Overview
Copper is a flexible element that emphasises fluidity in combat. Those who have copper as their element are typically light on their feet, swift, wearing minimal armour and relying on their own agility (or their comrades) to keep them out of harm's way.
Aspects
Pick one aspect that best represents the particular fighting style you are aiming for.
Avenger
| Damage Die
|
d8
|
| Hit Points
|
24
|
| Dodge
|
16
|
| Armor
|
2
|
- Sanction: You can sanction an enemy on your turn. When you do, you take half damage from that enemy.
- Zealot: When attacking an enemy that is retreating from melee, you add an extra damage die.
Rogue
| Damage Die
|
d6
|
| Hit Points
|
20
|
| Dodge
|
18
|
| Armor
|
1
|
- Backstab: When attacking an enemy that is engaged in melee with an ally, you add an extra damage die.
- Scoundrel: The DC for hiding during combat is halved, and making ranged attacks does not reveal your position.
Sentinel
| Damage Die
|
d10
|
| Hit Points
|
22
|
| Dodge
|
17
|
| Armor
|
2
|
- Deadeye: If you miss an enemy in combat, you can hit a mook at the same range for half damage.
- Watchful: If you are surprised in combat, you take no penalties from it.
Powers
Pick three. Your character may learn more as they progress.
| Backstep Feint
|
| You make it look like you're obviously about to move away and, when they think they've got you, you really do move away.
|
| Move Action
|
| You flee from melee combat without provoking an attack.
|
| Deflect Arrows
|
| Your hand shoots out and pushes aside a projectile from mid-flight before it perforates your body.
|
| Passive
|
| +2 Dodge against ranged attacks.
|
| Disappear From Sight
|
| You slip between two figures and nobody sees where you go.
|
| Passive
|
| You do not need cover or darkness to become hidden.
|
| Disarmament
|
| With a deft move, you take your enemy's weapons away, even if they were attached to them in the first place.
|
| Standard Action
|
| Make an attack. It it hits, you deal half damage, and the target's damage is halved until it can recover.
|
| Escalade
|
| The bigger they are, the easier it is to climb on their back and start hacking away.
|
| Move Action
|
| You engage a gargantuan enemy in close melee, giving you +4 attack and +4 dodge against the target. If you are damaged at any point, you disengage from the close melee.
|
| Mark the Target
|
| You pick out a particularly nasty opponent in the throng, and call out a weak spot for your allies to aim for.
|
| Minor Action
|
| Mark an enemy. All allies get combat advantage over the marked enemy. You can only mark one enemy at a time.
|
| Pounce
|
| You leap into the air, intent on maximizing the effect of your attack.
|
| Passive
|
| If you move before you attack, you gain +2 attack.
|
| Sway in the Breeze
|
| You bend like the supple reed, allowing your enemy to strike their own comrade.
|
| Passive
|
| Melee attacks that you dodge can deal half damage to another enemy engaged in melee with you.
|
| Wall Run
|
| You defy gravity for a few moments to bypass some danger or obstacle in your path
|
| Move Action
|
| You can run along a vertical wall without needing a skill check to do so.
|