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| 3
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| 1d4
| 1d4
| style="text-align:left;" | Battle Poses
| style="text-align:left;" | Wrath
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| 4th
| 4th
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| 4
| 4
| 1d8
| 1d8
| style="text-align:left;" | Battle Pose, Enhancement
| style="text-align:left;" | Wrath, Enhancement
|- style="background-color:#d9d2e9;"
|- style="background-color:#d9d2e9;"
| 9th
| 9th
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| 5
| 5
| 1d10
| 1d10
| style="text-align:left;" | Battle Pose, Enhancement
| style="text-align:left;" | Wrath, Enhancement
|- style="background-color:#d9d2e9;"
|- style="background-color:#d9d2e9;"
| 13th
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| 5
| 5
| 1d10
| 1d10
| style="text-align:left;" | Battle Pose, Lasting Rage
| style="text-align:left;" | Wrath, Lasting Rage
|-
|-
| 16th
| 16th
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| 6
| 6
| 2d6
| 2d6
| style="text-align:left;" | Battle Pose, Brutal Critical (4 scale)
| style="text-align:left;" |Wrath, Brutal Critical (4 scale)
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| 18th
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*''(a)'' a great axe or ''(b)'' one melee martial weapon  
*''(a)'' a great axe or ''(b)'' one melee martial weapon  
*''(a)'' two handaxes or ''(b)'' one simple weapon  
*''(a)'' two handaxes or ''(b)'' one simple weapon  
*an Adventurer’s pack and four javelins
*an Adventurer’s set and four javelins


==Anima==
==Anima==
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*If you can cast spells, you will not be able to cast them or focus on them while in rage.
*If you can cast spells, you will not be able to cast them or focus on them while in rage.


Your rage lasts for 1 minute. It ends prematurely if you fall unconscious or if your turn ends and you have not attacked any hostile creatures since your last turn or have suffered damage in this time. You can also end your fury on your turn with a bonus action.
Your rage can be ended with a bonus action and ends after 1 minute or if you:
*Fall [[Condições/en#Unconscious|Unconscious]],
*End your turn without having attacked any hostile creatures since your last turn,
*End your turn without taking any damage since your last turn.


After you have used the number of furies shown for your Brute level in the Fury column of the Brute table, you will need to finish a long rest before you can go into rage again.
After you have used the number of furies shown for your Brute level in the Fury column of the Brute table, you will need to finish a full rest before you can go into rage again.


==Unarmored Defense==
==Unarmored Defense==
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At 2nd level, you gain an uncanny sense of when things nearby are not as they should be, granting you an increased chance when avoiding danger. You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. When you reach level 11, if you are not wearing heavy armor, attacks against you no longer have advantage. To receive these benefits you must not be Blind, Deaf or Incapacitated.
At 2nd level, you gain an uncanny sense of when things nearby are not as they should be, granting you an increased chance when avoiding danger. You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. When you reach level 11, if you are not wearing heavy armor, attacks against you no longer have advantage. To receive these benefits you must not be Blind, Deaf or Incapacitated.


==Battle Poses==
==Wrath==
Upon reaching 3rd level, you manifest your essence through Battle Poses, inspired by the most diverse references of strength and power you have. Your muscles have been worked with a lot of love and dedication and for that they reward you. Choose one of the Battle Poses detailed at the end of this Class's description. You learn an additional Battle Pose when you reach levels 8, 12, 15, and 17. You can use a bonus action to use one of the chosen poses, unless the pose says otherwise. When you gain access to new Poses or upon reaching 20th level, you can also replace an already known Pose with another one.  
Upon reaching 3rd level, you manifest your essence through Wrath, which demonstrates the Brute's connection with the great natural forces. Choose one of the Wraths detailed in [[Iras/en|Chapter 5: Customization - Class Features - Wraths]]. You learn an additional Wrath when you reach levels 8, 12, 15, and 17.  


Using a Pose requires a lot of energy and concentration, you can perform these Pose a number of times equal to your Constitution modifier (minimum of 1) per short or long rest. Some of your Poses require your target to make a saving throw to resist their effects. The saving throw's DC is calculated as follows:
Using a Wrath requires a lot of energy and connection with your Rage, Wraths that have an Execution can be used through the action described in this characteristic, consuming one use of Wrath. You have a number of Wrath uses equal to your Constitution modifier (minimum of 1) per long or full rest. When you gain access to new Wraths or upon reaching 20th level, you can also replace one Wrath you already know with another.


