Viktor

Viktor's mind seems somewhat scrambled, after spending time in the spirit plane. He is very tough. Despite appearing to be somewhat average in physique, he somehow achieves seemingly superhuman strength as though on a permanent adrenaline rush. Exerting his body in this way appears to be physically harmful, however.

Combat
7 CON

Abilities
{ {Ability } }
 * title=Unarmed
 * subtitle=Class Feature
 * colortype=passive
 * flavortext=You have gained expertise in unarmed usage over time.
 * type=passive
 * keywords=Unarmed, Martial
 * effect=Your unarmed attacks use a 1d6 hitdie.

{ {Ability } }
 * title=Iron Grip
 * colortype=passive
 * flavortext=Freeing oneself from your hold requires more than quick reflexes.
 * type=passive
 * keywords=Unarmed, Martial, Grapple
 * effect=While unarmed, all rolls to grapple use physique rather than dexterity and enemy reflex rolls to escape face a penalty equivalent to your physique.

{ {Ability } }
 * title=Unmediated Exertion
 * colortype=passive
 * flavortext=No limitations.
 * type=passive
 * keywords=Physique
 * effect=Whenever your physique skill is referenced, add 5. For any checks, take 5 damage if you would not succeed the roll without the physique bonus given by this passive. For any combat ability used that scales with physique, receive 5 damage.

{ {Ability } }
 * title=Relentless Force
 * colortype=at-will
 * flavortext=...
 * type=At-will
 * keywords=Martial
 * actiontype=Standard action
 * area=Melee
 * attack=Physique
 * defense=Armor
 * effect=Hit: 1[W]
 * special=Target loses targeted limb, suffering 50% of their max hp in damage. If no limb is specifically targeted, choose a random arm.
 * note1=This special effect triggers if Viktor deals over 50% of his target's max hp in a single hit.
 * note2=This special effect triggers if Viktor deals over 50% of his target's max hp over the course of grappling.

{ {Ability } }
 * title=Bull Tackle
 * colortype=at-will
 * flavortext=You tackle your enemy.
 * type=At-will
 * keywords=Martial
 * actiontype=Standard action
 * area=melee
 * attack=Physique
 * defense=Evasion
 * effect=Hit: 1d4+Physique, enemy is knocked prone and is grappled.
 * special=When used at the end of a charge, deals 1d8+Physique and both you and your target slide 5 feet in the direction of the charge. If this would cause the enemy to slide into a wall, they instead take double damage and are dazed.
 * note1=If this attack is failed at the end of a charge, you are prone.