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===Iron Style=== ====Stone Body Meditation==== '''Prerequisites''': None<br> ''Augment''<br> While this Channel is active, you cannot be affected by the Vulnerable condition and you possess Resistance (Physical) 14.<br> ''Champion Feat'': If you do not move in your turn, your Resistance (Physical) increases to 16 against the first attack against you.<br> ====Thunderous Hammer Strike==== '''Prerequisites''': None<br> ''Discharge''<br> While this channel is active, you may discharge it by using the following close-quarters spell.<br> ''Thunderous Hammer Strike''<br> Close-quarters spell<br> '''Target''': 1d2+1 nearby enemies<br> '''Attack''': Strength + Level vs. PD<br> '''Hit''': 1d6 + Strength thunder damage and enemies are popped free of you<br> 3rd level 3d6 thunder damage<br> 5th level 5d6 thunder damage<br> 7th level 7d6 thunder damage<br> 9th level 10d6 thunder damage<br> '''Miss''': Half damage<br> '''Special''': On an even attack roll that hits, enemies are also Dazed for one round. If you are wielding a two-handed heavy or martial weapon, you benefit from a +1 to the attack roll for this power.<br> ''Adventurer Feat'': Enemies also suffer the Vulnerable (Thunder) condition for one round.<br> ''Champion Feat'': Once per day, Thunderous Hammer Strike may target 1d4+1 nearby enemies.<br> ====Mountain-Moving Technique==== '''Prerequisites''': Stone Body Meditation<br> ''Augment''<br> While this channel is active, you are able to perform incredible feats of physical prowess. You may pick up and carry large and heavy objects without strain, even stone boulders and wooden carts; your melee strikes can shatter wood and even stone. As long as you have at least one hand free, you may also make grabs against enemies as a basic melee attack that does no damage on hit; furthermore, you may move while you have grabbed an enemy that is the same size or smaller than you. Finally, you may throw a grabbed enemy up to a distance of far away, dazing them for one round when they land. If you wish to target another enemy or specific location with the thrown enemy, treat it as a basic ranged attack with a light thrown weapon that deals its damage to both te thrown enemy and the target.<br> ''Champion Feat'': If an enemy successfully grabs you while this channel is active, you may make an opportunity attack against them; if it hits, as well as dealing damage the grab is cancelled.<br> ====Earth-Gouging Avalanche==== '''Prerequisites''': Thunderous Hammer Strike<br> ''Discharge''<br> While this channel is active, you may discharge it by using the following ranged spell, pounding your foot or fist against the ground to wrench forth a boulder of stone and soil that you slam towards the foe.<br> ''Earth-Gouging Avalanche''<br> Ranged spell<br> '''Target''': 1 far away enemy<br> '''Attack''': Strength + Level vs. AC<br> '''Hit''': 1d8 + Strength thunder damage and the enemy is stunned for one round<br> 3rd level 3d8 thunder damage<br> 5th level 5d8 thunder damage<br> 7th level 7d8 thunder damage<br> 9th level 9d8 thunder damage<br> '''Miss''': Half damage<br> ''Adventurer Feat'': The target also gains the Vulnerable (Thunder) condition (save ends) if hit.<br> ====Iron Palm==== '''Prerequisites''': Mountain-Moving Technique<br> ''Augment''<br> While this channel is active, the damage dice for your unarmed attacks increases by one step (to 1d6 weapon damage normally, or 1d8 if you have the Unity of Body and Mind talent). You can also block melee and missile attacks with your bare hands. Furthermore, once per round when an enemy misses you with an odd roll on a melee attack, you may make an opportunity attack against them. This attack deals no damage, but on a hit it destroys one melee weapon or shield they are wielding. Magic weapons and shields can make a normal save to avoid being broken, and are easily repaired with a quick rest; mundane armaments that are broken require an appropriate Background check or the use of a minor mending incantation to fix.<br> ====Earthquake==== '''Prerequisites''': Earth-Gouging Avalanche, Mountain-Moving Technique<br> ''Maelstrom''<br> While this channel is active, you may expend one point of internal strength by using the following close-quarters spell.<br> ''Earthquake''<br> Close-quarters spell<br> '''Target''': All engaged enemies<br> '''Attack''': Charisma + Level vs. PD<br> '''Hit''': 2d6 + Charisma thunder damage and enemies are both hampered and stuck for one round<br> 3rd level 4d6 thunder damage<br> 5th level 7d6 thunder damage<br> 7th level 10d6 thunder damage<br> 9th level 14d6 thunder damage<br> ''Adventurer Feat'': For a number of turns equal to your Charisma modifier after using Earthquake, all enemies engaged with you at the end of your turn suffer your Charisma modifier in damage (twice your modifier at Champion tier, triple at Epic tier).<br> ''Champion Feat'': The turn after you use Earthquake you may move without suffering opportunity attacks from any enemies engaged with you.<br> ''Epic Feat'': As well as all engaged enemies, Earthquake affects 1d3 nearby enemies who are not engaged with you.<br>
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