<div style='text-align: center;'>'''''Battle Pose DC''''' = 8 + your proficiency bonus + your Strength modifier</div>
Some of your Wraths require your target to make a saving throw to resist their effects. The save CD is calculated as follows:
 
<div style='text-align: center;'>'''''Wrath DC''''' = 8 + your proficiency bonus + your Strength modifier</div>


==Enhancement==
==Enhancement==
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==Ruthless Rage==
==Ruthless Rage==
Starting at 11th level, your Rage can keep you fighting no matter how bad your wounds are. If you drop to 0 hit points while raging and don't die instantly, you can make a DC 10 Constitution saving throw. If you succeed, your hit points go up to 1. Each time you use this feature after the first, the DC increases by 5. As soon as you finish a short or long rest, the DC resets to 10.
Starting at 11th level, your Rage can keep you fighting no matter how bad your wounds are. If you drop to 0 hit points while raging and don't die instantly, you can make a DC 10 Constitution saving throw. If you succeed, your hit points go up to 1. Each time you use this feature after the first, the DC increases by 5. As soon as you finish a long or full rest, the DC resets to 10.


==Persistent Rage==
==Persistent Rage==
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==Indomitable Strength==
==Indomitable Strength==
Starting at 18th level, if your Strength check result is less than your Strength score, you can use that score in place of the check result.  
Starting at 18th level, if your Strength check result is less than your Strength score, you can use that score in place of the check result.


=Animas=
=Animas=
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====Mana====
====Mana====
The Spellcaste Brute table shows the amount of Mana points you have available to perform your spells. To cast a spell, you must spend an amount of Mana corresponding to the spell's level as explained in Chapter 10: Magic. You regain all your Mana points when you complete a long rest.
The Spellcaster Brute table shows the amount of Mana points you have available to perform your spells. To cast a spell, you must spend an amount of Mana corresponding to the spell's level as explained in Chapter 10: Magic. You regain your Constitution modifier in  Mana ponts when you complete a long rest and all your Mana points when you complete a full rest.


For example, if you wanted to cast the 1st-level spell ''burning hands'' you would have to spend 2 mana points to cast it, but if you want to cast it as a higher level spell, instead of the 2 points, you must spend an amount of Mana points corresponding to the desired level, as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd level.
For example, if you wanted to cast the 1st-level spell ''burning hands'' you would have to spend 2 mana points to cast it, but if you want to cast it as a higher level spell, instead of the 2 points, you must spend an amount of Mana points corresponding to the desired level, as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd level.
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Additionally, you learn to carve runes in your own blood onto Small or smaller objects and magically charge them. By performing a 10-minute ritual, you can imbue any object with a spell you know as long as it lacks concentration, to do so you must spend Mana points equivalent to the spell's level, making the object able to cast the chosen spell using your bonus action.  
Additionally, you learn to carve runes in your own blood onto Small or smaller objects and magically charge them. By performing a 10-minute ritual, you can imbue any object with a spell you know as long as it lacks concentration, to do so you must spend Mana points equivalent to the spell's level, making the object able to cast the chosen spell using your bonus action.  


The object retains the stored magic for the next 48 hours, when the magic on it dissipates. An object that has been carved and fired a spell becomes unusable after use. You can keep a number of objects imbued with magic equal to your Wisdom modifier (minimum of 1) per long rest.
The object retains the stored magic for the next 48 hours, when the magic on it dissipates. An object that has been carved and fired a spell becomes unusable after use. You can keep a number of objects imbued with magic equal to your Wisdom modifier (minimum of 1) per full rest.


===Runic Resilience===
===Runic Resilience===
At 10th level, your runescarred body becomes stronger and more resistant to spells, even becoming attuned to magic itself. Whenever you score a critical hit with an attack spell, or reduce a creature to 0 hit points with a spell, the scars on your body activate, taking on an unearthly glow and causing you to gain temporary hit points equal to half your Brute level + your Constitution modifier. Temporary hit points gained this way can stack.
At 10th level, your runescarred body becomes stronger and more resistant to spells, even becoming attuned to magic itself. Whenever you score a critical hit with an attack spell, or reduce a creature to 0 hit points with a spell, the scars on your body activate, taking on an unearthly glow and causing you to gain temporary hit points equal to half your Brute level + your Constitution modifier. Temporary hit points gained this way can stack.


