Apply Ignite to target character in melee range. Catch Flame I Attack Melee Status Ignite 2 + Willpower Bonus / 3 Ignite 2 + Willpower Bonus / 2 Ignite 2 + Willpower Bonus 2 Apply Flammable to all characters within a circular area with a 6m radius and center placed within 12m of caster. Smouldering Zone I Attack Status Flammable 1 Flammable 1 + Willpower Bonus / 3 Flammable 1 + Willpower Bonus / 2 3 Infused ability additionally deals fire damage equal to your Willpower Bonus. Searing Strike Infusion 2 I Gain a bonus to Will saves equal to your Willpower Bonus until your next Activation. Ember Resilience Reaction 2 When you are attacked I Status AoE Deal fire damage to target character in melee range. Backdraft Reaction 2 When you are hit I Attack Melee Fire Dmg 2 + Willpower Bonus / 2 Fire Dmg 2 + Willpower Bonus Fire Dmg 2 + Willpower Bonus × 2 Apply Ignite to all characters within a 60° cone extending 6m from caster. Heat Wave II Attack AoE Status Ignite 1 + Willpower Bonus / 3 Ignite 1 + Willpower Bonus / 2 Ignite 1 + Willpower Bonus 2 Infused ability additionally applies Flammable equal to half your Willpower Bonus. Smouldering Strike Infusion 3 II Remove Ignite stacks from any number of characters until you remove X stacks in total. X can't be greater than your Willpower Bonus. Apply Ignite to another target character that didn't have stacks removed by this ability. Control Flame II Attack Status Ignite X Ignite X × 2 Ignite X × 3 3 Remove Ignite stacks from any number of characters until you remove X stacks in total. X can't be greater than your Willpower Bonus. Infused ability gains a +X Attack Bonus. Flameborn Fury Infusion 2 II Remove Ignite stacks from any number of characters until you remove X stacks in total. X can't be greater than your Willpower Bonus. Targeted character gains HP equal to X × 2. Healing Flame Reaction 3 When a character is targeted II Healing Infused ability additionally applies Ignite equal to your Willpower Bonus. Ignition Strike Infusion 3 III Status Status Target a character in melee range with Ignite X. Deal fire damage and apply Flammable to that character. Remove all Ignite stacks from that character. Smouldering Curse III Attack Melee Status Fire Dmg X × 2 Flammable X / 3 Fire Dmg X × 3 Flammable X /2 Fire Dmg X × 4 Flammable X 4 Target a character with Flammable X. Deal fire damage to that character and all characters within 4m of that character. Remove all Flammable stacks from that character. Flame Surge III Attack AoE Fire Dmg X × 2 Fire Dmg X × 3 Fire Dmg X × 4 4 Remove Ignite stacks from any number of characters until you remove X stacks in total. X can't be greater than your Willpower Bonus. Attempt to remove up to X stacks of conditions from target character. Cleansing Fire III 3 That character gains an Attack Bonus for the next two Activations equal to the amount of damage suffered. This bonus cannot be higher than your Willpower Bonus. Focused By Fire Reaction 2 When a character takes fire damage III Status Move in a straight line (up to your movement speed). During this movement you do not provoke Reactions and may move through other characters. Apply Ignite to each character you have moved through. Flaming Charge IV Attack Movement Status Ignite 1 + Willpower Bonus / 3 Ignite 1 + Willpower Bonus / 2 Ignite 1 + Willpower Bonus 4 Gain a 6m aura that lasts for a number of Activations equal to your Willpower Bonus. Enemy characters within this aura must make a Will save whenever they intend to make an Attack. Add your Willpower Bonus to the Attack Roll. Crown Of Flames IV Aura Ignite 2 Attack Random Target Ignite 3 Cannot Attack Ignite 4 5 Deal fire damage to target in melee range. If you score at least a hit, you may immediately repeat this ability. The sequence ends when you score a graze or miss. Add your Willpower Bonus to each Attack Roll. Calidos Barrage IV Attack Fire Dmg 4 Fire Dmg 6 Ignite 2 Fire Dmg 8 Ignite 4 4 Melee Status Status Remove Ignite stacks from any number of characters until you remove X stacks in total. X can't be greater than your Willpower Bonus. Reduce the cooldown of one or more other abilities for a total of X points. Flaming Overdrive IV 5 OR Gain an additional Activation for the rest of the combat. Searing Momentum Reaction 6 When an Ignited character is defeated IV When a character gains Ignite 20 or higher Target a character that has Ignite 30 or higher. Apply Ignite and instantly kill the target if it's HP is lower than the required threshold. Ashen Judgemenet V Attack Ignite 2 + Willpower Bonus / 3 Ignite 2 + Willpower Bonus / 2 Instant death if HP < 50 Ignite 2 + Willpower Bonus Instant death if HP < 100 6 Status Target character gains a buff that causes each attack he makes to deal additional fire damage equal to half your Willpower Bonus. Upon using this ability and at the beginning of each Activation inflict Ignite 2 on that character. The buff lasts until end of combat or