Great Arms
Wields weapons most soldiers cannot lift, blending raw power with surprising grace into a destructive art form.
Pick Tree
11 picks along the Great Arms path. Pair them with the general Fighter class picks.
Level 2
This locks Great Arms as your Specialization. Your expertise in Heavy Weaponry has taught you to handle them with ease. You may use Heavy Weapons up to twice your STR Bonus and your Basic Attack gains +1 to Hit with Heavy Melee Weapons.
Details →Hurling Blow
Requires: Pick: Heavy Arms Specialist
Use Bonus / ½ / 1 Action to make a Sweeping Melee Attack targeting all enemies within your reach. Hurling Blow can hit all targets regardless if one or more enemies are able to Dodge, Block or Parry the attack. Each hit deals STR Roll + (½ / 1 / 2) times STR bonus on hit.
Details →Level 3
Fury
Requires: Pick: Heavy Arms Specialist
Use a Bonus Action to gain Fury for 5 rounds. The heat of Combat fuels your Fury, granting you +2 to STR and RES. You also gain 10 Move Speed and while active, you take halved damage from Conditions. After the effect ends, you can not use Fury until you Rest. Fury counts as a Stance. Gain additional charge at level 6 and 8.
Details →Level 4
Furious Slam
Requires: Pick: Heavy Arms Specialist
Use 1 Action to make a devastating Melee Attack. When making the attack roll, use three STR dice. You can split the dice to add either one or two dice to hit and damage. While Fury is active, you can Quicken this Ability.
Details →Level 5
Titan's Wrath
Requires: Pick: Heavy Arms Specialist
Activate as a Free Action. Gain two charges to use within your next three turns. You may use both charges once each, or spend both on the same attack type. - **Devastating Cleave:** Attack all enemies in reach with triple damage dice, automatically hits. - **Executioner's Strike:** Single target attack with triple damage dice, ignores all defenses, automatically hits.
Details →Level 6
Fierce Momentum
Requires: Pick: Heavy Arms Specialist, Fury
While Fury is active, each consecutive attack you make on your turn grants a cumulative +1 to Hit and Damage for subsequent attacks that turn. The maximum stack is equal to the number of rounds you have spent in Fury. Stacks are lost at the end of your turn.
Details →Crushing Blow
Requires: Pick: Heavy Arms Specialist
When making a Basic Attack with a Heavy Melee Weapon, you may declare a Crushing Blow. Instead of adding half your STR Bonus to Hit, that value is applied as Armor Penetration against the target's Armor Rating for this attack.
Details →Level 7
Requires: Pick: Heavy Arms Specialist, Titan's Wrath
You may use both charges on different attacks, or spend both charges on the same attack type. Additionally, each charge used adds your STR Bonus as bonus damage to that attack.
Details →Level 8
Resonating Slam
Requires: Pick: Heavy Arms Specialist, Furious Slam
When using Furious Slam, you may spend one of the three STR dice to make a STR Check as part of the attack. On hit, the target is knocked back 4 meters regardless of any Save. All enemies adjacent to the target must succeed a RES Save against your STR Check or be knocked Prone.
Details →Level 9
Requires: Pick: Heavy Arms Specialist, Titan's Wrath, Titan's Wrath Upgrade
If the first charge of Titan's Wrath reduces its target to 0 HP, the charge is regained and may be used again within the remaining turns.
Details →Level 10
Tempered Fury
Requires: Pick: Heavy Arms Specialist, Fury
You have fought long enough that the fire never fully leaves you. You permanently gain the base bonuses of Fury to your STR and RES rolls. While Fury is active, these bonuses increase to +4 STR and +4 RES instead.
Details →