In addition, you can, once per long rest, attempt to absorb a spell cast against you, you must make a Constitution saving throw whose DC is set to 12 + the level of the spell you are trying to absorb, if you succeed, you negate that spell's effects and regain hit points equal to twice its level. At 15th level, you can use this feature twice per long rest and three times at 20th.
In addition, you can, once per full rest, attempt to absorb a spell cast against you, you must make a Constitution saving throw whose DC is set to 12 + the level of the spell you are trying to absorb, if you succeed, you negate that spell's effects and regain hit points equal to twice its level. At 15th level, you can use this feature twice per full rest and three times at 20th.


===Rune of Overlord===
===Rune of Overlord===
Upon reaching 14th level, you can use an action to carve a powerful rune into your body, it causes you to fill with rune energy and burst with energy, each creature within 20 feet of you must make a Dexterity saving throw with DC equals to your spellcasting DC. On a failure, the creature takes 1d6 force damage multiplied by half your Brute level. If you're in a Rage, you can add your Rage Damage to this trait's damage. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1) per long rest.
Upon reaching 14th level, you can use an action to carve a powerful rune into your body, it causes you to fill with rune energy and burst with energy, each creature within 20 feet of you must make a Dexterity saving throw with DC equals to your spellcasting DC. On a failure, the creature takes 1d6 force damage multiplied by half your Brute level. If you're in a Rage, you can add your Rage Damage to this trait's damage. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1) per full rest.


===Rune of War===
===Rune of War===
At level 18, your body has become so attuned to your runic power that is can cast a spell like muscle memory. Choose a concentration spell from the Brute's spell list, for you it loses the need for concentration.  
At level 18, your body has become so attuned to your runic power that is can cast a spell like muscle memory. Choose a concentration spell from the Brute's spell list, for you it loses the need for concentration.  


Additionally, you can use an action while in Rage to carve a rune into your body that, for 1 minute, grants you resistance to magical damage. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1) per long rest.
Additionally, you can use an action while in Rage to carve a rune into your body that, for 1 minute, grants you resistance to magical damage. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1) per full rest.


===Rune Volatility===
===Rune Volatility===
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===Attack March===
===Attack March===
At 18th level, you are capable of insane feats with your body in combat. You can cause your next unarmed strike to increase damage category by 1 and have 15 feet of additional range, when doing so, choose  between dealing burning or vibrational damage instead of physical. You can use this feature a number of times equal to half your Proficiency bonus per long rest.
At 18th level, you are capable of insane feats with your body in combat. You can cause your next unarmed strike to increase damage category by 1 and have 15 feet of additional range, when doing so, choose  between dealing burning or vibrational damage instead of physical. You can use this feature a number of times equal to half your Proficiency bonus per full rest.


