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Choose three of the following class talents:
 
Choose three of the following class talents:
  
'''Blood Energy'''
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''Blood Energy''
  
 
Once per battle, as a quick action, you may expend one Recovery to regain one expended point of Internal Strength. You do not regain any hit points from the expended Recovery.<br>
 
Once per battle, as a quick action, you may expend one Recovery to regain one expended point of Internal Strength. You do not regain any hit points from the expended Recovery.<br>
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'''Prerequisites''': None<br>
 
'''Prerequisites''': None<br>
 
''Augment''<br>
 
''Augment''<br>
While this Channel is active, you cannot be affected by the Vulnerable condition and you possess Resistance (Physical) 14.<br>
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While this Channel is active, you cannot be affected by the Vulnerable condition and you possess Resistance (Physical) 12.<br>
''Champion Feat'': If you do not move in your turn, your Resistance (Physical) increases to 16 against the first attack against you.<br>
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''Champion Feat'': If you do not move in your turn, your Resistance (Physical) increases to 14 against the first attack against you.<br>
  
  
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'''Prerequisites''': Stone Body Meditation<br>
 
'''Prerequisites''': Stone Body Meditation<br>
''Augment''<br>
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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>
 
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>
 
''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>
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'''Prerequisites''': Cloak of Howling Wind<br>
 
'''Prerequisites''': Cloak of Howling Wind<br>
 
''Augment''<br>
 
''Augment''<br>
While this channel is active, your ranged attacks with weapons deal lightning damage and, on a hit with an even roll, targets become vulnerable to lightning for one turn.<br>
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While this channel is active, your ranged attacks with weapons deal lightning damage and, on a hit with an even roll, targets become vulnerable to lightning for one turn.
''Adventurer Feat'': You never run out of ammunition while using this channel; you can literally conjure lightning missiles from thin air.<br>
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Adventurer Feat: You never run out of ammunition while using this channel; you can literally conjure lightning missiles from thin air.<br>
  
  
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====Cascading Water Evasion====
 
====Cascading Water Evasion====
  
'''Prerequisites''': None<br>
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Prerequisites: None<br>
''Augment''<br>
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Augment<br>
While this channel is active, once per round you may attempt to redirect a missed melee attack made against you that was an odd roll. The new target has to be within range of your first attacker, and the attack roll against them uses that attacker's existing attack modifiers. This channel cannot be used against spells.<br>
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While this channel is active, then once per round on any turn when the Escalation die is even, you may attempt to redirect a missed meleeattack made against you that was an odd roll. The new target has to be within range of your first attacker, and the attack roll against them uses that attacker's existing attack modifiers but with an additional -5 penalty. This channel cannot be used against spells.<br>
 
''Adventurer Feat'': Cascading Water Evasion can also be used against ranged attacks.<br>
 
''Adventurer Feat'': Cascading Water Evasion can also be used against ranged attacks.<br>
 
''Champion Feat'': Cascading Water Evasion can also be used against spells that only target you.<br>
 
''Champion Feat'': Cascading Water Evasion can also be used against spells that only target you.<br>
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'''Prerequisites''': Cascading Water Evasion<br>
 
'''Prerequisites''': Cascading Water Evasion<br>
''Augment''<br>
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Augment<br>
 
While this channel is active, when you strike an enemy with a melee attack in your turn you may either make an immediate Disengage check after inflicting damage, or inflict the dazed condition on them for one round.<br>
 
While this channel is active, when you strike an enemy with a melee attack in your turn you may either make an immediate Disengage check after inflicting damage, or inflict the dazed condition on them for one round.<br>
 
''Champion Feat'': If you are engaged with only a single enemy, then if your melee attack roll is even, you may inflict the weakened condition on them for one round rather than the dazed condition.<br>
 
''Champion Feat'': If you are engaged with only a single enemy, then if your melee attack roll is even, you may inflict the weakened condition on them for one round rather than the dazed condition.<br>

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