Ronin
Hit Dice: 1d10
HP Bonus: Ld6+L*CON
TP: 200
Feat Slots: 5
Weapons: Swords, Spears, Polearms, Staves, Thrown Weapons
Tools: None
Saving Throws: STR, DEX
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
The number of attacks you may make this turn is tripled. All DEX rolls are at advantage, and you do not accumulate stacks of Fatigue.
Gain the use of special skills marked as Combo moves. The skills will have different results depending on a number of factors. Successful chaining of combo moves will build your Combo meter up to a maximum of 10, allowing even more potential damage. Your combo meter halves each round you do not use a Combo move. Combo moves are divided into the following categories: OP or Opener moves, LK or Linker moves, and FN or Finisher moves. OP moves can only be used when in a neutral state. LK moves can only be used when an OP or LK move has met its success state. FN moves can only be used when an LK move has met its success state.
Specific moves require specific weapons, with the to-hit and damage of each move being dependent on the equipped weapon. Each move also consumes a number of Attacks out of the four granted by Fighter. The weapons required for each move, attack cost, potential combo gain, as well as if it is an AC or DC-based attack are listed at the start of the move's description.
Note that certain moves from enemies will always break your combo, including critical hits, knockback, stagger, stun etc. You are considered to be in a combo after activating your Opener. Once in combo, you are considered to be in a Combo state until you use a FN move, or until you cancel it. Depending on your current move, you will be broken out of combo by sustaining a number of hits, represented by NX on the move description, where N = the number of hits. When you are broken out of combo, you sustain a number of stacks of Stagger equivalent to the combo you had when you were broken out of combo, lasting 1 round.
[OP] or Opener moves are used to initiate combos, and typically generate a certain amount of Combo upon successful execution. Some openers require combo to use, and are typically reserved for more powerful combos.
[LK] or Linker moves are used to link an [OP] with a [FN], and typically contain conditions regarding the gain of Combo, as well as the success and fail states for chaining the [LK] into a [FN].
[FN] or Finisher moves are used at the end of a combo, and typically contain conditions regarding how your current Combo meter is used for calculating damage and other effects.
Some moves require special conditions, such as the target being in the air. These moves will be marked with an S in front.
Each individual action on your turn can be converted into a reaction, lasting until your next turn.
Gain a bonus to to-hit with combo moves equivalent to your current Combo count.
Meditating while you are not in a combo grants you 1d4 Combo, up to a maximum of 4 total granted via meditation.
As a movement action, exit your current combo, halving your Combo and returning to a neutral state.
After successfully executing a FN move, gain Dodge/Parry/Guard as a bonus action, as well as a free movement using a DEX roll.
Gain a number of uses of Hair’s Breadth equivalent to your Ronin level / 5. Once per combo, when you would normally be hit by an attack while in combo, you can choose to reduce your current Combo by 1d4 instead of counting it as a hit (though you still take the damage).
Whenever you take a hit while in Combo, you can choose instead to lose 33% of your maximum HP.
When you are broken out of a combo, instead of taking Stagger stacks you can instead choose to KO yourself, gaining 1 stack of Injury. Doing so pauses your position in your Combo, as well as your Combo count, resuming when you are revived.
Instead of halving your combo when you spend a turn without making a Combo move, you may instead lose 5% HP for each Combo that would’ve been lost normally.
Use before initiating a combo. Sustaining any hits during this combo will instantly break it and grant you Stagger (IX). However, all damage dealt during the combo finisher is doubled.
Gain a number of uses of Surging Spirit equivalent to your class level / 5. Use after all attacks have been spent this turn to gain an additional attack (cannot be used multiple times per turn).
Gain a number of uses of Vigilant Sheath equivalent to your Ronin level / 5. Lets you instantly swap the weapon you use for a given move in a combo. Uses of Vigilant Sheath are replenished to full on a long rest, or to half on a short rest.
Gain one use per long rest. All Combo gain is doubled, and your max Combo is also doubled for 1 turn. Having your combo broken when at more than 9 Combo grants stacks of Stun.
Gain one use per long rest. The number of attacks you may make this turn is doubled; however, all damage taken is doubled.
You can never be broken out of combo. All damage and debuffs received during your combo are calculated as normal, but their effects are delayed until after your combo completes. Note that if you would have been KO’ed in this process, each hit you sustain after your would-be-KO grants 1 stack of Injury.
HP Bonus: Ld6+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Armor: Light, Medium, Heavy ArmorWeapons: Swords, Spears, Polearms, Staves, Thrown Weapons
Tools: None
Saving Throws: STR, DEX
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Requirements
- (Class Bond) Fighter: You must have fully unlocked every ability of the Fighter class.
- (Key Item) Jade Seal: An ancient jade-embossed seal, possessed only by the most skilled swordsmen of East Yomi.
Abilities
Ultimate Ability: Harmonious Mind
Rarity: Mythic | UP: 70 | ZP: 1 | ZL: 0 | Cost: 10 TPThe number of attacks you may make this turn is tripled. All DEX rolls are at advantage, and you do not accumulate stacks of Fatigue.
Combo Fighter (Ronin)
Level 1 | CC: Ronin | Rarity: Rare | Cost: 15 TPGain the use of special skills marked as Combo moves. The skills will have different results depending on a number of factors. Successful chaining of combo moves will build your Combo meter up to a maximum of 10, allowing even more potential damage. Your combo meter halves each round you do not use a Combo move. Combo moves are divided into the following categories: OP or Opener moves, LK or Linker moves, and FN or Finisher moves. OP moves can only be used when in a neutral state. LK moves can only be used when an OP or LK move has met its success state. FN moves can only be used when an LK move has met its success state.