until you dismiss it at the end of your Activation. Avatar Of Wrath V 2 Status Gain a 6m aura that lasts for a number of Activations equal to your Willpower Bonus. Enemy characters within this aura take fire damage when they Activate. Blazing Mantle V 6 Aura Fire Dmg 2 + Willpower Bonus / 3 Fire Dmg 2 + Willpower Bonus / 2 Fire Dmg 2 + Willpower Bonus When infused ability scores at least a graze against a target that has Ignite 20 or higher, you may remove 20 Ignite stacks from that target to gain an additional Activation for the rest of the combat. Fueled Strike V 7 Status Choose a number X not greater than twice your Willpower Bonus. That character's HP is instead set to X. That character gains Ignite X / 3. Phoenix Rebirth Reaction 6 When a character is defeated V Ignite X At the beginning of your Activation receive X fire damage, then reduce X by 1. Lose this condition when X reaches 0. Your Will is reduced by X/2. Flammable X Your fire resistance is reduced by X. Remove X / 2 conditions Remove X conditions Remove X × 2 conditions Attack Apply Chilled to that character. Chilling Stop I Attack Status Chilled 2 + Endurance Bonus / 3 Chilled 2 + Endurance Bonus / 2 Chilled 2 + Endurance Bonus 2 Infused ability additionally deals cold damage equal to your Endurance Bonus. Cold Strike I Infusion 2 Apply Fortified X to target character, where X is your Endurance Bonus. Fortify Status 2 I Gain a bonus to Fortitude saves equal to your Endurance Bonus until your next Activation. Chilling Resilience Reaction 2 When you are attacked I Status Infused ability additionally grants THP equal to your Endurance Bonus to the targeted character. Fortifying Infusion Infusion 2 I Apply Chilled to all characters within a 60° cone extending 9m from caster. Chilling Wave II Attack AoE Status Chilled 1 + Endurance Bonus / 3 Chilled 1 + Endurance Bonus / 2 Chilled 1 + Endurance Bonus 2 Remove Chilled stacks from any number of target characters until you remove X stacks in total. X can't be greater than your Endurance Bonus. Apply Frozen to target character in melee range. Snap Freeze Attack 3 II Deal cold damage to target character in melee range. Deal additional damage to Chilled targets equal to X, where X is the amount of Chilled stacks they have. Frostbite II Attack Melee Cold Dmg X + Endurance Bonus / 2 Cold Dmg X + Endurance Bonus Cold Dmg X + Endurance Bonus × 2 2 Remove Chilled stacks from any number of characters until you remove X stacks in total. X can't be greater than your Endurance Bonus. Attacking character gains a -X Attack penalty until his next Activation. Hypothermia Reaction 3 II Remove Chilled stacks from any number of characters until you remove X stacks in total. X can't be greater than your Endurance Bonus. Targeted character gains THP equal to X × 2 + Endurance Bonus. Endure Reaction 3 When a character is targeted II Healing Gain a 4m aura that lasts for a number of Activations equal to your Endurance Bonus. Characters must roll a Fortitude save whenever they enter or begin their Activation within the aura. The aura applies a penalty to cold resistance until the character's next Activation depending on the amount of Chilled stacks (X) the defending character has. The penalty is removed when the aura ends or the character moves out of range. Chill Storm Aura 5 III Status Melee Gain a 6m aura that lasts for a number of Activations equal to your Endurance Bonus. Chilled enemy characters within this aura must make a Will save whenever they intend to make an Attack. Add your Endurance Bonus to the Attack Roll. Heatless Heart III Aura Status Chilled 2 Attack must target you Chilled 3 Attack must target you Chilled 4 4 Instead, lose all THP and deal cold damage to target character in melee range depending on the amount of THP you had. Frost Rebuke III Attack Melee Cold Dmg THP / 2 Cold Dmg THP Cold Dmg THP × 2 3 Choose a number X, then attempt to remove X condition stacks from target character. X can't be greater than your Endurance Bonus and can't be greater than the total amount of condition stacks on that character. Depending on the success level of the attack, remove condition stacks and apply an equal amount of Chilled stacks on target character. Cryocleansing III 4 Target character gains THP equal to twice your Endurance Bonus. Ice Shroud 2 III Infused ability additionally applies Chilled equal to your Endurance Bonus. Chilling Strike IV Infusion Status 4 Create a circular area with radius 4m placed where you can see. The area lasts for a number of Activations equal to your Endurance Bonus. Characters that enter or begin their Activation within the area must make a Fortitude save or take cold damage. Add your Endurance Bonus to the Attack Roll. Ice Storm IV AoE 5 Remove Chilled stacks from any number of characters until you remove X stacks in total. X can't be greater than your Endurance Bonus. Target character gains Immune X, where X is the amount of stacks