Axe Talents
Typically heavier and more powerful than a sword or dagger, axes favour brutal cutting power over speed and finesse. Only a fool underestimates just how fast a master axe wielder can move one, however.
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Rank 1
Light Axes - Grants proficiency with the use of Light Axes weapons.
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Rank 2
Precise Attack - Add +5 to hit.
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Rank 3
Powerful Blow - Gain +2 damage
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Light Axes - Grants proficiency with the use of Light Axes weapons.
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Rank 2
Precise Attack - Add +5 to hit.
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Rank 3
Powerful Blow - Gain +2 damage
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Rank 4
(Level 5 and higher)
(Level 5 and higher)
Effortless Blows - Reduce the AP cost of the attacks by 1.
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-- Or --
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Violent Critical - Increase your crit threat by five - as a base this would mean you crit on a ten and under.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Effortless Blows - Reduce the AP cost of the attacks by 1.
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-- Or --
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Bleeding Critical - Upon a critical hit the targets gain the bleed condition, inflicting damage equal to the user's Physical Prowess modifier for 1d5 rounds.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Perfect Critical - Add +5 to your critical chance, and you inflict two critical effects per crit.
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-- Or --
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Reaver - Add +10 to hit and +3 damage.
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Rank 1
Heavy Axes - Grants proficiency with the use of Heavy Axe weapons.
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Rank 2
Precise Attack - Add +5 to hit.
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Rank 3
Potent Strike - Add 1d10 to damage.
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Heavy Axes - Grants proficiency with the use of Heavy Axe weapons.
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Rank 2
Precise Attack - Add +5 to hit.
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Rank 3
Potent Strike - Add 1d10 to damage.
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Rank 4
(Level 5 and higher)
(Level 5 and higher)
Mighty Thews - Use a Heavy Axe one handed with a -2 penalty to damage.
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-- Or --
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Excellent Violence - Add +3 to damage with heavy axes.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Violent Critical - Increase your crit threat by five - as a base this would mean you crit on a ten and under.
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-- Or --
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Effortless Blows - Reduce the AP cost of the attacks by 1.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Chooser of the Slain - Add half your level to damage.
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-- Or --
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Unending Blows - Whenever you defeat an enemy you gain 3 additional AP for your next round, and 3d10 plus your Physical Prowess in healing, which does not count as magical. These temporary AP vanish if not used on your next turn.
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