Armsman

The Way of the Warrior

ArchonAssassinBroncoDragoonGladiatorMyrmidonReaverTemplar

“I always knew I’d die with a blade in my hand. It’s a feeling I’ve had since finding that cool stick as a kid.”

~ Corporal Yannus Redano

Armsmen highly value martial discipline, relying on their prowess with melee weapons to cut down their foes. An Armsman is practiced in the use of Melee Weapons of all kinds. The trademarks of the Armsman include inflicting grievous wounds, quickly mastering Melee Weapons, and fighting with or without their favored equipment. An Armsman chooses a hardened life on the front lines, often serving as an enlisted soldier, a cutthroat mercenary, or a talented duelist. An Armsman can be agile and hardy, and maintain melee dominance in combat, making them regular hires for Companies entering dangerous territory.

Break

As established by the Code of Armana, the Armsman approaches every fight with two (2) acceptable outcomes: their opponents will bow or break. An Armsman focuses on tearing down opponents with fierce Melee Attacks that inhibit their adversary's effectiveness in battle. An Armsman is enduring and resilient. As the fight continues, they cut away at their weakened opponents until the opponent cannot defend against their incipient doom. The Armsman can target their foe’s body, equipment, and armor, reducing their overall combat effectiveness.

Execution

To an Armsman, dispatching a battered opponent is a testament to the art of combat. When delivering a final blow, the Armsman prioritizes the flourish of the execution to enrage or inspire those around them. An Armsman can cut down an enemy to terrify others, bolster their allies, or boost themselves. A true Armsman stays close to their opponents, focusing their debilitating Melee Attacks on cutting down larger opponents to size before crushing the most powerful of their foes with a demoralizing finisher. The Armsman writes poetry with a sword and punctuates every sentence with deliberate, unquestioned confidence.

Class Features

The Armsman’s Class Features are built around debilitating Melee Attacks, rapid weapon expertise, and enhanced equipment handling. Thus, the Armsman Class benefits from having a high Power Attribute.

Vitals

Hit Points Per Rank: +7

Action Points Per Rank: +2

Equipment Training

Due to the Armsman's Way of the Warrior Class Feature, applying a Training Rank to a Melee Weapon as part of gaining an Armsman Rank counts as two (2) Training Ranks instead, even toward a selection outside the Armsman's standard Equipment.

Weapons: Blade, Greatblade, Hammer, Polearm, Thrown, Warhammer

Armor: Light Armor, Heavy Armor, Plate Armor, Light Shield, Heavy Shield

Class Abilities

At Armsman Rank One (1), a player selects Three (3) Class Abilities from the list below. They gain a bonus to Class Ability Checks equivalent to half (½) of their Armsman Rank. An additional Class Ability is chosen at Armsman Ranks Three (3) and Seven (7).

Class Abilities: Acrobatics, Athletics, Drive, Intimidation, Perception, Stealth

Armsman Ranks

When distributing a Class Rank, remember that a Character’s Base Class Rank cannot exceed a Character’s Tenderfoot Class Rank.

Armsmen gain the most benefit from a high Power Attribute, enhancing multiple Class Features such as Mortal Wound, and providing a bonus to their Melee Attacks and Damage, their effectiveness with Maneuvers, and benefiting their Athletics Ability Checks. Armsman players can also benefit from a high Skill Attribute, enhancing their Ranged Attacks, their Physical Armor, their effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks. Armsman players benefit most from a high Grit Attribute, pumping up their Total Hit Points and Essence and increasing their overall survivability.

Rank-by-Rank Attributes/Features

Rank One (1). Power (+1), Skill (+1), Grit (+1)—Way of the Warrior, Wound

Rank Two (2). Pick (+1)

Rank Three (3). Power (+1)

Rank Four (4). Pick (+1)

Rank Five (5). Power (+1), Grit (+1)—Armor Conditioning

Rank Six (6). Pick (+1)

Rank Seven (7). Power (+1)

Rank Eight (8). Pick (+1)

Rank Nine (9). Skill (+1)

Rank Ten (10). Power (+2), Grit (+1), Focus (+1)—Armsmæster

Way of the Warrior

An Armsman is a natural when it comes to learning new Melee Weapon techniques. Therefore, whenever a player invests a Training Rank toward a Melee Weapon while distributing an Armsman Class Rank, it counts as two (2) Training Ranks instead. This Class Feature even applies when training Melee Weapons outside the Armsman’s Class Equipment list.

