The Amp Warrior is a devastating , electricity-wielding acrobat. Devoted to the study of electro-magnetic movement and magnifying the flows of fate, Amp Warriors have unlocked the secrets of compounding effects. Myths and legends swirl around these masters of amplification, including whispers that they walk on air and strike with the power of a god. While it may seem like exaggeration, those trained in these arts are worthy of the compliment.
As an Amp Warrior, you will be able to move around a battlefield with ease and speed while summoning energy from the air to empower your strikes. Your mission is most often in secret service as an assassin to religious leadership. Those bishops and priests who give the order would most certainly be ashamed to admit these dealings publicly, so secrecy and discretion are cornerstones of success for an Amp Warrior.
At the core of the Amp Warrior's skillset is the ability to Amplify the effects of their strikes. Any time one of your attacks hits, after it deals its damage, gain a stack of Amplify.
Amplify: increase your Damage Modifier by (1d4 + your level) × 10. Amplify stacks with no limit and lasts until the beginning of your next turn.
As long as you have at least 2 stacks of Amplify, you gain Enhance.
Enhance: Instead of rolling 1d20 to hit, roll 2d20 and take the highest roll to hit.
Any time you beat an opponent's Evasion by 5 or more, but did not roll a natural 20, you may sacrifice 10 health and turn the attack into a critical strike.
When you critically strike, gain a free, extra attack.
During your turn, if your Damage Multiplier is greater than your current health, you may choose to invoke Inversion at any moment.
Inversion: The power flowing out of you momentarily flows backwards, empowering you. Instantly gain an additional 1d4 AP. Make a Luck check (Luck, DC: 15): Instantly gain another 1d4 AP. Inversion cannot be used more than once on your turn.
You may sacrifice 10 health and in exchange gain +10 to your Damage Multiplier until the end of your turn. You may do this as frequently as you like. You cannot use this ability during an attack (e.g. after a successful hit, but before dealing damage).
Staves
One-handed swords
Daggers
4 Scorpion Blades (all Amp Warriors always have these)
Requires Scorpion Blades
30 foot range
+3 to hit for this attack against one target (requires a free whip).
Gain +1 to hit for this Attack if you are under the effects of Enhance.
Lash out and strike against a target with one of your available whips.
Deals 1×DM Blade Damage on a successful hit.
30 foot range
-3 to hit for this attack against up to four targets (minus any foes already Tethered by your whips).
Gain +1 to hit for this attack if you are under the effects of Enhance.
Spin your chains around you dangerously, cutting down foes.
Deals 2×DM Blade Damage on a successful hit.
30 foot range
+1 to hit for this attack against up to four targets (minus any foes already Tethered by your whips).
Gain +1 to hit for this attack if you are under the effects of Enhance.
Enemies hit by this attack are now Tethered: the fangs at the ends of your whips puncture targets, connecting them to you by your whips. You cannot have more than four targets Tethered at once.
Deals 1×DM Piercing Damage on a successful hit.
On their turn, a target may use 1 AP and roll to attempt to remove the fang of your whip. (Dexterity, DC: 8 + Your Dexterity): If a target wins the roll, they pull out the fang, taking 1×DM Ripping Damage, and they are no longer Tethered.
Pull on your whips, yanking each Tethered target toward you, causing your fangs to come unstuck, dealing 1×DM Ripping Damage. Dueling(Strength vs Strength): enemies are knocked down unless they win the roll.