Rated E for Everyone!
These Hands [Minor Feat]
You want some!. Add half, rounded down, your proficiency bonus to damage on all unarmed attacks..
Thoughts?
Rated E for Everyone!
These Hands [Minor Feat]
You want some!. Add half, rounded down, your proficiency bonus to damage on all unarmed attacks..
Thoughts?
Cantrip Concentrate Manipulate Vitality
Traditions divine
Mystery life
Range touch; Targets 1 creature
Defense basic Fortitude
You push life into something. Touch one target. If the target is living and succeeds, it takes 1d4 void damage. If it fails, it takes 1d4 vitality damage. If the target is undead, success results in 1d4 vitality damage. If it fails, it takes 1d4 void damage. Critical successes and critical failures double the received damage. The target must attempt a save and can not voluntarily fail this check.
Heightened (+1) The damage increases by 1d4.
Right to the point.
Ain for the Throat [Minor Feat]
You know where to hit. Add one to the range of your critical hit range. If your range expands again or at a specific number, increase that number as well.
Thoughts?
I’ve been prepping for this!
Practiced
You’re prep work paid off
• Cost: 15 Karma
• Game Effect: You may choose any skill. Once per turn, when you use that skill, gain one edge.
Thoughts?
Into the fight!
Fighter Monk
Trigger you are targeted by an area effect
Run into the fight! When you are targeted by an area effect, after the effect is done, you can take a step or stride action.
Thoughts?
WHY ARE YOU SCARED!?
Barbarian Rage
Trigger you are raging and fail a Will save
TO ANGRY TO BE AFRAID! When you are raging and fail a Will save, you can reroll the attempt. You must accept the second result.
If the reroll is a critical failure and this is against a fear affect, you are considered to have just failed, not critically failed the Will save.
Thoughts?
Let’s really get some use out of that armor!
Armored [Minor Feat]
You’ve learned to get the most bang for your armored buck! You may use your armor a second time to prevent damage, however, the second Armor Saving Throw has disadvantage. After your succeed a second time the armor is now damaged,
Thoughts?
Let’s use that armor!
General
Traditions arcane
Trigger you would take physical damage and are wearing heavy armor
When you get hit, you can use what you got! Attempt a DC 10 flat check. If you succeed, you use your armor to prevent damage up to the armor’s Hardness. You and the armor each take any remaining damage, possibly breaking or destroying your armor.
Thoughts?
Turns out screwing off pays off!
Hobby Training
Who knew it would pay off?!
• Cost: 3 Karma
• Game Effect: You may choose any skill for which you meet the requirements of a specialization and choose a specialization for that skill.
Thoughts?
Get out of the way!
Concentrate Manipulate Teleportation
Traditions arcane
Trigger you are targeted by an attack
You are barely perceived before you are gone. When you are targeted by an attack, you can teleport up to 15 feet. If the targeting creature can no longer target you, the attack fails. This may cause ammunition or spells to be consumed and wasted.
Heightened (4th) You teleport 40 feet.