Wound

The critical feature of an Armsman, a flash of steel strikes into their target, inflicting lasting harm in the form of a bodily injury. Beginning at Armsman Rank One (1), the Armsman can use a Melee Attack to deliver an attenuating strike against their opponent, potentially inflicting an injury. As a part of any Melee Attack, before their Attack roll, the Armsman can declare an attempt to Wound their adversary, augmenting their Attack to deliver an Injury Status Effect from the list below. A Physical Save against the Attack roll negates the injury.

The Armsman can apply the Wound Class Feature to any Attack or Heroics that includes an Attack roll as a part of the action. The Armsman must declare their Wound attempt before making their Melee Attack roll. If an Attack misses, the attempt is wasted. The Wound Class Feature has a number of Daily Uses equal to half (½) of their Power Attribute. Daily Uses are only restored after an Eight (8) hour Rest Period.

Wound Injury List

The Armsman gains access to a broader variety of potential injury effects as they improve their Armsman Class Rank:

Bleed. (Rank 1) Inflict stacks equivalent to half (½) the Armsman’s Power Attribute until treated.

Hobbled. (Rank 1) Cut the target’s Speed in half (½) for the Armsman’s Effect Duration in Rounds.

Staggered. (Rank 1) Prohibit the target from taking a Move Action next turn.

Fractured. (Rank 3) Break one of the target’s arms or upper limbs until treated.

Shattered. (Rank 3) Negate the target’s Damage Resistances until treated.

Blinded. (Rank 5) Inhibit the target’s vision until treated.

Deafened. (Rank 5) Inhibit the target’s hearing until treated.

Silenced. (Rank 5) Inhibit the target’s speech until treated.

Concussed. (Rank 7) The target must succeed on a Force Impact against the Attack roll to take a Full or Standard Action for the Armsman’s Effect Duration in Rounds.

Nauseated. (Rank 7) The target must pass a Physical Save against the Attack roll to take a Full or Standard Action for the Armsman’s Effect Duration in Rounds.

Cardiac. (Rank 10) The target suffers an immediate loss of Essence (1).

Crippled. (Rank 10) The target’s Speed is set to zero (0) until treated.

Paralyzed. (Rank 10) The target cannot take action for the Armsman’s Effect Duration in Rounds.

Armor Conditioning

The Armsman must be unshakable in all circumstances. Beginning at Armsman Rank Five (5), the Armsman retains their Equipment Bonuses earned through Armor Training at all times, even without having Armor equipped.

Armsmæster

A Master Armsman has developed an unattainable bond with their signature weapon. Once at Armsman Rank Ten (10), the Armsman may select Training in a single Melee Weapon. Any Melee Attacks performed by the Armsman using the selected Equipment Type register a Critical Strike on rolls of nine or ten (9-10). Armsmæster applies to any Attack or Heroics with a Melee Attack roll as part of the action.

Armsman Perks

Bloodthirsty

Prerequisite: Wound

Increase your Daily Uses of Wound to your Full Power Attribute.

Compound Injury

Prerequisite: Wound

Your successful Wounds now inflict an additional Injury to the Target.

Deep Stroke

Prerequisite: Wound

Increase the number of Bleed Stacks inflicted by your Bleed Wound to your Full Power Attribute.

Defensive Expert

Prerequisite: Melee Weapons Expert & Any Armor (Any Rank)

The benefits of Melee Weapons Expert now apply to any type of Armor Training selected as a part of gaining an Armsman Rank. ‘Defensive Expert‘ does not apply to any Equipment Ranks retroactively. 

