Bear Discipline: Difference between revisions

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| [[Improved Charge]] || Making a successful charge grants a +1 dice bonus.
| [[Improved Charge]] || Gain an attack bonus when Charging.
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| [[Mighty Lift]] || Lift, move, push, pull, and throw heavy loads 2x normal capacity at no penalty.
| [[Mighty Lift]] || Lift, move, push, pull, and throw heavy loads.
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| [[Tough Hide]] || Prevent 1 non-lethal damage per attack for Rank rounds. This ability may be activated once per encounter as a reaction to a source of non-lethal damage. 1 Mana.
| [[Tough Hide]] || Ignore glancing blows.
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| [[Sunder Objects]] || Deal double damage to inanimate objects.
| [[Sunder Objects]] || Deal extra damage to inanimate objects.
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| [[Resolute Charge]] || ''Passive'': Gain +2 Speed when making a charge attack.
| [[Resolute Charge]] || Move swiftly when Charging.
''Active'': Ignore speed penalties from moving through threatened areas during a charge. This effect may be applied to Charge Maneuvers by paying its cost in addition to any costs for the Maneuver. 1 Mana.
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| [[Break Bonds]] || Automatically free yourself from any mundane bonds, chains, locks, or ropes. Gain a Rank bonus at breaking free from magical bonds such as Entangle or Web. 1 Mana.
| [[Break Bonds]] || Automatically escape from mundane bonds, and gain bonuses when breaking free from magical imprisonment.
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| [[Improved Vigor]] || ''Passive'': Gain +1 Vigor
| [[Improved Vigor]] || Gain extra Vigor.
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| [[Sunder Armor]] || ''Passive'': A critical success on a melee attack permanently reduces the target’s armor bonus by 1 point until repaired.
| [[Sunder Armor]] || Especially powerful attacks may reduce armored targets' Defense.
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| [[Reactive Charge]] || ''Active'': If you get charged, as a reaction you may immediately charge the assailant with a basic melee attack. Your attack is resolved first. This attack does not count against your normal action limits for the round. Only once such attack may be made per round. 2 Mana
| [[Reactive Charge]] || Interrupt an incoming Charge with a standard attack.
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| [[Surge of Strength]] || Grants one Strength-based action 9-again. 2 Mana.
| [[Surge of Strength]] || Gain 9-again on a strength-based skill.
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| [[Ward]] || The bear adept is surrounded with a protective aura.
| [[Ward]] || Become surrounded with a protected aura.
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| [[Sundering Strike]] || Direct an attack at an opponent's weapon or shield. If successful the item is destroyed and additional damage is dealt to the target. If the character also possesses Sunder Armor reduce the required successes for Sunder Armor on this attack by 1. This reduction increases to 2 at Rank 5.
| [[Sundering Strike]] || Gain the ability to target certain equipment and attempt to destroy it.
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| [[Scattering Charge]] || ''Passive'': When you charge at a target past adjacent hostile targets make a Strength + Athletics OR Unarmed Combat + Bear opposing their Strength + Athletics OR Dexterity + Acrobatics. If they fail they are knocked prone requiring a Move action to regain their feet.
| [[Scattering Charge]] || Pass through hostile terrain, scattering opponents as you charge.  
''Active'': You may pass through hostile targets spaces granting a +2 to your roll to knock them prone. Any successes on your opposed roll are dealt as non-lethal damage. 3 Mana.
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| [[Roaring Strike]] || With a violent roar the adept swings their weapon with such ferocity it sends a rippling shockwave through the air to strike one or many targets.
| [[Roaring Strike]] || Swing a weapon with such ferocity that it sends a rippling shockwave through the air to strike one or many targets.
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| [[Living Monolith]] || The adept's muscles harden becoming a wall of ironlike armor, and they become immune to knockback or knockdown.
| [[Living Monolith]] || Muscles harden, becoming a wall of ironlike armor and become immune to knockback or knockdown.
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| [[Explosive Sundering]] || The adept's sundering attempts send deadly shrapnel into their foes.
| [[Explosive Sundering]] || Sundering attempts send deadly shrapnel at foes.
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| [[Thundering Charge]] || ''Active'': Instead of choosing a single target to charge you may pick a point within a double movement. You charge straight to the chosen point. Your weapon roll for the charge attack applies to any targets who are in reach during your charge to a maximum of Rank targets. Additionally environmental features (doors, chairs, tables, trees) in a direct line take weapon rolls which do not count against the maximum targets. This attack may not be combined with other Maneuvers such as those granted by Fighting Styles. 4 Mana.
| [[Thundering Charge]] || Barrel forward in a straight line to a chosen location, attacking multiple targets within Reach while moving.  
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| ''Strength Power'' || XXXX
| [[Barricade]] || Interrupt the movement of a creature passing within Reach, stopping them in their tracks and ending their turn.
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| [[Elemental Resistance]] || The adept builds a natural resistance to the elements which can be enhanced for a time.
| [[Elemental Resistance]] || The adept builds a natural resistance to the elements that can be enhanced for a time.
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| [[Sunder Magic]] || The adept's sundering attempts can break even magical items and enchantments.
| [[Sunder Magic]] || The adept's Sundering attempts can break even magical items and enchantments.
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Latest revision as of 17:54, 18 March 2024

Brutes, toughs, heavies, thugs: Adepts of the Bear would laugh at their opponents' puny attacks if they weren't so busy destroying them. The Discipline of the Bear offers training in Charging, Strength, Toughness, and Sundering. Adepts of the Bear may choose prowess in Might, Toughness, and Resistance.

Rank 1

Improved Charge Gain an attack bonus when Charging.
Mighty Lift Lift, move, push, pull, and throw heavy loads.
Tough Hide Ignore glancing blows.
Sunder Objects Deal extra damage to inanimate objects.

Rank 2

Resolute Charge Move swiftly when Charging.
Break Bonds Automatically escape from mundane bonds, and gain bonuses when breaking free from magical imprisonment.
Improved Vigor Gain extra Vigor.
Sunder Armor Especially powerful attacks may reduce armored targets' Defense.

Rank 3

Reactive Charge Interrupt an incoming Charge with a standard attack.
Surge of Strength Gain 9-again on a strength-based skill.
Ward Become surrounded with a protected aura.
Sundering Strike Gain the ability to target certain equipment and attempt to destroy it.

Rank 4

Scattering Charge Pass through hostile terrain, scattering opponents as you charge.
Roaring Strike Swing a weapon with such ferocity that it sends a rippling shockwave through the air to strike one or many targets.
Living Monolith Muscles harden, becoming a wall of ironlike armor and become immune to knockback or knockdown.
Explosive Sundering Sundering attempts send deadly shrapnel at foes.

Rank 5

Thundering Charge Barrel forward in a straight line to a chosen location, attacking multiple targets within Reach while moving.
Barricade Interrupt the movement of a creature passing within Reach, stopping them in their tracks and ending their turn.
Elemental Resistance The adept builds a natural resistance to the elements that can be enhanced for a time.
Sunder Magic The adept's Sundering attempts can break even magical items and enchantments.