removed this way. Cold Hearted IV 4 Status Attack You may remove up to X Chilled stacks from that character, where X is your Endurance Bonus. Gain a +X bonus to your Attack Roll. Delay Activation IV 3 That character does not take damage but becomes Frozen X, where X is the amount of damage prevented divided by 10. Frozen Sanctuary Reaction 5 When a character would take damage IV Target a character in melee range that is Frozen. Deal cold damage and instantly kill that target if their HP is lower than the required threshold. Shattered Tomb V Attack Cold Dmg 4 + Endurance Bonus / 3 Cold Dmg 6 + Endurance Bonus / 2 Instant death if HP < 50 Cold Dmg 8 + Endurance Bonus Instant death if HP < 100 6 All characters within target area with radius 4m placed where you can see must make a Fortitude save or become Frozen. Characters gain a penalty to their saving throw equal to the amount of Chilled they have. Absolute Zero V 6 Attack You may spend X Activations channeling this ability before using it. During this time, you cannot move or make other actions. When used, this ability deals cold damage and applies Chilled to enemies within 6m of you. Icy Burst V 7 Attack Cold Dmg 4 + X × Endurance Bonus / 3 Chilled 2 Cold Dmg 6 + X × Endurance Bonus / 2 Chilled 4 Cold Dmg 8 + X × Endurance Bonus Chilled 6 Target character gains a buff that grants THP at the beginning of each Activation equal to your Endurance Bonus. Upon using this ability and at the beginning of each Activation inflict Chilled 1 on that character. The buff lasts until end of combat or until you dismiss it at the end of your Activation. Avatar Of Hatred V 2 Status Target character becomes immune to damage and conditions for a number of Activations equal to your Endurance Bonus. That character cannot move and use actions and reactions while in this state. At the beginning of each Activation, that character may choose to either dismiss the effect or restore HP equal to your Endurance Bonus. Cryostatis Status 6 V When a character begins movement Chilled X Gain a -X penalty to movement speed. If this effect causes your movement speed to become 0, remove all Chilled stacks and become Frozen X/2. Frozen X Your movement speed is 0 and cannot be raised while you have this condition. Your Reflex is reduced by X. Your bludgeoning and cold resistances are reduced by X*3. At the beginning of your Activation reduce X by 1. You may spend an Action to reduce X by 1. Lose this condition when X reaches 0. Fortified X You do not lose THP at the start of your Activation. Reduce X by 1 at the beginning of your Activation, after THP loss would occur. Lose this condition when X reaches 0. Immune X Conditions cannot be inflicted upon you. At the beginning of your Activation reduce X by 1. Lose this condition when X reaches 0. Frozen X / 3 Frozen X / 2 Frozen X Status When a character would make an attack Status Healing Healing Status Attack Remove X / 2 conditions Chilled X / 2 Remove X conditions Chilled X Remove X × 2 conditions Chilled X × 2 When you would lose THP Reaction Cold Resistance -X / 3 Cold Resistance -X / 2 Cold Resistance -X Cold Dmg 4 Chilled 1 Cold Dmg 6 Chilled 2 Cold Dmg 8 Chilled 3 When a character would Activate Chilled 2 Cannot Activate Chilled 4 Lose an Activation this round Chilled 6 Reaction Attack Status Status Melee AoE Status Frozen 1 Frozen 2 Frozen 4 AoE Healing Healing Infused ability additionally applies Weakened equal to your Intelligence Bonus. Atrophic Strike I Infusion Status 3 Remove Weakened stacks from any number of character until you remove X stacks in total. X can't be greater than your Intelligence Bonus. Target character restores HP equal to X × 2. Close Wounds I Healing 2 Deal necrotic damage to target character. Decay Attack 2 I Apply Sickened to target character. You may remove up to X Weakened stacks from that character to gain a +X Attack Roll bonus with this ability. X can't be greater than your Intelligence Bonus. Flesh Rot Attack I Status Sacrifice up to X HP, where X is your Intelligence Bonus. Apply weakened to attacking character. Poisoned Blood Reaction 2 I Gain a 4m aura that lasts for a number of Activations equal to your Intelligence Bonus. Characters that enter or begin their Activation within this aura must make a Will save. Add your Endurance Bonus to the Attack Roll. Disgusting Presence II Aura Status Necrotic Dmg 2 Necrotic Dmg 4 Weakened 2 Necrotic Dmg 6 Weakened 4 4 Target a character and choose a number X. X can't be higher than twice your Intelligence Bonus. That character must make a Will save. Then, another character not targeted by this ability regains HP. Transfer Vitality Attack 3 II Infused ability additionally grants THP to target character equal to the amount of HP loss that occurred as a result of it's use, but not higher than twice your Intelligence Bonus. Blood Mantle II Infusion Healing 3 As an additional cost to use infused ability you may sacrifice up