Well Rounded

Prerequisite: Melee Weapons Expert & Any Shield (Any Rank)

The benefits of Melee Weapons Expert now apply to any Shield Training selected as a part of gaining an Armsman Rank. ‘Well Rounded‘ does not apply to any Equipment Ranks retroactively. 

Dual Disciplined

Prerequisite: Melee Weapons Expert 

Alternatively, you can apply your other Equipment Rank from Melee Weapon Expert to any different Melee Weapon from the Armsman Equipment List. 

Armor Styling

Prerequisite: Armor Conditioning

You retain your Armor Equipment Bonuses even while wearing an untrained type of Armor. 

Shield Conditioning

Prerequisite: Armor Conditioning

Armor Conditioning now extends to your Shield Equipment Bonuses. 

Travel Fit

Prerequisite: Armor Conditioning

No longer suffer Encumbrance from the Armor you are conditioned to wear. 

Woundbringer

Prerequisite: Armsmæster

Your Critical Hits with your Armsmæster Weapon will inflict a free Daily Use of your Wound Class Feature.

Impactmæster

Prerequisite: Armsmæster

Your Armsmæster Criticals also apply to Physical Impact Rolls made utilizing your Armsmæster Weapon.

Armsman Heroics

Break

Counter

Prerequisite: Armsman(Rank 1) 

AP Cost: 5

Action Type: Reaction

Range: Adjacent

As a Reaction to suffering Hit Point Damage from a Weapon Attack made by an Adjacent Attacker, you may attempt a standard Melee Weapon Attack against your Attacker.

Deliberate Strike

Prerequisite: Armsman(Rank 1) 

AP Cost: 5

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, attempt a Melee Weapon Attack against an Adjacent Target. You receive a plus Ten(+10) bonus to your Attack Roll. If successful, your Weapon Damage is cut in Half(½).

Penetrating Blow

Prerequisite: Armsman(Rank 1) 

AP Cost: 5

Action Type: Rapid Action

Range: Self

As a Rapid Action, grant your Melee Weapon Attacks Armor Penetration equal to your Power Attribute until your turn ends. 

Break Aim

Prerequisite: Armsman(Rank 2) 

AP Cost: 10

Action Type: Standard Action

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, inflict the Break Miscognition on an Adjacent Target to inhibit their ability to handle Ranged Weapons. The Target suffers a penalty to their Ranged Weapon Attack and Damage Rolls equal to Half(½) of your Power Attribute for the Effect Duration. Additionally, the Target can attempt a Force Save against your Physical Impact to Negate the Miscognition.

Break Concentration

Prerequisite: Armsman(Rank 2) 

AP Cost: 10

Action Type: Standard Action

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, inflict the Break Miscognition on an Adjacent Target to inhibit their ability to handle Cast Weapons. The Target suffers a penalty to their Cast Weapon Attack and Damage Rolls equal to Half(½) of your Power Attribute for the Effect Duration. In addition, the Target can attempt a Force Save against your Physical Impact to Negate the Miscognition.

Break Strength

Prerequisite: Armsman(Rank 2) 

AP Cost: 10

Action Type: Standard Action

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, inflict the Break Miscognition on an Adjacent Target to inhibit their ability to handle Melee Weapons. The Target suffers a penalty to their Melee Weapon Attack and Damage Rolls equal to Half(½) of your Power Attribute for the Effect Duration. In addition, the Target can attempt a Force Save against your Physical Impact to Negate the Miscognition.

Break Composure

Prerequisite: Armsman(Rank 3) 

AP Cost: 15

Action Type: Standard Action

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, inflict the Break Miscognition on an Adjacent Target to inhibit their ability to perform under pressure. The Target suffers a penalty to their Physical and Force Impacts equal to Half(½) of your Power Attribute for the Effect Duration. The Target can attempt a Force Save against your Physical Impact to Negate the Miscognition.

