Death Dealer

People fear you and for good reason. You thrive in combat. Drawn swords and readied axes are invitations to fight that you readily accept, weapon swinging, ropes of blood leaping into the air as enemy after enemy falls beneath your brutal assault. The screams of the dying, the crunch of bones, the cries for mercy are music to your ears as you strew the battlefield with severed limbs and organs. Woe to any who dare stand in your way. You could hate what you have become, feeling remorse for all the suffering you create. Then again, you could see your work as necessary, if messy. Some monsters just have no place in this world.

Level 7 Death Dealer

Attributes: Increase three attributes by 1 each.
Health: +18, Bonus Damage: +1d6
Vicious: You make rolls to attack injured targets with 3 boons.
In addition, when your attack causes a creature to become injured, each other enemy within a Size 5 space centered on you makes a Will roll with 1 bane. On a success, the enemy becomes immune to this aspect of the talent for 24 hours. On a failure, the enemy becomes frightened of you (luck ends).

Level 8 Death Dealer

Health: +18, Bonus Damage: +1d6
Make Mountains of the Dead: You can use this talent when you get a success on a roll to attack with a one-handed or two-handed melee weapon. Each enemy in your reach other than the target of the attack makes an Agility roll. On a failure, the creature takes half the damage taken by the target of your attack. You can use this talent four times, or five times at level 10. You regain expended uses after you rest.

Level 10 Death Dealer

Health: +18, Bonus Damage: +1d6
Killing Field: You can use this talent when you get a success on a roll to attack a flesh-and-blood target. Blood sprays from the target into a Size 3 space centered on you to create a killing field that lasts 1 minute. Enemies in the space become vulner- able for as long as they remain there and they treat the ground in the space as challenging terrain. In addition, whenever an enemy in that space is harmed, it makes an Agility roll. On a failure, it falls prone.