|
Crusader Abilities
Fervor and intensity are embodied in each step on the path that the Crusader walks. The blows they deal and the their resistances are emboldened by devotion and determination to their cause.
Response
As you would deal more than 1 type of Ailment damage with a single effect, choose 2 of them. Do not deal 1 of them and add that damage to the other.
Boost: You can choose an additional 1 + TT/2 Ailments to not cause in the same way.
Stance
Gain +1 on Magic defense and defense against effects that cause Ailments.
Boost: Gain +1 + TT on rolls to reduce Ailments afflicting you.
Aspect
Gain 1 + TT Devotion Pool. You can use Devotion to pay Resolve costs. You can replace the benefit of a Recovery with heal 2 Devotion.
Boost: As a Minor Acton, pay 1 Devotion to heal 1 Energy.
Response - Illusion
After Injuring a creature with a melee attack, they shed Tier 2 + TT/2 light in an Aura 4.
Boost: The target counts as 1 + TT sizes larger to determine the number of d12 the Soulweaver rolls to determine success of Attacking Blind.
Spell - Elemental
Gain Immunity to Burning, Fire, and Slow.
Boost: At the end of your turn, heal 1 Grit.
Talent
Deal 2 + TT Emotional damage to creatures who can hear this Tier 6 sound in a Burst 3 + TT. The emotion is fear of you.
Boost: Creatures who become Frightened become Focal Locked on you.
Advanced Abilities
Those that practice and excel in the Crusader style gain access to these more unique abilities.
Trick - Infusion
Requirements: 9 Combined Tiers of Martial and Zeal
1 Resolve: Gain +1 physical damage.
Boost: After causing 3 or more Grit Injury, deal 1 + TT Dazzled damage.
Aspect
Requirements: 11 Combined Tiers of Martial and Zeal
As you would pay a Resolve cost, roll 1d12 to reduce the cost by 1 and gain +1 on defenses for 1 round, DL 9 - TT.
Boost: Gain +1d12 on physical attack rolls and TT/2 on physical damage.
Response
Requirements: 7 Combined Tiers of Martial and Zeal
1 Resolve: After causing Injury, use Demoralize against the subject with Injury d12 as the attack roll.
Boost: Increase the Emotional damage by 1 + TT/2.
Spell - Elemental
Requirements: 9 Combined Tiers of Martial and Zeal
Deal 3 + TT/2 Mystical Radiant damage to Grit to undead creatures in a Cone 3 + TT.
Boost: Heal living creatures 2 + TT/2 Grit.
Talent
Requirements: 7 Combined Tiers of Martial and Zeal
After causing Injury to an undead creature, attack Endure with Injury d12 to deal 2 + TT Mystical Radiant damage to Grit to it.
Boost: After causing Injury with this effect, deal Injury Burning damage.
Spell - Infusion
Requirements: 7 Combined Tiers of Martial and Zeal
After suffering a Serious Injury, heal 4 + TT Grit and this ends.
Boost: Then, reduce each Ailment afflicting you 1 Tier.
|