Bear Discipline: Difference between revisions
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{| class="wikitable" | {| class="wikitable" | ||
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
| [[Reactive Charge]] || | | [[Reactive Charge]] || Interrupt an incoming Charge with a standard attack. | ||
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
| [[Surge of Strength]] || | | [[Surge of Strength]] || Gain 9-again on a strength-based skill. | ||
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
| [[Ward]] || | | [[Ward]] || Become surrounded with a protected aura. | ||
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
| [[Sundering Strike]] || | | [[Sundering Strike]] || Gain the ability to target opponent's equipped items and attempt to destroy them. | ||
|} | |} | ||
Revision as of 15:08, 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 opponent's equipped items and attempt to destroy them. |
Rank 4
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.
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. |
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. |
Living Monolith | The adept's muscles harden becoming a wall of ironlike armor, and they become immune to knockback or knockdown. |
Explosive Sundering | The adept's sundering attempts send deadly shrapnel into their foes. |
Rank 5
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. |
Barricade | Interrupt the movement of a creature passing within Reach, attempting to stop them in their tracks and ending their turn. |
Elemental Resistance | The adept builds a natural resistance to the elements which can be enhanced for a time. |
Sunder Magic | The adept's sundering attempts can break even magical items and enchantments. |