Specific moves require specific weapons, with the to-hit and damage of each move being dependent on the equipped weapon. Each move also consumes a number of Attacks out of the four granted by Fighter. The weapons required for each move, attack cost, potential combo gain, as well as if it is an AC or DC-based attack are listed at the start of the move's description.
Note that certain moves from enemies will always break your combo, including critical hits, knockback, stagger, stun etc. You are considered to be in a combo after activating your Opener. Once in combo, you are considered to be in a Combo state until you use a FN move, or until you cancel it. Depending on your current move, you will be broken out of combo by sustaining a number of hits, represented by NX on the move description, where N = the number of hits. When you are broken out of combo, you sustain a number of stacks of Stagger equivalent to the combo you had when you were broken out of combo, lasting 1 round.
[OP] or Opener moves are used to initiate combos, and typically generate a certain amount of Combo upon successful execution. Some openers require combo to use, and are typically reserved for more powerful combos.
[LK] or Linker moves are used to link an [OP] with a [FN], and typically contain conditions regarding the gain of Combo, as well as the success and fail states for chaining the [LK] into a [FN].
[FN] or Finisher moves are used at the end of a combo, and typically contain conditions regarding how your current Combo meter is used for calculating damage and other effects.
Some moves require special conditions, such as the target being in the air. These moves will be marked with an S in front.
Iaijutsu
Level 1 | CC: Ronin | Rarity: Rare | Cost: 0 TPEach individual action on your turn can be converted into a reaction, lasting until your next turn.
Unwavering Focus
Level 2 | REQ: Combo Fighter | Rarity: Rare | Cost: 4 TPGain a bonus to to-hit with combo moves equivalent to your current Combo count.
Whetted Blade
Level 3 | REQ: Combo Fighter | Rarity: Rare | Cost: 1 TPMeditating while you are not in a combo grants you 1d4 Combo, up to a maximum of 4 total granted via meditation.
Class Feat Slot VIII
Level 4 | CC: RoninCancel Combo
Level 5 | REQ: Combo Fighter | Rarity: Rare | Cost: 2 TPAs a movement action, exit your current combo, halving your Combo and returning to a neutral state.
Quick Escape
Level 6 | REQ: Combo Fighter | Rarity: Rare | Cost: 2 TPAfter successfully executing a FN move, gain Dodge/Parry/Guard as a bonus action, as well as a free movement using a DEX roll.
Hair's Breadth
Level 7 | REQ: Combo Fighter | Rarity: Legendary | Cost: 4 TPGain a number of uses of Hair’s Breadth equivalent to your Ronin level / 5. Once per combo, when you would normally be hit by an attack while in combo, you can choose to reduce your current Combo by 1d4 instead of counting it as a hit (though you still take the damage).
Class Feat Slot IX
Level 8 | CC: RoninUnyielding Grit
Level 9 | REQ: Combo Fighter | Rarity: Legendary | Cost: 3 TPWhenever you take a hit while in Combo, you can choose instead to lose 33% of your maximum HP.
Harakiri
Level 10 | REQ: Combo Fighter | Rarity: Exotic | Cost: 4 TPWhen you are broken out of a combo, instead of taking Stagger stacks you can instead choose to KO yourself, gaining 1 stack of Injury. Doing so pauses your position in your Combo, as well as your Combo count, resuming when you are revived.
Unrelenting Combo
Level 11 | REQ: Combo Fighter | Rarity: Rare | Cost: 2 TPInstead of halving your combo when you spend a turn without making a Combo move, you may instead lose 5% HP for each Combo that would’ve been lost normally.
Class Feat Slot X
Level 12 | CC: RoninRelentless Perfection
Level 13 | REQ: Combo Fighter | Rarity: Legendary | Cost: 5 TPUse before initiating a combo. Sustaining any hits during this combo will instantly break it and grant you Stagger (IX). However, all damage dealt during the combo finisher is doubled.
Surging Spirit
Level 14 | Rarity: Legendary | Cost: 5 TPGain a number of uses of Surging Spirit equivalent to your class level / 5. Use after all attacks have been spent this turn to gain an additional attack (cannot be used multiple times per turn).
Vigilant Sheath
Level 15 | REQ: Combo Fighter | Rarity: Rare | Cost: 2 TPGain a number of uses of Vigilant Sheath equivalent to your Ronin level / 5. Lets you instantly swap the weapon you use for a given move in a combo. Uses of Vigilant Sheath are replenished to full on a long rest, or to half on a short rest.
Class Feat Slot XI
Level 16 | CC: RoninBoundless Combo
Level 17 | REQ: Combo Fighter | Rarity: Exotic | Cost: 6 TPGain one use per long rest. All Combo gain is doubled, and your max Combo is also doubled for 1 turn. Having your combo broken when at more than 9 Combo grants stacks of Stun.
Reckless Onslaught
Level 18 | REQ: Combo Fighter | Rarity: Exotic | Cost: 8 TPGain one use per long rest. The number of attacks you may make this turn is doubled; however, all damage taken is doubled.
Class Feat Slot XII
Level 19 | CC: RoninKamikaze
Level 20 | REQ: Combo Fighter | Rarity: Mythic | Cost: 13 TPYou can never be broken out of combo. All damage and debuffs received during your combo are calculated as normal, but their effects are delayed until after your combo completes. Note that if you would have been KO’ed in this process, each hit you sustain after your would-be-KO grants 1 stack of Injury.
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