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1 | - | **++ Tank - Layout ++** |
1 | + | **++ Melee - Layout ++** |
2 | ||
3 | - | **- Hit Points:** 7 |
3 | + | **- Hit Points:** 5 |
4 | ||
5 | **Special...** | |
6 | ||
7 | - | **- SKILL (Innate) - Provoke:** Unleash your might in a threatening manner to another. **[Enemy must roll 1D20. If below 10, they are placed in the taunted status.]** 3 round CD |
7 | + | **- SKILL (Innate) - Focused Strikes:** You know how to truly hurt someone. **[On natural rolls of 18. Critical Strike as if a 20.]** |
8 | ||
9 | - | **- SKILL (Add on) - Taunted Status:** Locked onto a single player in rage. **[For 2 rounds, when taking defense versus a player not your taunted target. Roll 1D10 for the defense.] 2 Rounds |
9 | + | **- SKILL (Active) - Charge Up:** Sometimes you need to breathe, before laying down the law. **[Charges attack for one round. On next turn if roll goes beyond 10. Deal +2 Damage. (3 Total).] 2 Rounds |
10 | ||
11 | - | **- SKILL (Passive) - Vanguard:** They are trained for this after all.. **[Rolling in defense on a 15. The player can then counter attack.]** 2 Round CD |
11 | + | **- SKILL (Passive) - Blood Hunt:** The longer the fight, the better for you. **[If an enemy is at 3 or below on HP, Attack dice increases by +2 until enemy falls, or is healed.]** |
12 | ||
13 | - | **- SKILL (Passive) - Guardian:** They will be there for you. **[If ally rolls a 1 in defense, intercept their combat round and roll defense. Pass or fail, you now take the damage. Player choice on activation.]** 3 Round CD |
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15 | + + + | |
16 | .** |