When a hero fails a roll, gets a crit or suffers one, they get 1 Doubt.
When hit by an attack, Teleport 2: if out of Range, the attack misses instead.
- •Do Better.
(Reach 6) A Templar ally gains 20 tempHP and ADV on their rolls until the end of their next turn.
- •Psychic Crush.
(Reach 6) 4d8+10 psychic, can't Interpose. If the target is or becomes Dying: Incapacitated for 1 turn.
Cuando una criatura Pisa o toca el sema de inicio se activa el resorte. Percepción CD 11 para detectarlo y detener la apertura; si no, salvación de DEX para la casilla que ocupa el resorte
DC Arcana 11
cada 2 casillas de movimiento obligado por empujones -> 1d6 contundente
- •+15.
La criatura mantiene el equilibrio. Sin daño.
- •10-14.1d6.
La criatura es empujada 2 espacios y
- •1-9.2d6 daño contundente.
La criatura es empujada violentamente 4 espacios . Si impacta contra un objeto sólido o borde peligroso, añade +1d6 y aplica las reglas de empujon.
(1 use) Lose 45HP: change the PD of a spell at Range 6 to whatever you like.
When a hero fails a roll, gets a crit or suffers one, they get 1 Doubt.
- •Sorcerous Chaos Blast .
(Range 8) 2d8+5 acid, cold, fire or necrotic (their choice), then chain to another target within Range. On crit: chain to a third target.
- •King's Grip.
(Reach 2) 4d8 psychic, on hit: target is Slowed and DC 14 WIL save or gains 4 Doubt.
- •Tooth and Claw (x2).2d12+7.
On hit: Roll a d10 on the Alchemist's table.
- •Potion Breath (1 time).4d12+4.
Cone: 12. DC 21 DEX save for half damage, on fail Roll a D6 on the Alchemist's Table.
When hit by lightning damage: Become charged for 1 round instead. While Charged your attacks also damage the next closest enemy to your target.
- •Slam (2x).
2d8+5.
- •Overload.
(while charged) 2d8+10 to others within Reach 2 (ignoring metal armor).
1/Round Force a successful attack against you to become a Crit.
- •Rend.
Attack for 1d12+15 Damage. 1/round Rend automatically crits against the target if they crit you on their last turn.
- •Cleave.
1d12+6 damage to every enemy in reach. 1/round Rend automatically crits against the target if they crit you on their last turn.
Bold and Red Blooded. At 65 HP, Rend and Cleave's crit effect is usable 1/turn.
The Green Knight is dying! 50 more damage and it dies. Until then, every attack against it is a crit.
On hit: add 1 to the PD of next attack, cumulative. Reset on crit.
On crit: DC 14 STR or Bleeding 4.
- Armblades (3x).
1d8+4 slashing.
1/turn, when the Mage Hunter takes damage from a spell, halve it and another target in Range takes the other half (can be the caster).
Immune to Blinded, Charmed, Deafened. Cover doesn't grant bonuses to defense nor does it allow to Hide.
It can't detect anything but magic imprints beyond Reach 20.
- •Magicide Claws (2x).
(Reach 1) 2d8 piercing; on hit: the target loses 1M and if they can't lose Mana, they take 5 additional necrotic damage per point missing.
- •Psychic Screech (1 use).
(Reach 1) 5d8 psychic, can't be Defended. If the target is an arcane user, DC 16 KEY or they can't cast spells until the end of their next turn.
When an ally within Reach: 2 dies, you may attack.
- •Chemical Trap.
Lay a trap within Reach: 1. Roll 1d6+10 on the Alchemist Table when a hero enters the square of the trap.
- •Stab.1d4+1.
On hit: Poisoned for 1 turn.