Stay Up
You can carry on in spite of the damage dealt to you.
Stay Up
Prerequisites: Toughness & Trained in Endurance.- Benefit: Once per encounter, when you would normally take damage from an attack, you can instead choose to take half damage and move -1 step along the Condition Track. If the half damage you take would move any number of steps down the condition track, you may forgo the movement and remain where you are.
Improved Stay Up
Prerequisites: Toughness, Trained in Endurance, & Stay Up.- Benefit: Once per encounter, when you would normally take damage from an attack, you can instead choose to take either; half damage and move -1 step along the Condition Track, or quarter damage and move -2 steps on the Condition Track. If the half/quarter damage you take would move any number of steps down the condition track, you may forgo the movement and remain where you are.
Master Stay Up
Prerequisites: Toughness, Trained in Endurance, & Improved Stay Up.- Benefit: Once per encounter + (a number equal to half your Constitution modifier), when you would normally take damage from an attack, you can instead choose to take either; half damage and move -1 step along the Condition Track, or quarter damage and move -2 steps on the Condition Track. If the half/quarter damage you take would move any number of steps down the condition track, you may forgo the movement and remain where you are.
Perfect Stay Up
Prerequisites: Toughness, Trained in Endurance, Master Stay Up, & Combat Mastery.- Benefit: Once per Round + (a number equal to half your Constitution modifier), when you would normally take damage from an attack, you can instead choose to take either; half damage and move -1 step along the Condition Track, quarter damage and move -2 steps on the Condition Track, or no Damage and move -3 steps on the Condition Track. If the half/quarter damage you take would move any number of steps down the condition track, you may forgo the movement and remain where you are.
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