Break Poise

Prerequisite: Armsman(Rank 3) 

AP Cost: 15

Action Type: Standard Action

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, inflict the Break Miscognition on an Adjacent Target to inhibit their ability to defend themselves. The Target suffers a penalty to their Physical and Force Saves equal to Half(½) of your Power Attribute for the Effect Duration. In addition, the Target can attempt a Force Save against your Physical Impact to Negate the Miscognition.

Impulse

Prerequisite: Armsman(Rank 3) 

AP Cost: 15

Action Type: Full Action

As a Full Action, you hone in on your surroundings and prepare to unleash an assault on anything that moves. Then, you can attempt an Attack of Opportunity as a Free Action until your next Turn. 

Break Defense

Prerequisite: Armsman(Rank 4) 

AP Cost: 20

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, attempt a Melee Weapon Attack aimed at inhibiting your Target’s defensive capabilities. If successful, in addition to normal Weapon Damage, your Target suffers the Break Miscognition, lowering all Physical and Force Armors by Half(½) of your Power Attribute for the Effect Duration.

Break Mobility

Prerequisite: Armsman(Rank 4) 

AP Cost: 20

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, attempt a Melee Weapon Attack aimed at inhibiting your Target’s defensive capabilities. If successful, in addition to normal Weapon Damage, your Target suffers the Break Miscognition, lowering its Speed and Maneuvers by Half(½) of your Power Attribute for the Effect Duration.

Break Offense

Prerequisite: Armsman(Rank 4) 

AP Cost: 20

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, attempt a Melee Weapon Attack aimed at inhibiting your Target’s offensive capabilities. If successful, in addition to normal Weapon Damage, your Target suffers the Break Miscognition, lowering all Attack and Damage Rolls by Half(½) of your Power Attribute for the Effect Duration.

Break Equipment

Prerequisite: Armsman(Rank 5) 

AP Cost: 25

Action Type: Maneuver

Range: Adjacent

As a Standard Action, attempt a contested Maneuver to break the Weapon or Shield of an Adjacent Target. If successful, your Target is Disarmed, and the Disarmed Equipment receives the Broken Condition. 

Hemorrhage 

Prerequisite: Armsman(Rank 5) 

AP Cost: 25

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Melee Weapon Attack that devastates Bleeding Targets. If successful, in addition to normal Weapon Damage your Target suffers 1d10 Physical Damage for each Stack of the Bleed Injury they currently possess. The Bleed-sourced Damage bypasses all forms for Damage Resistance. 

Stay Conscious

Prerequisite: Armsman(Rank 5) 

AP Cost: 25

Action Type: Reaction

As a Reaction to being reduced to Zero(0) Hit Points, retain One(1) Hit Point. 

Stamina Crash

Prerequisite: Armsman(Rank 6) 

AP Cost: 30

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Until Treated

As a Standard Action, you can attempt a Melee Weapon Attack that saps their energy to excel in their performance. If successful, in addition to normal Weapon Damage your Target suffers the Exhaustion Injury, prohibiting them from benefiting from Critical Hits. 

Durability Testing

Prerequisite: Armsman(Rank 6) 

AP Cost: 30

Action Type: Ritual(One Hour)

As a Ritual at a Forge during a Rest Period, you spend One(1) Hour putting your Company’s Equipment through rigorous stress testing. As a result, every member of your Company’s Equipment can Negate a single Broken Condition until your Next Rest Period. 

Head Gash

Prerequisite: Armsman(Rank 7) 

AP Cost: 35

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Until Treated

As a Standard Action, you can attempt a Melee Weapon Attack aimed at an Adjacent Target’s forehead or eyes. If successful, in addition to normal Weapon Damage your Target suffers a tack of the Bleed Injury equal to Half(½) of your Power Attribute. For as long as your Target suffers this Bleed Injury, they will also suffer the Blind Injury. The Target can attempt a Physical Save against your Attack Roll to Negate the initial Bleed Injury. 