to X HP, where X is your Intelligence Bonus. Gain a +X Attack Bonus with infused ability. Blood Strike Infusion 3 II Sacrifice up to X HP, where X is your Intelligence Bonus. Gain 2 × X THP. If you have THP remaining after the attack resolves, apply Sickened 1 to attacker. Blood Shield Reaction 3 When you are attacked II Healing Infused ability additionally applies Sickened equal to half your Intelligence Bonus. Nauseous Strike Infusion 3 III Status Convert all current THP on that character to HP. That character becomes Sapped equal to half your Intelligence Bonus. Rapid Mending III Reaction Healing 4 Remove up to X condition stacks from target character, where X is your Intelligence Bonus. Good As New III Necrotic Dmg X Necrotic Dmg X × 2 Necrotic Dmg X × 3 3 As an additional cost to use infused ability you may sacrifice up to X HP, where X is your Intelligence Bonus. Infused ability additionally deals 2 × X necrotic damage. Rotting Strike III 2 Sacrifice up to X HP, where X is twice your Intelligence Bonus. Lengthen the cooldown of that ability by 1 for each 2 HP sacrificed. Invoke Fatigue 4 III Remove up to X condition stacks from target character of a single condition, where X is your Intelligence Bonus. Then, apply that condition to a different target character multiplying the original number of stacks. That character must make a Will save. Transfer Condition IV Attack Status 4 Infused ability additionally restores HP equal to your Intelligence Bonus. Draining Strike IV Healing 3 Create a circular area with radius 4m placed where you can see. The area lasts for a number of Activations equal to your Intelligence Bonus. Characters that enter or begin their Activation within the area must make a Fortitude save or take necrotic damage. Add your Intelligence Bonus to the Attack Roll. Plague Nexus IV 5 Attack Infusion Sacrifice up to X HP, where X is your Intelligence Bonus. Choose a condition on target character. That character must make a Will save. Increase the number of stacks of that condition. Blood Fuel IV 3 Choose a number X not greater than twice your Intelligence Bonus. Then, apply Cursed X on self. That character cannot activate that ability while you are Cursed. During any time that character can apply Weakened X on self in order to remove your Cursed condition. Curse Link Reaction 5 When a character attempts to use an ability IV Characters in a circular area with radius 4m placed where you can see must make a Will save. Deal necrotic damage and instantly kill characters that have less HP than you. Call Of The Void V Attack Necrotic Dmg 4 + Intelligence Bonus / 3 Necrotic Dmg 6 + Intelligence Bonus / 2 Instant death if HP < your HP Necrotic Dmg 8 + Intelligence Bonus Instant death if HP < your HP + 50 6 The HP threshold requirement of that ability is reduced. That ability inflicts instant death on targets that have 3 times your Intelligence Bonus more HP than originally stated. The Goal Of All Life Is Death V 6 Reaction Target character gains a buff that causes each attack he makes to restore HP equal to half your Intelligence Bonus. Upon using this ability and at the beginning of each Activation inflict Sickened 1 on that character. The buff lasts until end of combat or until you dismiss it at the end of your Activation. Avatar Of Contempt V 2 Status Create a totem with a 4m radius aura that empowers your HP sacrifices. When sacrificing HP within range of this totem, the final number counts as X higher than what was actually sacrificed, where X is half your Intelligence Bonus. Font Of Blood V 4 Instead, set the HP of that character to 1. Death Ward Status 6 V Weakened X Gain a -X penalty to Attack Rolls. At the beginning of your Activation reduce X by 1. Lose this condition when X reaches 0. Sickened X Your necrotic resistance is reduced by X. Sapped X You cannot gain THP. At the beginning of your Activation reduce X by 1. Lose this condition when X reaches 0. Cursed X Your maximum HP is reduced by X. You may sacrifice up to X HP to reduce X. Lose this condition when X reaches 0. Healing Attack Reaction Infusion Attack Stacks increased by X / 3 Stacks increased by X / 2 Stacks increased by X Attack Status Status AoE Healing Healing Necrotic Dmg 2 + Intelligence Bonus / 2 Necrotic Dmg 2 + Intelligence Bonus Necrotic Dmg 2 + Intelligence Bonus × 2 When you are attacked Status Weakened 2 + Intelligence Bonus / 3 Weakened 2 + Intelligence Bonus / 2 Weakened 2 + Intelligence Bonus Sickened 1 Sickened 1 + Intelligence Bonus / 3 Sickened 1 + Intelligence Bonus / 2 3 Necrotic Dmg X / 2 Target character regains X HP Necrotic Dmg X Target character regains 2 × X HP Necrotic Dmg X Target character regains 3 × X HP Status After a character gains THP After a character uses an ability Apply X / 2 stacks Apply X stacks Apply X × 2 stacks AoE Status Necrotic Dmg 4 Weakened 1 Necrotic Dmg 6 Weakened 2 Necrotic Dmg 8 Weakened 3 When an instant death ability is used