Ultra Barbarian Str [bonus=(stat-22)*4], you may use one of the lower types if you want.
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CF=3: Extreme Barbarian Str [bonus=(stat-30)*6], you may use one of the lower types if you want.
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CF=4: Exorbitant Barbarian Str [bonus=(stat-38)*8], you may use one of the lower types if you want.
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CF=5: Uber Barbarian Str [bonus=(stat-46)*10], you may use one of the lower types if you want.
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+2X actions. Can convert 2P -> 1X action. Your P actions cannot be locked down.
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CF=3: You may use 3P+1V in a segment instead of 1S+1V+1X. (In the mechanics, what you're doing is converting 1S+1X -> 1P+1RP+1RRP.)
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CF=3: Use 1X from remaining actions, 1/s: Do 1P of physical attacks on 1 group. You must resolve all the attacks at once (you can't "save" attacks"). This may be used on the opponent's half-segment.
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CF=4: You may use QP actions (and QQP, etc.) even if normally not allowed. Uses the "Quick Half-Segment" rules (i.e. "segment 1 quick top" occurs after "segment 1 bottom"). Can convert 2P -> 1QP; 2QP -> 1QQP; and so on.
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CF=5: You may use OppP actions even if banned or locked down. Can convert 1X -> 1OppP.
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CF=5: Can convert 1X -> 1IP (Instantaneous P). Can convert 2IP -> 1JP; 2JP -> 1KP; and so on.
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Choose one of these abilities per level:
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A. Always Critical: Whenever you hit, you always do a critical.
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B. Cascade Ramming: Each of your attacks hits an entire group.
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C. Die Type: You roll d30's for your dice, including TH and saves (like a Fighter30).
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D. Dragonlancing: Your weapons are Dragonlancing; add your (non-infinite) hp to your dmg. If you take this twice, add your ihp as idmg.
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E. Ignore Physical Immunity: You ignore immune to physical attacks (including racial/class), immune to matter, immune to damage, held hit points, skins, + weapon needed to hit, and protective shields of all types.
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F. Increased Opportunity: Get a P action of attacks against someone when you get an attack of opportunity or parting shot.
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G. Infinite Reach: You have infinite reach and can melee with any target in sight.
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H. Innate Immunity: You are completely immune to innates and racial abilities.
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I. Interposer: 1N, LVL/s: Interpose.
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J. Inverse Dragonlancing: Your weapons are Inverse Dragonlancing; add your (non-infinite) hp to your TH. If you take this twice, add your ihp as iTH.
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K. Legion Whirl: 2P: Whirl on a whole Legion of groups of monsters. They must all be in the same Legion (similar type of monsters or all in the same small/medium room), all must be within a V action of movement rate for you. This does not hit friendly targets. If you pick this more than once, you do an extra attack on each monster when Legion Whirling.
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L. Magic Immunity: You are completely immune to magic. If you pick this twice you are immune to secondary effects such as a Wall of Iron dropping on you.
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M. Overcome iAC: When attacking, for each +40 TH you use, you can ignore 1 iAC. (e.g. if you're attacking a target with iAC 3, you can be at -120 your normal TH, then attack normally.) For each +1600 TH you use, you can ignore 1 iiAC.
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N. Psionic Immunity: You are completely immune to psionics. Removing Class VI/Esper-blind does not remove this.
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O. Technology Immunity: You are completely immune to technology.
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