Break Armor

Prerequisite: Armsman(Rank 7) 

AP Cost: 35

Action Type: Maneuver

Range: Adjacent

As a Standard Action, attempt a contested Maneuver to break the Armor of an Adjacent Target. If successful, your Target loses their Equipment bonuses from Armor, and their Armor receives the Broken Condition. 

Mach Slash

Prerequisite: Armsman(Rank 8) 

AP Cost: 40

Action Type: Full Action

Range: Half(½) Power Attribute

As a Full Action, instantly Teleport to a Target within a Range equal to Half(½) of your Power Attribute and attempt a Melee Weapon Attack. If successful, the Target suffers normal Weapon Damage, and you may Teleport to a new Target and try a Melee Weapon Attack. You can not Attack the same Target twice as a part of Mach Slash. However, you can continue Mach Slash indefinitely until you miss or no longer have a suitable Target in Range. The Teleportation of Mach Slash does not provoke an Attack of Opportunity.

Solemn Strike

Prerequisite: Armsman(Rank 8) 

AP Cost: 40

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt a Melee Weapon Attack as a potential Killing Blow. If successful, in addition to normal Weapon Damage your Target suffers a loss of One(1) Essence. Your Target can attempt a Physical Save against your Attack Roll to Negate the Essence loss. 

Break Hope

Prerequisite: Armsman(Rank 9) 

AP Cost: 45

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, attempt a Melee Weapon Attack to crush your Target’s will to continue. If successful, in addition to normal Weapon Damage, your Target suffers the Break Miscognition, lowering all Rolls by Half(½) of your Power Attribute for the Effect Duration.

Counter Supremacy 

Prerequisite: Armsman(Rank 9) 

AP Cost: 45

Action Type: Parry

Range: Adjacent

As a part of a successful Parry against an Adjacent Target, you can include a Melee Weapon Attack against your Attacker. This Attack is an Automatic Critical Hit. 

Obliterate

Prerequisite: Armsman(Rank 10) 

AP Cost: 50

Action Type: Wound

As a part of a successful Wound, you instead apply a number of unique Injury Effects equal to Half(½) of your Power Attribute. 

Omnistrike

Prerequisite: Armsman(Rank 10) 

AP Cost: 50

Action Type: Full Action

Range: Weapon Range

As a Full Action, unleash a torrent of Melee Weapon Attacks on any Target within Weapon Range. You may attempt a number of Melee Weapon Attacks equal to Half your Power Attribute against any Target within your equipped Weapon Range. 

Execution

Defensive Execution

Prerequisite: Armsman(Rank 1) 

AP Cost: 5

Action Type: Reaction

Range: Self

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you receive the Rally Enhancement, gaining a bonus equal to your Half(½) of your Power Attribute to your Physical and Force Armor for the Effect Duration.

Eye Gouge

Prerequisite: Armsman(Rank 1) 

AP Cost: 5

Action Type: Standard Action 

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, quickly jab at an Adjacent Target's eyes or optics, inflicting the Blind Injury for the Effect Duration. Then, the Target can attempt a Physical Save against your Physical Impact to Negate the Injury Effect.  

Furious Execution

Prerequisite: Armsman(Rank 1) 

AP Cost: 5

Action Type: Reaction

Range: Self

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you receive the Rally Enhancement, gaining a bonus equal to your Half(½) of your Power Attribute to all Attack and Damage Rolls for the Effect Duration.

Bloody Finale

Prerequisite: Armsman(Rank 2) & Blade or Greatblade (Any Rank)

AP Cost: 10

Action Type: Reaction

Range: Self

Effect Duration: Until Treated

As a Reaction to landing a Killing Blow, you expertly dispatch your Target in a whirl of slashing cuts, inflicting Stacks of the Bleed Injury equal to Half(½) of your Power Attribute on any Creatures Adjacent to you or your Target. Affected Creatures can attempt a Physical Save against your Physical Impact to Negate the Injury Effect.

