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← Revision 8 as of 2019-03-15 21:50:45 ⇥
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=== Tier I === ==== Vulcan Lance ==== ''Spend 2 strain to cast an earth elemental magic projectile dealing +2 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Knockdown.'' ==== Icicle Spear ==== ''Spend 2 strain to cast a water elemental magic projectile dealing +2 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Ensnare.'' ==== Deadshot ==== ''Spend 2 strain to cast an air elemental magic projectile dealing +2 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Stun.'' ==== Fireball ==== ''Spend 2 strain to cast a fire elemental magic projectile dealing +2 damage within short range at average difficulty. Can spend triumph or 4 advantage to inflict Burn.'' ==== Spirit Surge ==== ''Spend 2 strain to cast a divine magic projectile dealing +1 damage within short range at average difficulty. Gain an additional +2 damage against undead and demonic targets.'' ==== Word of Pain ==== ''Spend 2 strain to cast a bane magic projectile dealing +3 damage within short range at average difficulty, but deals +0 damage against demonic targets.'' === Tier II === |
For the list of talents that are magic spells, go [[OgreBattleMagicTalents|here]]. |
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=== Knight === ==== Rampart Aura ==== '''Tier II''' ''Passive talent: enemies must spend 2 maneuvers when moving to or from engaged range.'' ==== Phalanx ==== '''Tier IV''' ''Action: character digs in to ensure defenses are secure. Increase your melee and ranged defense to 4 until the character's next action.'' === Rune Fencer === ==== Support Specialist ==== '''Tier II''' ''Passive talent: instill spells add +1 damage.'' ==== Support Specialist (Improved) ==== '''Tier IV''' ''Passive talent: instill spells provide one extra boost die.'' === Black Knight === ==== Lament of the Dead ==== '''Tier II''' ''Maneuver: Once per encounter, your character may suffer 2 strain to use this talent. Make an opposed Coercion vs Discipline check against all adversaries currently engaged with your character (your GM chooses which adversary will make the Discipline check). If successful, all adversaries not immune to fear add [-] to all skill checks for the remainder of the encounter.'' ==== Lament of the Dead (Improved) ==== '''Tier IV''' ''Lament of the Dead extends to short range.'' === Berserker === ==== Berserk ==== '''Tier II''' ''Action: gain 1 strain to make an average attack roll, adding one boost die and increasing strain by one per engaged target (enemy and allies included) to a maximum of 4. On success, treat this roll as an attack roll applied to each target with their individual soaks and talents. Use the defense value of the target with the highest defense value for the roll.'' ==== Sanguine Assault ==== '''Tier IV''' ''Maneuver: gain 2 wounds, all attacks made by this character are deceased by 2 to a minimum of 1; until this character's next turn, all combat checks against them gain one bonus die.'' === Archer === ==== Rapid Fire ==== '''Tier II''' ''Maneuver: gain 3 strain, on the character's next ranged skill check, their weapon gains the Linked 1 attribute.'' ==== Rapid Fire (Improved) ==== '''Tier IV''' ''Rapid Fire Linked rating is increased to 2.'' === Wizard === ==== Recharge ==== '''Tier II''' ''Action: make an average difficulty arcane or bane check; character recovers strain equal to half of INT + successes, rounded up.'' ==== Recharge (Improved) ==== '''Tier V''' ''Recharge can now be used as a maneuver instead of an action.'' === Cleric === ==== Exorcise ==== '''Tier II''' ''Action: make a divine check against an undead target, with a difficulty based on the target's current wounds. (0 is daunting, less than half threshold is hard, more than half threshold is average, and more than 3/4ths is easy) On a successful check, the target is instantly defeated.'' ==== Holy Blessing ==== '''Tier IV''' ''Maneuver: the character's next divine skill check is improved: offensive magic checks receive 2 boost dice, healing magic doubles the result of the check, all other checks receive 1 boost die.'' === Rogue === ==== Adaptability ==== '''Tier II''' ''Passive (ranked): choose one non-magic skill. Add one skill point to that skill so long as it does not bring the skill total higher than ranks in Adaptability plus 2. This skill is now a career skill.'' ==== Fast Learner ==== '''Tier III''' ''Passive (ranked): for every rank in Fast Learner, treat other talents 2 tiers higher as 1 tier lower than listed. Talents still cost the same amount of experience to purchase.'' |
Custom Ogre Battle Talents
Contents
Magic
For the list of talents that are magic spells, go here.
Unique
Knight
Rampart Aura
Tier II Passive talent: enemies must spend 2 maneuvers when moving to or from engaged range.
Phalanx
Tier IV Action: character digs in to ensure defenses are secure. Increase your melee and ranged defense to 4 until the character's next action.
Rune Fencer
Support Specialist
Tier II Passive talent: instill spells add +1 damage.
Support Specialist (Improved)
Tier IV Passive talent: instill spells provide one extra boost die.
Black Knight
Lament of the Dead
Tier II Maneuver: Once per encounter, your character may suffer 2 strain to use this talent. Make an opposed Coercion vs Discipline check against all adversaries currently engaged with your character (your GM chooses which adversary will make the Discipline check). If successful, all adversaries not immune to fear add [-] to all skill checks for the remainder of the encounter.
Lament of the Dead (Improved)
Tier IV Lament of the Dead extends to short range.
Berserker
Berserk
Tier II Action: gain 1 strain to make an average attack roll, adding one boost die and increasing strain by one per engaged target (enemy and allies included) to a maximum of 4. On success, treat this roll as an attack roll applied to each target with their individual soaks and talents. Use the defense value of the target with the highest defense value for the roll.
Sanguine Assault
Tier IV Maneuver: gain 2 wounds, all attacks made by this character are deceased by 2 to a minimum of 1; until this character's next turn, all combat checks against them gain one bonus die.
Archer
Rapid Fire
Tier II Maneuver: gain 3 strain, on the character's next ranged skill check, their weapon gains the Linked 1 attribute.
Rapid Fire (Improved)
Tier IV Rapid Fire Linked rating is increased to 2.
Wizard
Recharge
Tier II Action: make an average difficulty arcane or bane check; character recovers strain equal to half of INT + successes, rounded up.
Recharge (Improved)
Tier V Recharge can now be used as a maneuver instead of an action.
Cleric
Exorcise
Tier II Action: make a divine check against an undead target, with a difficulty based on the target's current wounds. (0 is daunting, less than half threshold is hard, more than half threshold is average, and more than 3/4ths is easy) On a successful check, the target is instantly defeated.
Holy Blessing
Tier IV Maneuver: the character's next divine skill check is improved: offensive magic checks receive 2 boost dice, healing magic doubles the result of the check, all other checks receive 1 boost die.
Rogue
Adaptability
Tier II Passive (ranked): choose one non-magic skill. Add one skill point to that skill so long as it does not bring the skill total higher than ranks in Adaptability plus 2. This skill is now a career skill.
Fast Learner
Tier III Passive (ranked): for every rank in Fast Learner, treat other talents 2 tiers higher as 1 tier lower than listed. Talents still cost the same amount of experience to purchase.