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- Description
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- Assassin T1: Counter Strike : "The first time Damage is taken during an encounter, deal +1 Hit/SL on your next 1+MST Mod Attacks"
- Assassin T1: Fast Hands : "+1 SPD, +1/SL on Interact Checks"
- Assassin T1: Headshot : "+2 Crit Damage/SL"
- Assassin T1: Iron Hand : "+1 Melee Damage and +10 max Health/SL"
- Assassin T2: Ambush : "1+MST Mod when Attacking from behind, +1 DMG Mod/SL against an Enemy that attacks an ally this or the previous turn. +1/SL on Sneak checks"
- Assassin T2: Fearless : "+1 MST, +2 DMG Mod/SL while shields are depleted"
- Assassin T2: Killer : "After killing an Enemy Gain +1 DMG Mod/SL for 1+MST Mod turns"
- Assassin T2: Precision : "+1 ACC/SL, +1 on Traverse Checks"
- Assassin T3: Bore : "1+MST Mod times per day, when a target is Crit, Fire through them dealing 2/SL Damage to the nearest Enemy"
- Assassin T3: Deathmark : "When dealing Melee Damage, Enemies are marked. Attacks against marked targets from all sources deal +2 DMG Mod/SL"
- Assassin T3: One Shot One Kill : "The first Ranged Attack during an encounter deals a bonus 5+MST Mod Damage"
- Assassin T3: Unforseen : "Decoy explodes when Decepti0n times out, dealing 1d6/SL +MST Mod Shock Damage to adjacent Enemies. +1/SL on Sneak Checks."
- Assassin T4: Followthrough : "After killing an Enemy, gain an Extra Movement and +1 Melee Damage/SL for 1+MST Mod turns. "
- Assassin T4: Innervate : "While Decepti0n is active, gain +2 SPD Mod, +1 DMG Mod/SL and 5 Health Regen/SL"
- Assassin T4: Kill Confirmed : "+1 Crit Damage/SL for each extra Attack Action taken in an encounter. Bonus resets after each encounter."
- Assassin T4: Resurgence : "After killing an Enemy with a Melee Attack, gain 1d4/SL+MST Mod Health"
- Assassin T5: At One with the Gun : "1+MST Mod Acc, +1 SPD/SL"
- Assassin T5: Backstab : "Melee Attacks deal +2d6/SL Damage when Attacking from behind."
- Assassin T5: Like the Wind : "+3 on Traverse Checks. +2 SPD"
- Assassin T5: TwoFang : "Take a Reload Action to add +1 Crit/SL to your next attack"
- Assassin T6: Death Blossom : "In Decepti0n Decoy throws a fistful of Kunai, dealing 3d6+MST Mod random Elemental Damage to all adjacent Enemies. "
- Berserker T1: Endowed : "+1 Splash Damage/SL for all Explosive Damage"
- Berserker T1: Hardened : "10+MST Mod Health/SL"
- Berserker T1: Iron Fist : "+1 Melee Damage/SL"
- Berserker T1: Safeguard : "Increase Shield capacity by 10/SL"
- Berserker T2: Bash : "When performing a meleey attack, roll 1d20+DMG Mod, On a 15+ the target becomes Slowed"
- Berserker T2: Heavy Handed : "After killing an Enemy, gain +1 DMG Mod/SL for 1+MST Mod turns."
- Berserker T2: Juggernaut : "The first time you kill an Enemy during an encouter, gain +1d4/SL Damage Reduction for 1+MST Mod turns"
- Berserker T2: Wide Load : "+1 Hit to all Rocket Launchers, +1/SL Splash Damage"
- Berserker T3: Cast Iron : "1d4/SL Damage Reduction to Explosive and Splash Damage"
- Berserker T3: Endless Rage : "Berserk lasts for an extra 1+MST Mod turns"
- Berserker T3: Prize Fighter : "The first time you make a Melee Attack during an encounter, roll 1d6/SL. Target drops gold equal to 10x the sumb"
- Berserker T3: Short Fuse : "Increase the ability to Berserk by 1/SL per day, +1/SL on Traverse Checks."
- Berserker T3: Sting Like a Bee : "During Berserk, the first time performing a Melee Attack on an enemy each turn, gain Extra Movement. +2/SL on Traverse Checks"
- Berserker T4: Blood Sport : "After killing an Enemy while Berserk is active, gain 5+MST Mod Health/SL"
- Berserker T4: Diehard : "The first time Health reachs 0 in a day, gain 10+MST Mod Health/SL"
- Berserker T4: Liquidate : "The first time you deal Explosive Damage during an encounter, activate Berserk for free"
- Berserker T4: Payback : "The first time Shields are depleted during an encounter, gain +1 DMG Mod/SL for 1+MST Mod turns"
- Berserker T5: Master Blaster : "After killing an Enemy, gain +1 SPD Mod and add +1 Range/SL to any rocket launchers the party has equipped for the rest of the encounter"
- Berserker T5: Rapid Reload : "+1 ACC/SL and +1 SPD/SL"
- Berserker T5: Revenge : "After killing an Enemy, gain +1 DMG Mod/SL with all guns for 1+MST Mod turns."