Rumbleclap

Prerequisite: Armsman(Rank 2) & Hammer or Warhammer (Any Rank)

AP Cost: 10

Action Type: Reaction

Range: Self

Effect Duration: Until Treated

As a Reaction to landing a Killing Blow, you completely crush your Target with overwhelming power, inflicting the Hobbled Injury on any Creatures Adjacent to you or your Target. Affected Creatures can attempt a Physical Save against your Physical Impact to Negate the Injury Effect.

Whetstone

Prerequisite: Armsman(Rank 2) 

AP Cost: 10

Action Type: Ritual(One Hour)

As a Ritual at a Forge during a Rest Period, you spend One(1) Hour sharpening your equipped Weapon. Your first successful Melee Weapon Attack before your next Rest Period will be an Automatic Critical Hit.

Horrific Execution

Prerequisite: Armsman(Rank 3) 

AP Cost: 15

Action Type: Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you brutally end your opponent in a grotesque display, inflicting the Fear Miscognition on any Creatures that witness the Execution for the Effect Duration. Affected Creatures can attempt a Force Save against your Physical Impact to Negate the Miscognition.

Mocking Execution

Prerequisite: Armsman(Rank 3) 

AP Cost: 15

Action Type: Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you callously execute your opponent to the ire of their comrades, inflicting the Taunt Miscognition on any Creatures that witness the Execution for the Effect Duration. Affected Creatures can attempt a Force Save against your Physical Impact to Negate the Miscognition.

Violent Tendencies

Prerequisite: Armsman(Rank 3) 

AP Cost: 15

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, you harness your anger to motivate you. Therefore, until your next Rest Period, your Critical Hits with Melee Weapon Attacks will apply an Injury Effect from your Wound List. This does not apply to your Daily Uses of Wound. 

Assault Squad

Prerequisite: Armsman(Rank 4) 

AP Cost: 20

Action Type: Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you call to inspire your Comrades to engage in their aggression, granting you and any Comrades that witness the Execution the Rally Enhancement gaining a bonus equal to Half(½) of your Power Attribute to Attack or Damage Rolls for the Effect Duration.

Guarding Squad

Prerequisite: Armsman(Rank 4) 

AP Cost: 20

Action Type: Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you call to inspire your Comrades to steel themselves against the enemy, granting you and any Comrades that witness the Execution the Rally Enhancement gaining a bonus equal to Half(½) of your Power Attribute to Physical and Force Armor for the Effect Duration.

Raiding Squad

Prerequisite: Armsman(Rank 4) 

AP Cost: 20

Action Type: Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you call to inspire your Comrades to rush your opponents and overwhelming their forces, granting you and any Comrades that witness the Execution the Rally Enhancement gaining a bonus equal to Half(½) of your Power Attribute to Speed and Maneuvers for the Effect Duration.

Heavy Cleave 

Prerequisite: Armsman(Rank 5) & Greatblade or Warhammer (Any Rank)

AP Cost: 25

Action Type: Reaction

Range: Adjacent

As a Reaction to landing a Killing Blow with a Two(2) Handed Melee Weapon, your Attack strikes through your Target, harming any Creatures Adjacent to your Target for Half(½) Damage.

Maverick

Prerequisite: Armsman(Rank 5) & Blade or Hammer (Any Rank)

AP Cost: 25

Action Type: Reaction

Range: Adjacent

As a Reaction to successfully landing both Main-hand and Off-hand One(1) Handed Melee Weapon Attacks in a single Turn, you can attempt an additional Melee Weapon Attack utilizing both Weapons. If successful, this Attack deals Double(2*) your Weapon Damage. 

Street Threads

Prerequisite: Armsman(Rank 5) & Any Armor(Any Rank)

AP Cost: 25

Action Type: Ritual(One Hour)

As a Ritual at a Creative Space during a Rest Period, dress your Armor down for casual wear. You gain a bonus equal to your Power Attribute to any Charm-based Ability Checks until your next Rest Period. 

Militant Squad

Prerequisite: Armsman(Rank 6) 

AP Cost: 30

Action Type: Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you call to inspire your Comrades to remain vigilant against all threats, granting you and any Comrades that witness the Execution the Rally Enhancement gaining a bonus equal to Half(½) of your Power Attribute to Physical and Force Impacts for the Effect Duration.