===Bone Breaker===
===Bone Breaker===
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Additionally, your Strength score increases by 4. Your maximum for this attribute is now 24.
Additionally, your Strength score increases by 4. Your maximum for this attribute is now 24.
=Battle Poses=
The Brute is a primordial manifestation of the fury of nature and the elements, an unstoppable force that manifests with its rage the grace of life or the imminence of death. Through the Battle Poses, he expresses, in his bizarre adventures, an essence of tempestuous fury or his volcanic wrath. But make no mistake, the Brute not only represents the elements out of control, but also the very destruction caused by it.
===Brute Battle Poses===
* Aborb Impact
* Barrage of Strikes
* Unstopable Brutality
* Feral Connection
* Predator's Nose
* Spinning Strike
* Nefarious Strikes
* Growing Wrath
* Quick Movement
* Imposing Muscles
* Trading Blows
===Berserker Battle Poses===
* Blood Armor
* Deep Slash
* Shield of Fury
* Frenzy
* Battle Fury
* Full Resistance
* Pack Tactics
* Take by Storm
===Runescarred Battle Poses===
* Runic Adrenaline
* Clot Mana
* Strengthen the Mind
* Protection of the Elements
* Spiritual Resistance
* Rune of Reintegration
* Rune of Domination
* Zephyr's Touch
===Fighter Battle Poses===
* Bodyslam
* Excessive Strength
* GNAAAR!
* Stylish Throwing
* Brutal Hand
* Skull Smasher
* Serve and Dunk
* Pack Tactics
==Battle Poses in Alphabetic Order==
Below are all the Battle Poses in alphabetical order, whether generic from Brute or from its Subclasses.
===Absorve Impact===
''Prerequisites: Level 15 and Constitution 15 or higher''
Your body has a resistance beyond the ordinary. When targeted by an attack, you can use your reaction to temporarily increase your AC until the start of your next turn. When you do so, you gain a bonus equal to half your Constitution modifier to your AC. If the creature that attacked you can't exceed your AC, you can move 15 feet toward the creature, and if it comes within your attack range, you can make a melee attack against the creature.
===Runic Adrenaline===
''Prerequisites: Runicscarred and Constitution 15 or higher''
You learn to use fractions of your magical energy to boost your body, temporarily gaining a jolt of energy. Whenever you use a cantrip that deals damage, you can make an additional melee attack that turn.  You may also spend 2 hit points in addition to the point spent to use the cantrip to maximize the cantrip's damage. Upon reaching 5th level, this additional cost becomes 3 hit points, at 11th level it becomes 4, and at 17th it becomes 5, reflecting how potent the converted life energy is.
This Battle Pose is always active, consuming 1 use of your Poses.
===Blood Armor===
''Prerequisites: Berserker, level 8 and Constitution 17 or higher''
The issue with pinning me down is that I'll get back up again. Once per combat, when in a Rage and at less than half your hit point maximum, you gain your proficiency bonus multiplied by twice your Constitution modifier in temporary hit points that last for 1 minute.
This Battle Pose is always active, consuming 1 use of your Poses.
===Barrage of Strikes===
''Prerequisites: Level 12 and Strength and Constitution 15 or higher''
Ora, ora, ora, ora, oraaaaa! As an Attack action, you can make a chain of up to 3 consecutive melee attacks on a creature within range of your unarmed strike or your weapon, each attack after the first has -5 to your attack roll and your damage rolls cumulatively. You must make a single attack roll against the creature, and if you hit it, you must make a Constitution saving throw. On a failure, the creature receives an additional effect related to the type of damage taken:
*'''Bludgeoning'''. The target is Stunned for the next minute, and can repeat the saving throw at the start of each of its turns to end this effect.
*'''Slashing'''. Your attacks have a -3 penalty instead of -5, and the target has -25 feet of walking speed for the next minute. The target can repeat the saving throw at the start of each of its turns to end this effect.
*'''Piercing'''. The target is Bleeding, taking 2d6 damage per turn.
===Unstopable Brutality===
''Prerequisites: Level 17 and Constitution 20 or higher''
No one should mess with your mind or limit your body, those who try should get their punishment. You can use a bonus action or reaction when targeted by an attack, spell, rune, or sutra to become immune to all conditions until the end of your next turn (except Exhausted, Invisible, Bleeding or Silenced). At the end of the duration, you gain 1 level of Exhaustion.
===Clot Mana===
''Prerequisites: Runescarred and level 8''
Finding the right lines, at the correct depth. When using this Pose, your next spell has its Mana and Life cost halved (minimum of 1).
===Feral Connection===
''Prerequisites: Wisdom 13 or higher and proficiency with the Animal Handling skill''
