Might
Might perks enhance a character's physical prowess and fighting capability.
Might perks enhance a character's physical prowess and fighting capability.
Perks of this rank cost 100 XP
You can enter a mighty battlerage.
You are particularly skilled at fighting unarmed.
The damage of your unarmed strikes increases to 1D6.
You go in for the a killing stroke.
Strikes against creatures that are Prone gain a 1D4 damage bonus.
You are strong-backed, allowing you to carry more items.
Your Carrying Capacity increases by 5. You can obtain this perk once for each Athletics rank you have, increasing your Carrying Capacity by an additional 5 each time.
You snap your shield into place at a perfect angle.
When you successfully Block an attack, you can spend 1 Stamina to reduce physical damage 0, and magic damage by half.
A quick sprint to cover more ground.
When you Dash, you can spend 1 Stamina to move twice as far.
You fight better on the front lines.
If at least two foes are within your reach, you gain a +2 bonus to Fighting Style and Dodge tests against them.
Perks of this rank cost 200 XP
A true adventurer explores all avenues.
You either gain a climb or swim speed equal to your stride speed.
Repeatable. You can obtain this perk twice, to gain both speeds.
Weapon in hand, you rush to the battlefield for a devastating blow.
You can perform a Power Strike without spending Stamina, provided you Sprint and move at least 5m in a straight line immediately before making the attack.
Your strikes go trough and further.
When you defeat a foe with a melee Strike, you can Strike against a second within your reach. Repeat the attack roll. On a success, they suffer the leftover damage of your original attack.
The brutality of your strikes can frighten your target.
You gain the Menacing Strike maneuver: The target must pass a Focus test or become frightened of you.
You can push yourself to overcome a good defense.
When you win a combat roll, you can spend 1 Stamina to use a maneuver, even if you didn't critically win.
You assert your dominance through sheer might.
When you make a Command test, you can use your Intimidation skill instead.
You can over-charge your weapon strikes.
When you use Power Strike, you can spend up to three Stamina. For each point of Stamina you spend, you can add an additional D6 to your damage bonus.
Your recover from Fatigue faster than most.
When you finish a Long Rest, you lose all levels of Fatigue and regain all spent Stamina.
You mark a target for battle.
As an action, you can mark a creature you can see within 15m of you. Whenever the marked creature attacks an ally of yours, you can use a reaction to make an Opportunity Attack against it.
Mark. A mark is an effect that targets a single creature over a longer period of time. Placing a mark costs 1 Stamina and lasts 1 hour. A creature can only be marked by one feature at a time.
Perks of this rank cost 300 XP
Your smaller frame doesn't stop you from taking on larger threats.
You cont as one size category larger than for the purposes of the Size Matters rule.
In battle, few dare oppose you.
When you Dodge a melee or ranged attack, you can use your Intimidation skill, rather than Dodge. Using Intimidation in this way automatically fails against attackers who are immune to the Frightened condition.
Hard callused knuckles do more damage.
Your unarmed strikes now deal 1D8 damage, rather than 1D6.
You easily defend against multiple foes.
When you receive the benefit from Vanguard, you can gain a free defense reaction once per round.
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When you March, you can give a number of creatures 1 additional Stamina equal to your CHA. A creature can only benefit from this perk once per day.
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When you and an ally that also has this perk are both within 3m of each other, you gain 2 additional Successes on all Fighting Style and Dodge tests. This only counts for rolled Successes.
You employ your authority to raise your fighting skill.
When you pass a Fighting Style test, you have a minimum amount of Successes equal to your Command bonus.
You frighten your foe.
You learn the Willbreaker maneuver: The target must pass a Focus test or become Frightened of you.
Size Matters. Your own size relative to the target matters. A creature that is more than one size category larger than you is immune to the feature. Similarly, creatures that are more than one size category smaller than you are automatically subject to the feature and its effects.
Elevate your fighting skills by overpowering your foe.
When you pass a Fighting Style test, you have a minimum amount of Successes equal to your Athletics bonus.
Perks of this rank cost 400 XP
Foes that are weakened, are at your mercy.
The damage bonus from Coupe de Grace increases to +1D6. Moreover, you can use it against foes who are Bloodied.
Your Power Strikes are even more powerful.
You can use D8's rather than D6's when gaining a damage bonus from Power Strike.
You can use all weaponry without penalty.
All weapons are included in your Fighting Style.
You use your armor more effectively.
You gain +1 bonus AR when wearing armor.
You recover from injury with incredible pace.
When you finish a Long rest, you regain Health equal to twice your Endurance score. Furthermore, finishing a Short Rest restores 1D4 Health.
You bring your weapon around in a larger arc, attacking more than one foe.
When you Strike, you can spend 1 Stamina to make an Area Attack within your weapon's reach instead. All creatures in a 180° arc are targetted.
Win. A target suffers your weapons damage.
Critical Win. A target suffers your weapon's maximum damage.
Loss. A target negates the attack.
Critical Loss. The attack fails completely.
You are unhindered by the armor you wear.
You don't suffer any penalty to your speed from wearing armor.
Perks of this rank cost 800 XP
Your perfected technique allows you to use openings others would miss.
When you win a combat roll with 10 or more Successes, you can treat it as a critical win.
You can wield enormous weapons with a single hand.
You can wield 2H weapons as if they were 1.5H, and 1.5H weapons as if they were 1H.
Perks of Finesse
Perks of Magic
Perks of the Mind
Perks of Leadership
Perks of Eloquence