Vigilant Squad

Prerequisite: Armsman(Rank 6) 

AP Cost: 30

Action Type: Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you call to inspire your Comrades to remain vigilant against all threats, granting you and any Comrades that witness the Execution the Rally Enhancement gaining a bonus equal to Half(½) of your Power Attribute to Physical and Force Saves for the Effect Duration.

Cleaving Throw 

Prerequisite: Armsman(Rank 7) & Greatblade or Warhammer (Any Rank)

AP Cost: 35

Action Type: Full Action

Range: Power Attribute(Line)

As a Full Action, throw a Two(2) Handed Melee Weapon as a spinning projectile in a Range equal to your Power Attribute in a straight line, cleaving across anything in its path. Targets in the Path of Travel suffer 2d6 Slash Damage for every Point of your Power Attribute. Affected Creatures can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½). Whenever the projectile makes contact with a solid surface, such as a wall, tree, or pillar, it will become embedded in the surface, requiring an Athletics Ability Check to beat your Physical Impact to remove it. Alternatively, you can prematurely end the Path of Travel to Impale your projectile into a Creature that failed its Physical Save. 

Blitz Strike

Prerequisite: Armsman(Rank 7) & Blade or Hammer (Any Rank)

AP Cost: 35

Action Type: Full Action

Range: Power Attribute

As a Full Action, hone your senses to locate a Target within a Range equal to your Power Attribute. Instantly close the distance to your Target and unleash a series of slashes dealing your normal Weapon Damage and an additional 1D6 Slash Damage for every Point of your Power Attribute. The Target can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½). 

Atrocious Execution

Prerequisite: Armsman(Rank 8) 

AP Cost: 40

Action Type: Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you brutally end your opponent in an unspeakably terrifying manner, inflicting the Panic Miscognition on any Creatures that witness the Execution for the Effect Duration. Affected Creatures can attempt a Force Save against your Physical Impact to Negate the Miscognition.

Vile Execution

Prerequisite: Armsman(Rank 8) 

AP Cost: 40

Action Type: Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you lethally execute your opponent with a disgustingly disrespectful method, inflicting the Nauseated Injury on any Creatures that witness the Execution for the Effect Duration. Affected Creatures can attempt a Force Save against your Physical Impact to Negate the Injury Effect.

Decapitate

Prerequisite: Armsman(Rank 9) & Greatblade or Warhammer (Any Rank)

AP Cost: 45

Action Type: Full Action

Range: Adjacent

As a Full Action, attempt a heavy overhead swing as a Two(2) Handed Melee Weapon Attack against an Adjacent Target. If successful, your Target will suffer normal Weapon Damage and an additional 2d6 Slash Damage for every point of your Power Attribute. If the Target is knocked Prone, unconscious, or otherwise incapacitated, they must attempt a Physical Save against your Attack Roll or be killed instantly. 

Eviscerate

Prerequisite: Armsman(Rank 9) & Blade or Hammer (Any Rank)

AP Cost: 45

Action Type: Full Action

Range: Adjacent

As a Full Action, you can attempt Three(3) Melee Weapon Attacks against a single Adjacent Target. If any of these Attacks are a Critical Hit, then all successful Attacks register as Critical Hits.  

Open Artery

Prerequisite: Armsman(Rank 10)

AP Cost: 50

Action Type: Full Action

Range: Adjacent

As a Full Action, inflict Stacks of the Bleed Injury equal to Quintuple(5*) your Power Attribute to an Adjacent Target. The Target can attempt a Physical Save against your Physical Impact to Negate the Injury Effect. 

Victorious Shout

Prerequisite: Armsman(Rank 10) 

AP Cost: 50

Action Type: Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Reaction to landing a Killing Blow, you call to your Comrades to signal your oncoming victory, granting you and any Comrades that witness the Execution the Rally Enhancement gaining a bonus equal to Half(½) of your Power Attribute to all Rolls for the Effect Duration.