AoE When a character is defeated Reaction Create a shadow placed beside you. During your Activation each shadow may make a move. It's Speed is equal to your Speed + Adaptability Bonus. The shadow can be targeted for attacks. It has the same saving throw values as you. Its physical and elemental resistances are increased by +X, where X is your Adaptability Bonus. Its mind and soul resistances are decreased by -X. Whenever it takes damage, you take the same amount of damage. You can see anything your shadows see. A shadow is destroyed when it is critically hit. You can also dismiss any shadow at the end of your Activation. The maximum amount of shadows you can control at any one time is equal to your Adaptability Bonus. Create Shadow I 2 Destroy that shadow. Then, the attacker must make a Will save or become Confused. Shadow Mirage I Reaction 3 Each shadow may make a melee attack that deals bludgeoning, slashing or piercing damage. Choose a damage type for each attacking shadow. Shadow Manifestation Attack I Select any number of characters that would be targeted by that ability. Those characters gain a +X bonus to their saving throw against this ability, where X is your Adaptability Bonus. Careful Strike Reaction I Teleport to the position of one of your shadows. Shadow Step Movement 2 I As an additional cost to use this ability you may destroy any number of shadows you control. For each shadow destroyed this way gain a +X Attack Bonus, where X is your Adaptability Bonus. Target character must make a Will save or become Frightened. Fear II Attack Status Frightened 2 Frightened 4 Frightened 6 3 As an additional cost to use this ability you may destroy any number of shadows you control. For each shadow destroyed this way you may target an additional character with this ability. Target character must make a Will save or become Confused. Confuse Attack 3 II Target a character that is in melee range of one or more of your shadows. For each shadow that is in melee range of that character gain +X to your Attack Roll, where X is your Adaptability Bonus. Shadow Chains II Attack Melee 3 As an additional cost to use this ability, destroy one or more of your shadows. For each shadow destroyed this way gain a +X bonus to all saving throws until your next Activation, where X is your Adaptability Bonus. Shadow Shield Reaction 3 II Infused ability additionally deals mind damage equal to your Adaptability Bonus. Cerebral Strike Infusion 3 II Infused ability additionally creates a shadow. The shadow appears beside the target of that ability. Shadow Spawn Infusion 3 III As an additional cost to use this ability destroy one or more shadow you control. Target character restores HP equal to X + X × number of shadows destroyed this way, where X is your Adaptability Bonus. Dark Nourishment III Healing 4 Remove up to X condition stacks from target character, where X is your Adaptability Bonus. Mind Blast III Mind Dmg X Mind Dmg X × 2 Mind Dmg X × 3 3 Teleport to the position of one of your shadows. Shadow Retreat III 4 Infused ability becomes ranged. Distant Strike 3 III Infused ability additionally applies Frightened equal to half your Adaptability Bonus. Terror Strike IV Infusion 4 Select any number of shadows. Each shadow selected this way repeats that ability as if it were you, then it is destroyed. Shadow Cascade IV 4 Choose a damage type that was dealt to you or one of your shadows this combat. Infused ability additionally deals damage of this type equal to your Adaptability Bonus. Malleable Strike IV 3 Infusion Reaction Swap the position of two target characters. You may target shadows with this ability. Enemy characters may make a Will save with DC 10+X, where X is your Adaptability Bonus to resist this effect. If an enemy resists this effect, you may choose a different target to be swapped. Force Displacement IV 3 Infused ability targets Will defense instead of it's original defense. Phantom Strike Infusion 2 IV Target character in melee range must make a Will save. Deal mind damage and instantly kill a character that has less HP than the required threshold. As an additional cost to cast this ability you may destroy any number of shadows you control. For each shadow destroyed this way the HP threshold for instant death is raised by your Adaptability Bonus. Eternal Darkness V Attack Mind Dmg 4 + Adaptability Bonus / 3 Mind Dmg 6 + Adaptability Bonus / 2 Instant death if HP < 50 Mind Dmg 8 + Adaptability Bonus Instant death if HP < 100 6 Target character gains the characteristics of a shadow and counts as one of your shadows. That character is not destroyed by critical hits, but can be sacrificed by your abilities. If you are not the target of this ability, damage transfers as it would with one of your shadows. The target character's saving throws are not changed but resistances are modified using your Adaptability Bonus. That character deals additional mind damage with attacks