Noble Gallant Skills

 
Inherent Skills:
Defensive Stance Inherent Active
You are able to take a defensive stance during combat. This stance lasts for as long as you choose, but you are unable to perform a Move Action. If you use a skill that creates movement, or are forced to move (i.e. getting Knocked Back), then Defensive Stance is cancelled. While in the defensive stance, all incoming damage is reduced by 1d8 + Vitality modifier.

Grapple Mode Inherent Passive
You may use the grapple of your shields to ignore the movement penalty of climbing elevations. You may also use the grapple of your shields to ignore up to 40’ of terrain that would impede your Movement Speed.

Natural Dual Wielder Inherent Passive
The Noble Gallant’s weapon, the grapple shields, comes in a pair. The player may choose to wield a single shield or both. It will not affect the player’s damage if only one is wielded, but the player will not receive the bonus Evasion stats. If the player chooses to wield both shields, the player is considered Dual Wielding. However, if the player chooses to perform a Normal Attack as their extra attack, their Primary Hand suffers no penalty. The player suffers regular dual wielding penalties when performing a Skill as their extra attack.

Basic Skills:

Discombobulate Basic Active - Offensive
Shoot your grapple at an enemy to pull them in and slam them with your shield.
Attack Type: Physical Property: Single Target, Impact Line
FP Cost: 2 FP Range: 0’ - 20’
Cool Down Category: A
Combat Effects: Deals 1d8 + PDMG physical damage. If the target is Normal size or smaller, the target is pulled towards you and ends adjacent to your character. If the target is Large size or bigger, your character is pulled towards the target and you end adjacent to your target. Leaves the target Staggered. Whenever a unit Breaks Away from you, regardless of whether or not they succeeded their Agility check, you may use this skill to prevent them from moving if it is not on Cool Down.
Other Effects: Discombobulate causes loud ringing in the target’s ears for a short period of time. Discombobulate can also be used just to pull a target without damaging them.

Double Reel Basic Active - Offensive
Use your grapples to reel in your foes.
Attack Type: Physical Property: Multi-Target, Single Target
FP Cost: 2 FP Range: 0’ - 20’
Cool Down Category: None
Combat Effects: You may only use this skill if you’re wielding two grapple shields. Choose up to two units within range that is Normal size or smaller. Move those units adjacent to you. Instead of choosing two units, you may instead choose a single unit that is Large size or bigger. Deal 1d10 + PDMG physical damage to that unit and move yourself adjacent to them.

Iron Will Basic Active - Defensive
Increase your willpower to break free of a control impairing effect.
Attack Type: Magical Property: Target User, Special - Interrupt
FP Cost: 2 FP Range: None
Cool Down Category: None
Effect: Whenever you are affected by a control impairing status ailment, such as Staggered, you may activate this skill to nullify the effect.

Radial Bash Basic Active - Offensive
Description
Attack Type: Physical Property: Point-Blank AoE
FP Cost: 2 FP Range: 0’ - 5’
Cool Down Category: A
Combat Effects: Deals 1d8 + PDMG physical damage to all adjacent units. Roll 1d6 for each hit unit. On a result of 3-6, that unit is now Staggered.

Safeguard Basic Active - Defensive Buff
Heal a target ally and redirect the harm that would be dealt to them to you instead.
Attack Type: Magical Property: Target Ally
FP Cost: 2 FP Range: 0’ - 5’
Cool Down Category: A
Effect: Heal an ally for Ally Level*1d4 Health Points. The next time damage would be dealt to the ally, it is halved and dealt to you instead.

Shield Bash Basic Active - Offensive
Bash an enemy with your shield.
Attack Type: Physical Property: Single Target
FP Cost: 1 FP Range: 0’ - 5’
Cool Down Category: None
Combat Effects: Deals 1d8 + PDMG physical damage. The target is Knocked Back by Strength Modifier*5’.
Other Effects: Shield Bash is capable of destroying wooden objects.
Advanced Skills:
Charging Star Advanced Active - Offensive
Use your grapple to sling yourself forward in a fiery charge.
Attack Type: Physical Property: Pass-Through Line AoE
FP Cost: 3 FP Range: 0’ - 30’
Cool Down Category: A
Combat Effects: Move up to 30’ in a straight line, ignoring Deadlock while doing so. Deal 2d8 + PDMG physical Fire damage to all units you come into contact with. All hit units are Knocked Back by Strength Modifier*5’.

