Constitution Essence

## Constitution Major Essence

### Star Sign: The Smith

* Description: Channel the gift of your chosen Star Sign to bolster your Attributes.
* Accuracy: N/A
* Roll Stat: N/A
* Cooldown: 60m
* Range: N/A
* Targets: Self
* Duration: 60m
* Special: This Ability can be used in place of your Movement Action. This Buff cannot be dispelled.
* Buff: +2 Constitution, +1 Strength

### Brawn

Your body is honed and harden by years of training. Very few things can get though your natural defenses.

*"They say he is part giant, and no one can match his strength and fortitude against any foe." -Sel the Smith*

**Crush**

1. Description: Clobber your foe with a powerful punch.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: N/A
5. Range: 1
6. Targets: 1
7. Duration: N/A
8. Special: N/A
9. Mayhem: While you have a foe Taunted, you may use this ability immediately on any foe that damages you if they are within range.
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Seismic Assault**

1. Description: You submerged into the ground for up to 2 Turns. When you emerge your next Brawn: Crush can be used as a free action and if it connects will Stun the target for 1 Turn!
2. Accuracy: N/A
3. Roll Stat: N/A
4. Cooldown: 15m
5. Range: N/A
6. Targets: Self
7. Duration: Up to 2 Turns
8. Special: Can be used in place of your movement action.
9. Mayhem: N/A
10. Damage: N/A
11. Crit Damage: N/A

**Shockwave**

1. Description: Stomp the ground with immense force dealing damage to those near you and hindering their Movement Speed.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: 15m
5. Range: 2
6. Targets: 3
7. Duration: 10m
8. Special: N/A
9. Mayhem: N/A
10. Damage: 1d8 + Strength - Target's Damage Reduction
11. Crit Damage: 2d8 + Strength + Strength - Target's Damage Reduction

**Stone Skin**

1. Description: You harden you skin increasing your Damage Reduction and Resilience.
2. Accuracy: N/A
3. Roll Stat: N/A
4. Cooldown: 30m
5. Range: N/A
6. Targets: Self
7. Duration: 30m
8. Special: +3 Damage Reduction, +1 Resilience
9. Mayhem: N/A
10. Damage: N/A
11. Crit Damage: N/A

**Taunt**

1. Description: You force a foe to attack you on their next turn.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: N/A
4. Cooldown: 15m
5. Range: 1
6. Targets: 1
7. Duration: 1 Turn
8. Special: This ability ignores Resilience.
9. Mayhem: N/A
10. Damage: N/A
11. Crit Damage: N/A

### Formation

A front of the line fight, with the ability to organize and keep others safe, a banner lord, knight or general.

*"Can you hear the silver horn of the Last Banner calling us?." -Elduri Freedom Fighter*

**Shield Slam**

1. Description: A powerful blow with your shield, this attack will Stun your for for 1 Turn!
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: 15m
5. Range: 1
6. Targets: 1
7. Duration: 1 Turn
8. Special: N/A
9. Mayhem: N/A
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Issue Orders**

1. Description: You issue orders to an Ally giving up your turn to grant them an extra turn immediately after your turn ends.
2. Accuracy: N/A
3. Roll Stat: N/A
4. Cooldown: 15m
5. Range: 3
6. Targets: 1
7. Duration: N/A
8. Special: N/A
9. Mayhem: N/A
10. Damage: N/A
11. Crit Damage: N/A

**Phalanx**

1. Description: You form a Phalanx with your allies granting them improved damage resistance.
2. Accuracy: N/A
3. Roll Stat: N/A
4. Cooldown: 30m
5. Range: 2
6. Targets: 4
7. Duration: 30m
8. Special: One of the Targets MUST be your character; +2 Armor Class, +1 Damage Reduction, +1 Resilience
9. Mayhem: N/A
10. Damage: N/A
11. Crit Damage: N/A

**Strike**

1. Description: Strong attack to deal with close ranged foes.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: N/A
5. Range: 1
6. Targets: 1
7. Duration: N/A
8. Special: N/A
9. Mayhem: Whenever you use Phalanx or Taunt you may use this ability on a foe within range!
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Taunt**

1. Description: You Taunt a foe to target you on their next turn.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: N/A
4. Cooldown: 15m
5. Range: 1
6. Targets: 1
7. Duration: 1 Turn
8. Special: This ability ignores Resilience
9. Mayhem: N/A
10. Damage: N/A
11. Crit Damage: N/A

### Reach

You stand tall with spear or great sword protecting those behind you.