equal to half your Adaptability Bonus. The form is dispelled when that character reaches 0 HP or when you dismiss it at the end of your Activation. Shadow Form V 8 Status Create a totem beside you. It counts as a stationary shadow that cannot move. This totem can create a new shadow each Activation, but not in the Activation it was summoned. Shadow Legion V 7 Copy that ability. You can choose new targets when using copied ability. Shadow Dance V 5 That character is moved to the position of one of your shadows. Then, all remaining shadows are destroyed and that character gains X HP for each shadow destroyed this way, where X is your Adaptability Bonus. Shadow Revenant Reaction 6 V Confused X Before making an attack you must make DC X+10 Will save. If you fail this save, you must attack a different target if possible or cancel the attack if no other target is available. If you fail the save reduce X by 1. If you succeed the save reduce X by 2. If you critically succeed the save reduce X by 3. Lose this condition when X reaches 0. Restrained X Your Reflex is reduced by X. At the beginning of your Activation reduce X by 1. Lose this condition when X reaches 0. Frightened X Your Will is reduced by X. At the beginning of your Activation reduce X by 1. Lose this condition when X reaches 0. Status Infusion Reaction Attack Reaction Melee Physical Dmg 2 + Adaptability Bonus / 2 Physical Dmg 2 + Adaptability Bonus Physical Dmg 2 + Adaptability Bonus × 2 2 Confused 2 + Adaptability Bonus / 3 Confused 2 + Adaptability Bonus / 2 Confused 2 + Adaptability Bonus Reaction When a character is defeated Attack Status When a shadow is attacked Confused 2 + Adaptability Bonus / 3 Confused 2 + Adaptability Bonus / 2 Confused 2 + Adaptability Bonus Melee 3 When a friendly character uses an AoE ability Status Status Restrained 2 + Adaptability Bonus / 3 Restrained 2 + Adaptability Bonus / 2 Restrained 2 + Adaptability Bonus Status When you are attacked When you are attacked Status When you use an ability When a character uses an ability When another character uses an ability Move in a straight line. For each 4m you have moved this way gain Flow 1. Momentum I 2 Remove up to X Flow stacks, where X is your Agility Bonus. Gain Haste X. Convert Momentum I Reaction 3 As an additional cost to use this ability remove up to X Flow stacks, where X is your Agility Bonus. Infused ability deals additional slashing damage equal to your Agility Bonus + X. Cutting Strike Infusion I Gain a bonus to Reflex saves equal to your Agility Bonus until your next Activation. Deflect Reaction I That character gains Flow X, where X is half your Agility Bonus. Side Step Reaction 3 I Infused movement ability does not provoke Attacks of Opportunity. Flight II Infusion 3 Move in a straight line. You may move through other characters during this movement. Add half the distance traveled in meters to the Attack Roll. During that movement, each character within a 3m radius around must make a Reflex save or become knocked back perpendicular to the movement direction. Gain Flow for each character that was knocked back. Characters that are knocked back cannot make Attacks of Opportunity. Tornado Rush Attack 3 II Remove 2 Flow stacks. You may use a second attack ability (provided it is not on cooldown). Second Strike II Reaction 3 Before the attack connects you may move up to X meters, where X is your Agility Bonus. If you step out of range of the attack, it is considered a miss. Evade Reaction 3 II Remove up to X Flow stacks, where X is your Agility Bonus. Infused ability gains a +X Attack Bonus. Precision Strike Infusion 3 II Infused ability additionally grants Flow X, where X is half your Agility Bonus. Momentum Strike Infusion 3 III Move in a straight line up to X meters where X is your Speed. You may move through other characters during this movement. Characters you have moved through during this movement must make a Reflex save. Wind Slash III Movement Remove 2 Flow stacks. Before the attack resolves, you may use an attack ability that targets the attacking character. Counter Attack III 4 As an additional cost to use this ability remove up to X Flow stacks, where X is your Agility Bonus. Target character and up to X additional character gain Haste X. Wind Song III 3 Remove 2 Flow stacks. Regain all movement points. You may use a movement ability. Second Wind 3 III Gain Flow X, where X is half your Agility Bonus. Momentum Surge IV Reaction 4 Move in a straight line up to X meters, where X is your Speed. Deal piercing damage to the first character in your path then stop movement. Penetrating Charge IV As an additional cost to use this ability remove 1 Flow stack. Target character in melee range must make a Reflex save. You may repeat this ability any number of times before it goes on cooldown but must pay the additional cost each time it is used. Strike Barrage IV 5 Attack Movement Remove up to X Flow stacks, where X is