My suggested changes are in Maroon
1 Point Boons- Adrenal Surge - add Willpower Stat Bonus as extra Base Damage - may not be used with Strong Attack
- Bleeder - 1 hit per round - slash/pierce weapons only - may be purchased multiple times
- Combat Shuffle - move 5' per Boon Point - may be purchased multiple times
- Daze Foe - foe is -4 to all actions for 1 round
- Defensive Posture - gain +2 to DEF next round
- Disarm Foe - foe makes Save vs Str (TN 15 + 1 per boon point earned in the attack) or weapon goes flying - See Note 2 Below (Note: The Combat Move Disarm SHOULD be better)
- Initiative Boost - gain +2 init next round - may be purchased multiple times
- Knock Prone - foe knocked down, you get +2 to next attack cause he is on the ground
- Rapid Reload - May reload bow without it costing any AP
- Skilled Attack - does extra damage (not Base Damage) equal to ranks you have in skill used to make the attack
- Strong Attack - does amount equal Strength Stat Bonus as extra Base Damage - may not be used with Adrenal Surge
2 Point Boons[/list]
- Attack Boost - gain +2 to attack next round - may be purchased multiple times
- Inspiring Attack - all allies gain +2 to attacks next round - may be purchased multiple times
- Lightning Attack - Make free second attack with -4 modifier. This must be against same or adjacent foe - if a ranged attack, you must already have a loaded weapon in hand (i.e. this goes with Rapid Reload)
- Pierce Armor - foe only gets 1/2 of normal AR
- Savage Attack - does +1d10 hits - explosive, but not implosive
- Severe Blow - do double Base Damage
- Stunning Blow - foe has to Save vs Con (TN 15 + ranks in Combat Skill Used) or be stunned (unable to take ANY action) for 1 round - See Note 2 Below
3 Point Boons[/list]
- Advantageous Attack - puts foe into bad position, allowing you to attack from behind next round (+4 to attack, and may also use special position based attacks - i.e. Waylaying)
- Dire Blow - does triple Base Damage
- Dual Strike - Attack actually hits 2 foes (using same initial attack roll).
- Pierce Armor II - foe only gets 1/4 normal AR against attack
- Stunning Blow II - as Stunning Blow above, but for 2 rounds...
4 Point Boons[/list]
- Knockout - foe must Save vs. Con (TN 15 + ranks in Combat Skill Used) or be knocked unconscious for 1d10 minutes - See Note 2 Below
- Mortal Blow - does 4x Base Damage
- Pierce Armor True - foe gets NO AR against the attack
5 Point Boons[/list]
- Death Strike - Make Save vs Con (TN 15 + Ranks in Combat Skill used) or foe dies - See Note 2 Below
6 Point Boons[/list]
- Instant Death - Foe dies, no Save.
Note: I am going to also clarify that AR is subtracted from damage BEFORE any multipliers are applied, and that it reduces Base Damage before it reduces Scaled Damage. This will make the "Armor Piercing" Boons more valuable, especially when used in conjunction with damage multipliers
Note 2: Was also thinking that if the foe fought defensively in the round that this action happens, that the amount of AB shifted to DEF should also apply to his Save. AND, if the foe has NOT attacked yet, that he be allowed to shift up to half of his AB to DEF against these Boons (this action also adjusting the amount of AB he has availalbe for the rest of the round).
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