1 stack for each time you deal damage to an enemy. During the duration of your stance, you don't have a maximum on your Ki stacks & you don't need to maintain concentration to keep them.
Note: This ability has an active and a passive effect. The passive effect is that upon initially unlocking this ability, pick a stance: Thunder God Kamae, Fire God Kamae, or Wind God Kamae. You may only use the selected stance until level 10, in which case you unlock a second stance, and at level 20 you unlock the remaining stance.
When activated, you must pick one of your available stances you wish to use. This stance will remain active until either you change stances, become unconscious, die, you decide to end the stance, or combat ends.
Once the stance ends you will lose all stacks of Ki.
Thunder God Kamae
Your attacks strike with frightening speed and force, as if they were made of lightning.
Gain +<1/2 * level rounded up> to all To-Hit rolls & damaging attacks deal chain damage in the form of true damage to up to 1 enemy within 3 tiles. This increases at levels 10, 20, & 30.
Note: You do not choose the target(s) for the chain damage.
If there are no valid targets within range for the chain damage, the most-recently-damaged entity takes the chain damage again. This effect reduces the damage of the chain by 25% (rounded up) with each failed 'jump'. This includes the originally-damaged target (aka the start/source of the 'chain').
Level | Chain Damage | Jumps per chain instance |
---|---|---|
1-9 | 25% of original damage (rounded down) | 1 entities |
10-19 | 50% of original damage (rounded down) | 2 entities |
20-29 | 75% of original damage (rounded down) | 3 entities |
30 | 100% of original damage | 4 entities |
Fire God Kamae
Burning with adrenaline, your body can take a hit as well as quickly reply to an attack. Upon taking damage from a melee attack in this form, roll 1d20 ; if the result is a 20, the attack is negated and you may roll a guaranteed-to-hit attack. The number to gain this desired effect is reduced at levels 10, 20, & 30.
You also take 10% (rounded up) less damage during this effect. This bonus increases at level 10, 20, & 30.
Note: Only works with melee attacks.
Level | Roll needed to counter | Damage reduction |
---|---|---|
1-9 | >=20 | 10% (rounded up) |
10-19 | >=15 | 20% (rounded up) |
20-29 | >=10 | 30% (rounded up) |
30 | >=5 | 40% (rounded up) |
Wind God Kamae
Moving as if you have a perpetual tailwind similar to that of a cyclone, your whole body moves swiftly and becomes difficult to land a hit on.
While in this stance your base number of actions is increased by +1, you can move twice as far per turn, and enemies need to roll their to-hit rolls two (2) times and take the lowest in order to land a hit on you. This de-buff to enemies' To-Hit is amplified at levels 10, 20, & 30.
Level | Enemy To-Hit De-buff |
---|---|
1-9 | Roll 2 times, take lowest |
10-19 | Roll 3 times, take lowest |
20-29 | Roll 4 times, take lowest |
30 | Roll 5 times, take lowest |
Cost: 1 Spell Castings
Speed: Bonus Action
Damage: Pick & Enter one of your ultimate stances
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