your Agility Bonus. Reduce the cooldown of one or more other abilities for a total of X points. Momentum Overdrive IV 4 That character cannot be targeted until his next Activation. Wind Aegis Reaction 4 IV Target character gains a buff that causes each attack he makes to deal additional slashing damage equal to half the amount of Flow stacks on him. Whenever that character gains Flow, he gains 1 additional Flow stack. The buff lasts until end of combat or until you dismiss it at the end of your Activation. Avatar Of Clarity V Status 6 Move in a straight line and stop at the first character in your path. The maximum distance you can travel is equal to your Speed + Agility Bonus. Deal piercing damage to that character. For each 6m of distance you travel during this movement raise the HP threshold for instant death by 10 and add +1 to the Attack Roll. Death Draw V 6 Movement Reset all cooldowns. Gain an additional Action this turn. Gain Flow X, where X is your Agility Bonus. Set your HP to 1. The Storm That Is Approaching V 7 Create a 4m radius circular area placed where you can see. The area lasts a number of Activations equal to your Agility Bonus. This zone causes each friendly character within to gain Flow 2. Eye Of The Storm V 5 Remove at least 10 stacks of Flow. Gain an additional Activation for the rest of combat. Focus 6 V Flow X Your Reflex is increase by +X. Reduce X by 1 at the end of an Activation in which you haven't made a movement action. Haste X Your Speed is increased by +X. Movement Reaction Status Reaction 2 Knock back 2m Gain Flow 1 Knock back 4m Gain Flow 2 Knock back 6m, Prone Gain Flow 3 AoE Status After a character gains Flow 2 When you are attacked Status Movement When you are attacked After you use a movement ability Status When a character Activates When an attack scores a graze or miss on a character After you have made an attack When you are attacked Movement Status Status Status Slashing Dmg 4 + X / 4 Slashing Dmg 6 + X / 3 Slashing Dmg 8 + X / 2 4 Attack After an enemy is hit by an attack Attack Piercing Dmg 4 + X / 3 Piercing Dmg 6 + X / 2 Piercing Dmg 8 + X 4 Melee Slashing Dmg 4 Slashing Dmg 6 Slashing Dmg 8 Gain Flow 1 Status Piercing Dmg 6 Piercing Dmg 10 Instant death if HP < 50 Piercing Dmg 14 Instant death if HP < 100 Attack Status Status Apply Imbalanced to target character in melee range. Create Opening I 2 As an additional cost to use this ability you may remove up to X Imbalanced stacks from any number of characters within 4m of you, where X is your Strength Bonus. All characters in a 4m radius around you must make a Fortitude save or become knocked back. War Cry I Attack 3 Infused ability deals additional bludgeoning damage equal to your Strength Bonus. Heavy Strike Infusion I Gain a bonus to all physical and elemental resistances equal to your Strength Bonus until your next Activation. Withstand Reaction I Deal bludgeoning damage to target character in melee range. If that character is Staggered, gain an Attack Bonus equal to the number of Staggered stacks that character has. If that character is Stunned, gain an Attack Bonus equal to three times the number of Stunned stacks that character has. Pummel Attack 2 I Infused ability additionally applies Imbalanced X, where X is half your Strength Bonus. Destabilizing Strike II Infusion 3 Move in a straight line. You may move through other characters during this movement and do not provoke Attacks of Opportunity while moving this way. Each character you move through during this movement must make a Reflex save or become forcibly moved and placed near you at the end of the movement. Deal bludgeoning damage to each character that was forcibly moved. Ram Through Attack 3 II Remove up to X Imbalanced stacks, where X is your Strength Bonus. Staggering Strike II Reaction 3 Before the attack connects, the attacker must make a Reflex save or be knocked back. If after this ability resolves you are out of range of the attack, it is considered a miss. Counterblow Reaction 3 II Apply Imbalanced to all characters within a 60° cone extending 6m from you. Tremor Wave Attack 3 III Create two parallel walls of stone on both sides of you that limit movement. The length of these wall is equal to twice your Strength Bonus. The ends of these walls are placed up to your X meters away from you, where X is your Strength Bonus. Each character that is between the walls when this ability is used loses half their Imbalanced stacks and gains that many Staggered stacks (minimum 1). The walls last until your next Activation. Earth Breaker III Leap through the air a distance equal to twice your Speed. Upon landing, each character within a 4m radius around you must make a Reflex save. Leap Slam III 4 Infused non-AoE attack ability gains an AoE. This AoE can either be a 60° cone extending up to X meters away from you or an aura around you with radius X, where X is your Strength Bonus. Shockwave Strike III 3 