Your journey into understanding animal spirits grants you the ability to communicate and connect with animals. You gain the ability to cast the feral sense spell through a ritual, as described in Chapter 10. Additionally, you are always under the effect of the speak with animals spell, which cannot be countered by spells such as dispel magic or antimagic field.
This Battle Pose is always active, consuming 1 use of your Poses.
===Deep Slash===
''Prerequisites: Berserker, level 8 and Strength 15 or greater''
A cut so deep it can sever the soul. While using this Pose, your next attack with a melee weapon that deals slashing damage will leave the target Bleeding, dealing 2 dice of your weapon damage as damage per turn.
===Bodyslam===
''Prerequisite: Fighter''
Sometimes the greatest weapon is yourself in a raw, crude and harshly applied way. When using this Pose, you must move up to half your walking speed, and if there is a creature at the end of your movement, it must make a Dexterity saving throw. On a failure, the creature takes your unarmed strike damage + 1d6 multiplied by your proficiency bonus as extra damage and is knocked prone.
===Shield of Fury===
''Prerequisites: Berserker and Constitution 17 or higher''
Sometimes the best protection is the pure essence of anger. When using this Pose, you gain resistance to all simple damage for the next minute.
===Predator's Nose==
''Prerequisites: Level 8 and Wisdom 15 or higher''
You can run, but you can't hide. You gain proficiency in Survival, if you already have proficiency, you gain specialty. Additionally, when traveling at a fast pace, you take no penalties to your Passive Perception, and you can move stealthily when traveling at a normal pace.
This Battle Pose is always active, consuming 1 use of your Poses.
===Excessive Strength===
''Prerequisites: Fighter and Strength 15 or greater''
Here comes the punchline! You make a strike in front of you, condensing the air into a 15-foot cone, each creature in that area must make a Strength saving throw. On a failure, the affected creature takes 4d6 + your unarmed strike damage + your Brute level
as bludgeoning damage, or half as much on a success. Upon reaching 10th Brute level, this damage becomes smashing.
===Strengthen the Mind===
''Prerequisites: Runicscarred and Wisdom 13 or higher''
What sound does an iceberg make when breaking underwater? You have resistance to spiritual damage.
This Battle Pose is always active, consuming 1 use of your Poses.
===Frenzy===
''Prerequisite: Berserker''
MORE... BEATING! You can go into a frenzy when in Rage. If you wish, while in a Rage, you can use a bonus action to make a single melee weapon attack on each of your turns. At the end of the Rage duration, you suffer one level of Exhaustion.
This Battle Pose is always active, consuming 1 use of your Poses.
===Battle Fury===
''Prerequisite: Berserker''
You gain a charge of Battle Fury for each attack you land, up to a maximum of 5. Each charge lowers your crit range by one, until you reach a natural 15. When you deal a critical hit with the modified critical range, you add 1d6 multiplied by half your proficiency bonus to damage, and the counter resets. If 1 turn goes by without hitting an attack, the counter resets.
This Battle Pose is always active, consuming 1 use of your Poses.
===GNAAAR!===
''Prerequisites: Fighter, level 17 and Strength 20 or greater''
DEMAAAAGLIAAAA! You can push hostile creatures that are adjacent to you, you can push a maximum of creatures whose weights add up to no more than your Push, Drag, or Lift ability (see Chapter 7: Using Each Attribute). A pushed creature must make a Strength saving throw, on a failure it is pushed up to 15 feet in a direction of your choice, is knocked prone, and takes the damage of your unarmed strike. If the target hit collides with a wall, tree, or something solid, it must make a Constitution saving throw; if it hits another creature, it must make a Dexterity saving throw. On a failure, an affected creature is Incapacitated until the end of your next turn and takes 2d8 bludgeoning damage.
===Spinning Strike===
''Prerequisite: Dexterity 13 or greater''
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Na arte da guerra, pode crer que eu esculacho, faço tudo que mata e ainda golpeio de cabeça pra baixo... Ao utilizar essa Pose, você roda sua arma corpo a corpo até o início do seu próximo turno, cada criatura que esteja dentro do alcance da sua arma ou que entre nele, deve realizar uma salvaguarda de Destreza. Em uma falha, a criatura sofre o dano de sua arma normalmente, ou metade do dano em um sucesso. Ao final dessa duração, seu próximo ataque possui desvantagem.
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Enquanto estiver girando sua arma dessa maneira, você não pode realizar ações ou reações.
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===Nefarious Strikes===
''Prerequisites: Level 12 and Constitution 15 or higher''