*"She had flexibility but I had reach." -Garrus Vakarian*

**Bracing Strike**

1. Description: A defensive attack good at exploiting charging foes.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: 15m
5. Range: 2
6. Targets: 1
7. Duration: N/A
8. Special: N/A
9. Mayhem: Whenever a foe moves 3 or more tiles in a single turn and attacks, if they are within range, you may strike them with this ability.
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Crashing Strike**

1. Description: Charge a foe and skewer them on your spear. Has a chance to Root your target.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: 15m
5. Range: 3
6. Targets: 1
7. Duration: 1 Turn
8. Special: Roots enemy.
9. Mayhem: N/A
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Impale**

1. Description: Thrust your weapon at a foe.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: N/A
5. Range: 2
6. Targets: 1
7. Duration: N/A
8. Special: N/A
9. Mayhem: N/A
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Spear Form**

1. Description: Create a zone of defense with your weapon, increasing your defenses while striking out at near by foes.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: 15m
5. Range: 2
6. Targets: 3
7. Duration: 15m
8. Special: +1 Armor Class
9. Mayhem: N/A
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Taunt**

1. Description: You Taunt a foe to target you on their next turn.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: N/A
4. Cooldown: 15m
5. Range: 1
6. Targets: 1
7. Duration: 1 Turn
8. Special: This ability ignores Resilience.
9. Mayhem: N/A
10. Damage: N/A
11. Crit Damage: N/A

### Feral

Think of shape shifters, dragons and even bears. Fighting with tooth and claw to protect others. .

*"Bear is here,, Ja-Ja!." -Bear*

**Claw**

1. Description: Swing your claws in a wide arc.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: N/A
5. Range: 1
6. Targets: 2
7. Duration: N/A
8. Special: N/A
9. Mayhem: While you have a Taunt active, anytime you are struck by the target of your Taunt, you may use this ability immediately on them.
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Thick Scales**

1. Description: Your skin grows hardened scales increasing your defense.
2. Accuracy: N/A
3. Roll Stat: N/A
4. Cooldown: 30m
5. Range: N/A
6. Targets: Self
7. Duration: 30m
8. Special: +2 Armor Class
9. Mayhem: Can be used immediately after landing Feral: Taunt on a Foe.
10. Damage: N/A
11. Crit Damage: N/A

**Pounce**

1. Description: Charge and leap upon your prey.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: 15m
5. Range: 3
6. Targets: 1
7. Duration: N/A
8. Special: N/A
9. Mayhem: N/A
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Rake**

1. Description: Shred your foe with both of your claws.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: 15m
5. Range: 1
6. Targets: 1
7. Duration: N/A
8. Special: N/A
9. Mayhem: Can be used immediately on the foe you struck with Pounce
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Taunt**

1. Description: Taunt your foe to attack you on their next turn.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: N/A
4. Cooldown: 15m
5. Range: 1
6. Targets: 1
7. Duration: 1 Turn
8. Special: This ability ignores Resilience.
9. Mayhem: N/A
10. Damage: N/A
11. Crit Damage: N/A

## Constitution Minor Essence

Minor Essence is your secondary essence choice, and unlocks the following abilities.

**Bear Hug**

1. Description: You grab your foe squeezing the life out of them. Roots your target in place for 1 Turn.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: 15m
5. Range: 1
6. Targets: 1
7. Duration: 1 Turn
8. Special: Roots target.
9. Mayhem: N/A
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Resolve**

1. Description: Through sheer force of will you purge your body of all active Physical effects.
2. Accuracy: N/A
3. Roll Stat: N/A
4. Cooldown: 15m
5. Range: N/A
6. Targets: Self
7. Duration: N/A
8. Special: Purges Physical buffs/debuffs from self. Can be used as Free Action during your turn.
9. Mayhem: N/A
10. Damage: N/A
11. Crit Damage: N/A

**Slam**

1. Description: Slam your body into your foe Stunning them.
2. Accuracy: Melee Attack Bonus vs. Armor Class
3. Roll Stat: Strength
4. Cooldown: 15m
5. Range: 1
6. Targets: 1
7. Duration: 1 Turn
8. Special: Stuns target.
9. Mayhem: N/A
10. Damage: 1d10 + Strength - Target's Damage Reduction
11. Crit Damage: 2d10 + Strength + Strength - Target's Damage Reduction

**Withstand**

1. Description: You shrug off a Combat Condition that would otherwise have effected you.
2. Accuracy: N/A
3. Roll Stat: N/A
4. Cooldown: 15m
5. Range: N/A
6. Targets: Self
7. Duration: N/A
8. Special: Removes a Negative Combat Condition.
9. Mayhem: You may activate this ability immediately after being afflicted by a Negative Combat Condition.
10. Damage: N/A
11. Crit Damage: N/A