Chainsaw Hobbit
2012-05-28, 07:27 PM
Compensating For Something (Combat)
You are blessed with great courage and determination while wielding a large weapon.
Prerequisites: Str 15, Base Attack Bonus +1.
Benefit: While wielding a two-handed weapon, you gain a +1 bonus to saving throws. This bonus increases to +2 at level 6, +3 at level 11, and +4 at level 16.
Vengeful Ferocity (Combat)
You are able to dish out punishment more efficiently when provoked.
Prerequisites: Str 13, Con 13, Base Attack Bonus +2.
Benefit: Whenever you take damage equal to at least a third of your maximum hit points from a melee attack, you can make a melee attack against the attacker.
Hero's Valour (Combat)
You fight better when faced with overwhelming odds.
Prerequisites: Base Attack Bonus +3.
Benefit: You gain a +1 bonus to attack rolls for every two adjacent enemies, and can make an extra attack at your highest attack bonus every round while there are at least four enemies adjacent to you.
Wargasm (Combat)
When you cripple a foe with a powerful attack, a pleasureable surge of adrenaline gives you new strength.
Prerequisites: Base Attack Bonus +4.
Benefit: Whenever you score a critical hit with a melee attack that deals damage equal to at least a third of your foe's maximum hit points, you gain temporary hit points equal to your level and a +2 bonus to melee damage rolls until those temporary hit points are lost.
Bull's Eye (Combat)
When you set your eye on a foe, nothing will stop you from bringing them down.
Prerequisites: Base Attack Bonus +5.
Benefit: At the start of your turn, you may choose a foe. You gain a +2 bonus to damage rolls, and +1 bonus to combat manoeuvres, and a +1 bonus to attack rolls against that foe until the start of your next turn.
Heroic Last Stand (Combat)
When you are mortally wounded and all hope is lost, you are able to make one epic last stand before the darkness swallows you.
Prerequisites: Base Attack Bonus +6.
Benefit: During combat, while at fewer than half hit points, you can opt to make a Heroic Last Stand. When you do this, your hit points are brought up to maximum and you become unable to regain hit points in any way for the rest of your life. During your Heroic Last Stand, you gain a +2 bonus to attack rolls, a +2 bonus to saving throws, a +5 bonus to damage rolls, immunity to ability damage and negative levels, and at the end of each of your turns, you take 2d6 damage.
After this, you are still able to be ressurected.
You are blessed with great courage and determination while wielding a large weapon.
Prerequisites: Str 15, Base Attack Bonus +1.
Benefit: While wielding a two-handed weapon, you gain a +1 bonus to saving throws. This bonus increases to +2 at level 6, +3 at level 11, and +4 at level 16.
Vengeful Ferocity (Combat)
You are able to dish out punishment more efficiently when provoked.
Prerequisites: Str 13, Con 13, Base Attack Bonus +2.
Benefit: Whenever you take damage equal to at least a third of your maximum hit points from a melee attack, you can make a melee attack against the attacker.
Hero's Valour (Combat)
You fight better when faced with overwhelming odds.
Prerequisites: Base Attack Bonus +3.
Benefit: You gain a +1 bonus to attack rolls for every two adjacent enemies, and can make an extra attack at your highest attack bonus every round while there are at least four enemies adjacent to you.
Wargasm (Combat)
When you cripple a foe with a powerful attack, a pleasureable surge of adrenaline gives you new strength.
Prerequisites: Base Attack Bonus +4.
Benefit: Whenever you score a critical hit with a melee attack that deals damage equal to at least a third of your foe's maximum hit points, you gain temporary hit points equal to your level and a +2 bonus to melee damage rolls until those temporary hit points are lost.
Bull's Eye (Combat)
When you set your eye on a foe, nothing will stop you from bringing them down.
Prerequisites: Base Attack Bonus +5.
Benefit: At the start of your turn, you may choose a foe. You gain a +2 bonus to damage rolls, and +1 bonus to combat manoeuvres, and a +1 bonus to attack rolls against that foe until the start of your next turn.
Heroic Last Stand (Combat)
When you are mortally wounded and all hope is lost, you are able to make one epic last stand before the darkness swallows you.
Prerequisites: Base Attack Bonus +6.
Benefit: During combat, while at fewer than half hit points, you can opt to make a Heroic Last Stand. When you do this, your hit points are brought up to maximum and you become unable to regain hit points in any way for the rest of your life. During your Heroic Last Stand, you gain a +2 bonus to attack rolls, a +2 bonus to saving throws, a +5 bonus to damage rolls, immunity to ability damage and negative levels, and at the end of each of your turns, you take 2d6 damage.
After this, you are still able to be ressurected.