Finally, some fun! When using an Attack action with a melee weapon or an unarmed strike, you can make an additional attack with a melee weapon or an unarmed strike.
This Battle Pose is always active, consuming 1 use of your Poses.
===Growing Wrath===
''Prerequisites: Level 15 and Constitution 17 or higher''
The more enraged and hurt you are, the more dangerous your blows become. When you make an attack with a melee weapon, you deal additional damage equal to 1/4 of your missing health. In addition, you heal 1/4 of the additional damage dealt in hit points (minimum of 1).
This Battle Pose is always active, consuming 1 use of your Poses.
===Stylish Throwing===
''Prerequisites: Fighter and Strength 15 or greater''
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Taca a mãe pra ver se quica! Você pode utilizar uma ação de Ataque para arrancar uma enorme rocha do solo, ou qualquer outro objeto pesado, fazendo um lançamento em uma linha de 30 pés a partir de você, parando no primeiro alvo que atingir. Ele deve realizar uma salvaguarda de Destreza, sofrendo 4d8 + seu nível de Bruto de dano contundente em uma falha, adicionalmente, caso a criatura seja até uma categoria de tamanho maior que a sua ela também ficará Caída. Em um sucesso, o projétil continua a percorrer a linha até que atinja um alvo que falhe na salvaguarda ou chegar ao seu alcance limite, o que acontecer primeiro.
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===Mão Brutal===
''Pré-requisitos: Lutador, nível 8 e Força 15 ou maior''
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É HORA DA BIGORNA! Ao escolher essa Pose, você deve escolher uma das seguintes opções:
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*'''Pulverizar'''. Para utilizar essa opção, você precisa possuir Força 17 ou maior ao invés de 15. Você realiza um ataque desarmado no chão aos seus pés, cada criatura no solo a até 5 pés de você deve realizar uma salvaguarda de Destreza. Em uma falha, a criatura recebe 1d6 de dano contundente e fica Incapacitada com 0 pé de deslocamento pelo próximo minuto, podendo repetir a salvaguarda no início de cada um de seus turnos para encerrar esse efeito. Adicionalmente, essa área se torna terreno difícil.
*'''Punho do Poder'''. Você realiza um ataque desarmado contra um único alvo, ele deve realizar uma salvaguarda de Destreza. Em uma falha, o alvo recebe 3d6 de dano adicional e fica Incapacitada com com 0 pé de deslocamento pelo próximo minuto, podendo repetir a salvaguarda no início de cada um de seus turnos para encerrar esse efeito.
*'''Safanão'''. Você realiza um ataque desarmado em uma linha dentro do alcance de seu ataque, criaturas nessa linha devem realizar uma salvaguarda de Força. Em uma falha, o alvo recebe 2d6 de dano adicional e fica Incapacitada com 0 pé de deslocamento pelo próximo minuto, podendo repetir a salvaguarda no início de cada um de seus turnos para encerrar esse efeito.
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===Quick Movement===
Can't touch this. Your speed is increased by 15 feet while you are not wearing heavy armor. Additionally, you do not provoke attacks of opportunity.
This Battle Pose is always active, consuming 1 use of your Poses.
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===Músculos Imponentes===
''Pré-requisito: Força 15 ou maior''
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Você pode colocar medo no coração de seus inimigos mostrando todos os seus músculos. Cada criatura hostil que possa vê-lo deve realizar uma salvaguarda de Sabedoria. Em uma falha, a criatura fica Amedrontada por você pelo próximo minuto e tem desvantagem em testes para resistir ou escapar de seu Agarrão. Uma criatura que tenha falhado nessa salvaguarda pode repeti-la no início de cada um de seus turnos para encerrar esse efeito. Em um sucesso, a criatura possui vantagem em suas próximas salvaguardas para resistir a essa Pose pelas próximas 24 horas.
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===Protegido pelos Elementos===
''Pré-requisitos: Cicatrizes Rúnicas e Constituição 13 ou maior''
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Céu, terra e mar, me concedam sua proteção. Você possui vantagem em salvaguardas para resistir ao frio, calor ou altitude extrema.
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This Battle Pose is always active, consuming 1 use of your Poses.
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===Quebra-Crânio===
''Pré-requisitos: Lutador e Força 13 ou maior''
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Vou bater nesse idiota com esse outro idiota. Ao utilizar essa Pose, você deve realizar um Agarrão em um alvo que esteja dentro do seu alcance, caso obtenha um sucesso, você o atinge, causando o dano de seu ataque desarmado + 2d6 de dano adicional. Alternativamente, você pode tentar realizar um Agarrão em dois alvos dentro de seu alcance para chocar suas cabeças, em um sucesso, essas criaturas devem realizar uma salvaguarda de Constituição. Em uma falha, recebem o dano de seu ataque desarmado + 2d6 de dano adicional e ficam Atordoadas até o final de seu próximo turno.