- Berserker T6: Unbreakable : "The first time Shields are depleted during an encoutner, gain 20+MST Mod shields and +10 Shield Recharge for 2+MST Mod turns"
- Commando T1: Expertise : "+1 ACC Mod to all non-Favored Guns. +1/SL on Insight Checks"
- Commando T1: Impact : "+1 MST. +1/SL Melee Damage"
- Commando T1: Ready : "+1 SPD and +1/SL on Search Checks"
- Commando T1: Sentry : "Sabre Turret gains +1 Hit/SL and increases duration by 1+MST Mod turns"
- Commando T2: Grenadier : "+1 max grenades/SL, +2 on Throw Rolls"
- Commando T2: Laser Sight : "Sabre Turret gains +1 ACC/SL"
- Commando T2: Last Ditch Effort : "While Shields are depleted, gain Extra Movement and +2 DMG Mod/SL"
- Commando T2: Metal Storm : "AFter killing an Enemy, gain Extra Attack and +1 ACC Mod for 1+MST Mod turns"
- Commando T2: Overload : "+1 Hit to all Accuracy Ranges for 1 gun type/SL"
- Commando T3: Battlefront : "While Sabre Turrent is deployed, gain +1 DMG Mod/SL and 1+MST Mod Grenade Damage/SL"
- Commando T3: Onslaught : "After killing an Enemy, gain +1 DMG Mod/SL and Extra Movement for 1+ MST Mod turns."
- Commando T3: Scorched Earth : "Sabre Turret fires Rockets, dealing 1d12 Damage per Hit with Splash"
- Commando T3: Steady : "+1 ACC. +2 on Interact Checks. +1 Grenade Damage/SL and +1 Rocket Launcher Damage/SL"
- Commando T4: Do or Die : "Throw 2 grenades per Throw action. +2 Grenade Damage/SL"
- Commando T4: Duty Calls : "+2 DMG Mod and +1 ACC Mod/SL to all non-favored guns"
- Commando T4: Mag-Lock : "Sabre Turret can be deployed onto walls and ceilings"
- Commando T4: Quick Charge : "AFter killing an Enemy, Recharge 1d6+MST Mod/SL Shields"
- Commando T4: Resourceful : "Increase the once per encounter limit of Sabre Turret by 1"
- Commando T5: Grit : "The first time Health reaches 0 in a day. roll 1d20/SL. If any die are 15+, gain 10+MST Mod Health instead"
- Commando T5: Longbow Turret : "Sabre Turret can be Thrown to deploy. Deals 2d6/SL Explosive Damage to adjacent Enemies"
- Commando T5: Phalanx Shield : "Sabre Turret gains a forward Shield that blocks 50 Damage. Sabre turret can move 3+MST Mod squares per turn"
- Commando T5: Ranger : "+1 ACC, DMG, SPD, and MST. +1/SL to all checks"
- Commando T6: Nuke : "Deploying Sabre Turret sets off a Radiation Blas, dealing 5d6+MST Mod Radiation damage to all enemies within 3 squares"
- Gunzerker T1: Filled to the Brim : "Increase max grenades by 1/SL. Increase max potions by 1+MST Mod"
- Gunzerker T1: Hard to kill : "10+MST Mod Health, +5 Health Regen/SL"
- Gunzerker T1: Incite : "The first time you take Damage during an encoutner, gain Extra Movement, +1/SL on Traverse Checks"
- Gunzerker T1: Quick Draw : "_2 Initiative Mod/SL +1/SL on Interact Checks"
- Gunzerker T2: All I need is One : "After Gunzerking, gain +1 DMG Mod/SL for 1+MST Mod turns."
- Gunzerker T2: All in the Reflexes : "The first turn of each encounter, gain Extra Movement. +1 Melee Damage/SL"
- Gunzerker T2: Asbestos : "Each SL choose 1: 1d4 Incendiary/Corrosive/Shock/Radiation Damage Reduction"
- Gunzerker T2: I'm the Juggernaut : "After killing an Enemy, gain 1d4+MST Mod Damage Reduction for 1 turn/SL"
- Gunzerker T2: Last Longer : "Gunzerking duration is increased by 1 turn, +2 on Talk Checks"
- Gunzerker T3: Auto Loader : "After killing an Enemy, you may move 1 square"
- Gunzerker T3: Divergent Likeness : "While Gunzerking is active, if both guns are the same type, gain +1 DMG MOd/SL if both guns are different types, gain +1 ACC Mod/SL"
- Gunzerker T3: I'm Already Ready : "Increase the per day use of Gunzerking by 1, +1/SL on Insight Checks"
- Gunzerker T3: Steady as She Goes : "+1 ACC While Gunzerking is active, gain 1+MST Mod ACC Mod/SL"
- Gunzerker T4: Bus That Can't Slow Down : "While Gunzerking is active, gain Extra Movement each turn, +1/SL on Traverse Checks"
- Gunzerker T4: Double your Fun : "While Gunzerking is active, Throw 2 grenades but only expend 1 Gain 1+MST Mod Grenade Damage"
- Gunzerker T4: Fistful of Hurt : "When performing a Melee Attack, add +1d8 DMG Mod/SL and Knockback 1"
- