Perks – Combat – Exclusive

Tier II

Slasher

Edge Alignment

SP Cost: 10
Requirements:
Slasher
Description:
On each attack with slashing weapons, you may reroll one damage die once.

Berserker

Bloodlust

SP Cost: 20
Requirements:
Berserker
Description:
Advantage 1 on basic attack rolls against wounded targets.

Hunter

On the Prowl

SP Cost: 10
Requirements:
Hunter
Description:
When making a ranged attack, if you have a height advantage of at least 2m or the Hidden status, you may roll 2d10 for hit location and choose either result.

Breaker

Sheer Force

SP Cost: 10
Requirements:
Breaker
Description:
On each attack with blunt weapons, you may reroll one damage die once.

Stabber

Spearhead

SP Cost: 10
Requirements:
Stabber
Description:
On each attack with spears, lances, and halberds, you may reroll one damage die once.

War Dancer

Zone of Control

SP Cost: 10
Requirements:
War Dancer
Description:
When a target enters your weapon’s reach, you may make a melee attack as a reaction.

Tier III

Champion

Battlefield Control

SP Cost: 20
Requirements:
Champion
Description:
Whenever the Champion hits an enemy with a reactive melee attack, that enemy is forced to end their current movement action.

Dreadnought

Blood Rage

SP Cost: 20
Requirements:
Dreadnought
Description:
Whenever the Dreadnought causes or suffers a wound, they gain one Rage point.
Each Rage point may be used as a Free Reaction to: Rage points expire when combat ends.

Deadshot

Kill Chain

SP Cost: 20
Requirements:
Deadshot
Description:
The Deadshot may reroll one ranged attack damage die once.
On a ranged hit, the target gets one stack of Kill Chain, increasing the damage of the Deadshot's ranged attacks against this target by 1d6.
Kill Chain can stack up to [PV] times. All stacks are lost if the Deadshot is incapacitated.

Specialist

Momentum

SP Cost: 20
Requirements:
Specialist
Description:
Successful hits, blocks, and parries grant one point of Momentum. Each of these points may be used to add an additional 1d6 to any weapon damage rolls.
Momentum must be declared before the attack roll is made. Enemies are aware of the increased danger.

Marksman

Spotter

SP Cost: 20
Requirements:
Marksman
Description:
At the very start of each combat round, the Marksman may declare one enemy as Spotted. If the Marksman is able to communicate, they call out all actions this enemy takes to party members, granting them Advantage 1 on all defensive rolls against the spotted enemy.
Spotted lasts until the end of the round.

Ranger

Teamwork

SP Cost: 20
Requirements:
Ranger
Description:
When the Ranger and their summoned Beast Soul attack the same target, both gain Advantage 1 on the attack roll.
The Ranger also has Advantage 1 on all Fauna, Flora, Hunting, and Survival checks while the summoned beast is active.