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===Resistência Espiritual===
''Pré-requisitos: Cicatrizes Rúnicas, nível 17 e Constituição 19 ou maior''
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A proteção da rocha e da chama. Ao utilizar essa Pose, você recebe resistência a todos os tipos de danos elementais e espirituais pelo próximo minuto.
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===Resistência Plena===
''Pré-requisitos: Berserker, nível 17 e Constituição 19 ou maior''
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É só uma queimadura leve. Ao utilizar essa Pose, você recebe resistência a todos os tipos de danos físicos e elementais pelo próximo minuto.
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===Runa da Reintegração===
''Pré-requisitos: Cicatrizes Rúnicas, nível 12 e Sabedoria 15 ou maior''
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Pelos meus atos, as runas fortalecem o meu corpo. Ao utilizar essa Pose, sua próxima magia de alvo único que cause dano recupera pontos de vida igual ao dano causado.
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===Runa de Domínio===
''Pré-requisitos: Cicatrizes Rúnicas e Constituição 15 ou maior''
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Ao causar dano com um ataque corpo a corpo, você pode utilizar essa pose e conjurar uma magia que tenha tempo de conjuração de 1 ação, que cause dano, contra o mesmo alvo.
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This Battle Pose is always active, consuming 1 use of your Poses.
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===Saque e Enterrada===
''Pré-requisitos: Lutador e Força 17 ou maior''
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Não tem pra ninguém. Ao utilizar essa Pose, você se move 15 pés em direção a um alvo, caso fique adjacente a ele você deve realizar um Agarrão nele. Caso obtenha sucesso, você salta com o alvo, se movendo 10 pés na direção que você se moveu anteriormente, causando 2d6 de dano contundente multiplicado pelo seu modificador de Força (mínimo de 1). No final dessa movimentação, o alvo deve realizar uma salvaguarda de Constituição, em uma falha ele fica Incapacitado até o final do seu próximo turno.
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Caso haja criaturas em um raio de 5 pés do final desse salto, elas devem realizar uma salvaguarda de Destreza. Em uma falha, elas sofrem 2d6 de dano contundente. Você não consegue saltar com um alvo caso ele exceda sua capacidade de Empurrar, Arrastar ou Levantar (veja o Capítulo 7: Usando Cada Atributo).
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===Tática de Matilha===
''Pré-requisitos: Berserker ou Lutador e Sabedoria 15 ou maior''
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Se você faz o inimigo sangrar, você mostra aos seus aliados que é possível ferí-lo. Seus aliados têm vantagem nas jogadas de ataque corpo a corpo realizadas contra qualquer criatura hostil a até 5 pés de você.
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Essa Pose de Batalha está sempre ativa, consumindo 1 uso de suas Poses.
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===Tomar de Assalto===
''Pré-requisitos: Berserker e nível 12''
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O que é seu, é meu e o que é meu, é meu. Ao utilizar essa Pose, seu próximo ataque com uma arma corpo a corpo recupera pontos de vida iguais a metade do dano causado.
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===Toque de Zéfiro===
''Pré-requisitos: Cicatrizes Rúnicas e Sabedoria 13 ou maior''
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Que as fúrias do vento atendam o meu chamado. Você pode utilizar sua ação bônus para conjurar a magia ''lufada de vento'' sem gasto de Mana ou vida. Ao conjurar essa magia dessa maneira, criaturas na linha possuem desvantagem na salvaguarda e, em uma falha, após serem empurradas, ficam Caídas.
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===Trocação Sincera===
''Pré-requisitos: Carisma 11 ou maior''
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Se eu quisesse sua opinião, eu tirava na porrada. Ao utilizar essa Pose, cada criatura hostil que esteja a até 30 pés de você que possa vê-lo ou ouvi-lo deve realizar uma salvaguarda de Sabedoria. Em uma falha, a criatura possui desvantagem para atacar outras criaturas que não sejam você pelo próximo minuto e deve realizar uma salvaguarda de Sabedoria cada vez que tentar se mover para um espaço que esteja a mais de 30 pés de você, não podendo se mover para esse espaço em uma falha, porém, caso obtenha sucesso essa Pose não restringe o movimento do alvo neste turno. A Pose termina prematuramente em uma criatura se você terminar seu turno a mais de 30 pés dela.
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