Crashing Chains Advanced Active - Offensive
Shoot your grapples into the air before slamming them down on top of your foes.
Attack Type: Physical Property: Pass-Through Line AoE
FP Cost: 3 FP Range: 0’ - 20’
Cool Down Category: A
Combat Effects: You may only use this skill if you’re wielding two grapple shields. Deals 3d4 + PDMG physical Earth damage to all units in a straight 20’ line. A unit at the tip of the line is dealt an extra 1d4 damage. Roll 1d6 for each hit unit. On a result of 2-6, that target is now Floored.

Gracious Martyr Advanced Active - Defensive Buff
Create an inescapable arena that pushes your allies out and traps your enemies within.
Attack Type: Magical Property: Point-Blank AoE
FP Cost: 3 Fp Range: 0’ - 15’
Buff Duration: 3 rounds Cool Down Category: C
Effect: Creates a circular arena with a 15’ radius that traps enemy units inside and pushes ally units out. While active, neither enemies nor allies may enter the arena, and all damage dealt to you is halved. Enemies larger than the arena are not confined, but must target you with all attacks.

Repositioning Throw Skill Rank Skill Type
Use your grapples to reposition yourself and an ally, or to slam an enemy out of position.
Attack Type: Physical Property: Single Target
FP Cost: Varies Range: 0’ - 20’
Cool Down Category: Varies
Combat Effects: You may only use this skill if you’re wielding two grapple shields and the target is Normal size or smaller. Target an ally within 20’ of you with their permission. You may move yourself up to 20’ before or after moving your ally anywhere within 20’ of you. If used this way, this skill costs 2 FP and does not go on Cool Down. You may instead target a unit within 20’ of you, moving them anywhere within 20’ of you, dealing 2d8 + PDMG physical damage to them, and leaving them Floored. If used this way, this skill costs 3 FP and its Cool Down Category is changed to A.

Sacrificial Bond Advanced Active - Defensive Buff
Bind the fate of your allies to yourself to protect them as their efforts rejuvenate you.
Attack Type: Magical Property: Target Allies
FP Cost: 4 FP Range: 0’ - 100’
Buff Duration: 3 rounds Cool Down Category: C
Effect: Whenever damage would be dealt to an ally, it is halved and dealt to you instead. Whenever an ally deals damage with an attack, you heal for Vitality Modifier*2.

Saving Grace Advanced Active - Defensive Buff
Bathe your party in healing light and protect them.
Attack Type: Magical Property: Target Party
FP Cost: 4 FP Range: 0’ - 20’
Cool Down Category: A
Effect: Heal yourself and all allies within range for Target Level*1d4 Health Points. The next time damage would be dealt to a unit healed by this skill, damage is reduced by 1d8 plus the unit’s Vitality Modifier.

Sweeping Hook Advanced Active - Offensive Debuff
Shoot your grapples at enemies to literally sweep them off their feet.
Attack Type: Physical Property: Multi-Target, Single Target
FP Cost: 2 FP Range: 0’ - 20’
Cool Down Category: A
Effect: You may only use this skill if you’re wielding two grapple shields. If both targets are Normal size or smaller, this skill can target two units. Otherwise, it can only target one unit. The target(s) are now Floored and this cannot be ignored.

Daily Skills:

Enraged Phoenix Daily Active - Offensive
Jump into the air and crash down into a target with a fiery explosion like a raging phoenix using your grapple.
Attack Type: Physical Property: Single Target, Splash AoE
FP Cost: None Range: 0’ - 25’
Cool Down Category: D
Combat Effects: Deals 3d10 + 20 + PDMG physical Fire damage. Deals a bonus 3d10 damage to the target if they were Floored. You may Knock Back the target up to Strength Modifier*5’. Also deals damage to all units within 15’ of the target after the Knockback. For the rest of the battle, the affected area burns with consecrated flames, healing you and your allies for 3d6 + Target Vitality Modifier at the beginning of each round.
Overflow Bonus: 8 HP cost - Damage +2d10 +10
Other Effects: Enraged Phoenix is capable of destroying stone objects.

Magnum Barrage Daily Active - Offensive
Superheat your shields and throw them in a furious barrage.
Attack Type: Physical Property: Multi-Target
FP Cost: None Range: 0’ - 20’
Cool Down Category: D
Combat Effects: Deals 2d6 + PDMG physical Fire damage. You may only use this skill if you’re wielding two grapple shields. You may perform this skill up to six times in a single Main Action at no additional Fatigue cost. Chance to cause Staggered on a 1d6 roll of 5-6. This skill can Stagger a unit for multiple rounds.
Overflow Bonus: 12 HP cost - You may perform this skill two additional times. Ignores elemental resistances and immunities. Chance to cause Staggered on a 1d6 roll is now 4-6.
Other Effects: Magnum Barrage is capable of destroying wooden objects.