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Bruiser
Bruisers look for the largest possible melee damage output
every round, hoping to take out one enemy quickly before moving
on to the next. An optimal bruiser finds answers to the problems
of moving enemies and grappling.
Bloody Assault: –5 attack and CMB, +1d4 bleed.
Furious Focus: First attack doesn’t suffer Power Attack penalty.
Stunning Assault: –5 attack and CMB, + stun (DC 10 + BAB).
Amulet of Hidden Strength
Once per day, as a swift action, the wearer of the amulet can
make one melee or ranged attack at his highest attack bonus.
Ring of Return
Three times per day, the wearer of the ring can, as a move
action, use it to form a link with the particular 5-foot square she
occupies at that moment. As a swift action, the wearer of the ring
can teleport to any unoccupied linked square within 100 feet.
Spectral Shroud
The wearer can discern invisible or ethereal creatures as though
using see invisibility. Once per day, the wearer can become
incorporeal for 10 rounds and gain a fly speed equal to half its
base speed with perfect maneuverability. The wearer can’t attack
while incorporeal, but can dismiss the effect as a move action.
Juggernaut’s Pauldrons
These bestow a +4 bonus on CMD, and grant the wearer the
ferocity ability. On command, the wearer can increase its size,
as though subject to an enlarge person spell, and can revert to
regular size with another command. Three times per day, as an
immediate action after the pauldrons’ wearer kills an opponent,