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Fluid

Tactics

The Fluid class relies on mobility and forced movement to engage enemies and maintain advantageous positioning. Water Whip lets the cryture engage an enemy in melee from a distance, and Raging Vortex can shuffle nearby enemies around to your advantage. Glob off can give fluids an extra mobility, letting them flank with allies and move into preferred terrain without worrying about opportunity attacks. The paragon power, Splash Blast, lets the cryture blast enemies with its own body, then reform at any point in range.

Benefits

Level 1 (100 exp)

Fluid Novice - The cryture gains the Water Whip and Glob Off power.

Level 2 (150 exp)

Opportunist - The cryture gets a +1 roll modifier with opportunity attacks.

Level 3 (250 exp)

Fluid Adept - The cryture gains the Raging Vortex power.

Level 4 (400 exp)

Mobile - Opportunity attacks against the cryture get a -1 roll modifier.

Level 5 (600 exp)

Fluid Paragon - The cryture gains the Splash Blast power.

Powers

Water Whip

Type: Water

Major Action

Melee 3

Attack: Strength + Fluid vs. Deflection

Hit: 3 damage per hit and you pull the target 2 spaces.

Crit: +1 Hit.

Glob Off

Cost: 1 Stamina

Type: Water

Minor Action

Personal

Effect: Shift 3 spaces.

Raging Vortex

Cost: 2 Stamina

Type: Water

Major Action

Personal Blast 2

Attack: Strength + Fluid vs. Evasion

Hit: 3 damage per hit and you slide the target up to 1 space per hit to another space within the blast area.

Crit: +1 Hit.

Splash Blast

Cost: 2 Stamina

Type: Water

Major Action

Personal Blast 3

Attack: Strength + Fluid vs. Deflection

Hit: 3 damage per hit.

Crit: +1 Hit.

Effect: You teleport to a space within the blast.

Blank Illustration.png
Type

Water

Role

Drifter/Guardian

Strong
Weak
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