Infused AoE ability loses its AoE and becomes single target, but gains a +X Attack Bonus, where X is your Strength Bonus. Concentrated Effect 3 III All characters within a circular area with radius 4m placed where you can see must make a Reflex save or be pulled toward the center of the area and become Imbalanced. Gravity Well IV Attack 4 As an additional cost to use this ability remove up to X Staggered stacks from any number of target characters. Apply Stunned to all characters within a 60° cone extending 6m from you. Stunning Shockwave IV Create a totem with a 4m radius aura that causes characters within to gain a +X Attack Bonus against Staggered characters and a +X*2 Attack Bonus against Stunned enemies, where X is the number of respective condition stacks those characters have. This totem lasts a number of Activations equal to your Strength Bonus. War Banner IV 5 AoE AoE When infused attack ability hits a Staggered or Stunned character, you may increase the number of condition stacks on that character by a total amount of half your Strength Bonus. You may choose any number of conditions to increase this way. Relentless Assault IV 4 Gain an additional Activation for the rest of combat. Brutal Momentum Reaction 6 IV Target a character that has Stunned 10 or higher. Apply Staggered and instantly kill the target if it's HP is lower than the required threshold. Execution V Attack Target character gains a buff that causes each attack he makes to deal additional bludgeoning damage equal to half your Strength Bonus and apply Imbalanced 1. Upon using this ability and at the beginning of each Activation inflict Imbalanced 1 on that character. The buff lasts until end of combat or until you dismiss it at the end of your Activation. Avatar Of Terror V 3 Status All characters within 6m of you must make a Reflex save. Make three Attack Rolls. Each attack deals bludgeoning damage. The first attack additionally applies Imbalanced. The second attack additionally applies Staggered upon Imbalanced characters. The third attack additionally applies Stunned to Staggered characters. Earthquake V 6 That character loses an Activation this round. The Activation is restored at the beginning of the next round. Powerful Blow V 4 Knock back 4m and apply Stunned X to each enemy within 6m of that character, where X is half your Strength Bonus. Death Throes 6 V Imbalanced X Attacks that target you gain a +X Attack Bonus. After resolving an attack against you, reduce X by 1. Lose this condition when X reaches 0. Staggered X You cannot use Reactions unless you pass a DC 10+X Fortitude save. Reduce X by 1 at the beginning of your Activation. Lose this condition when X reaches 0. At the beginning of your Activation, if X is 11 or more, remove all Staggered stacks and apply Stunned X-10. Movement Infusion Infusion Movement 3 Bludgeoning Dmg 2 + Strength Bonus / 2 Bludgeoning Dmg 2 + Strength Bonus Forcibly Moved Bludgeoning Dmg 2 + Strength Bonus Forcibly Moved, Prone Reaction AoE 2 When you are attacked Status Attack When you are attacked AoE When a character becomes Stunned After you hit an Imbalanced character Attack Melee Melee Status 3 Status Attack 4 Attack Stunned X You can only make Actions or Movement (not both). You cannot use Reactions. Reduce X by 1 at the beginning of your Activation. Lose this condition when X reaches 0. That character must make a Reflex save or become unable to move this Activation. Add your Strength Bonus to the Attack Roll. Titan Grip Reaction 3 II Attack When a character in melee range attempts movement When a character becomes Stunned When a character is defeated Infusion Reaction Imbalanced 2 + Strength Bonus / 3 Imbalanced 2 + Strength Bonus / 2 Imbalanced 2 + Strength Bonus Status Status Knock back 4m Knock back 4m Staggered X / 2 Knock back 4m Staggered X Bludgeoning Dmg 2 + Strength Bonus / 2 Bludgeoning Dmg 2 + Strength Bonus Bludgeoning Dmg 2 + Strength Bonus × 2 Status Attack Status Staggered X / 2 Staggered X Staggered X × 2 Melee Status Imbalanced 2 Cannot move Imbalanced 2 Cannot move Imbalanced 4 Knock back 4m + Strength Bonus / 3 Knock back 4m + Strength Bonus / 2 Knock back 4m + Strength Bonus Melee Imbalanced 1 + Strength Bonus / 3 Imbalanced 1 + Strength Bonus / 2 Imbalanced 1 + Strength Bonus Attack AoE Bludgeoning Dmg 2 + Strength Bonus / 2 Bludgeoning Dmg 2 + Strength Bonus Bludgeoning Dmg 2 + Strength Bonus × 2 Status Imbalanced 1 + Strength Bonus / 3 Imbalanced 1 + Strength Bonus / 2 Pulled toward center Imbalanced 1 + Strength Bonus Pulled toward center, Prone Status Stunned X / 4 Stunned X / 3 Stunned X / 2 Status Melee Bludgeoning Dmg 4 + Strength Bonus / 2 Bludgeoning Dmg 4 + Strength Bonus Instant death if HP < 50 Bludgeoning Dmg 4 + Strength Bonus × 2 Instant death if HP < 100 6 AoE Status Bludgeoning Dmg 4 + Strength Bonus / 2 Bludgeoning Dmg 4 + Strength Bonus Condition 2 Bludgeoning Dmg 4 + Strength Bonus × 2 Condition 3 Status