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**++ Tank  - Layout ++**
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**++ Melee  - Layout ++**
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**- Hit Points:** 7
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**- Hit Points:** 5
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**Special...**
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**- 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
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**- SKILL (Innate) - Focused Strikes:** You know how to truly hurt someone. **[On natural rolls of 18. Critical Strike as if a 20.]**
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**- 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
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**- 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
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**- 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
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**- 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.]** 
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**- 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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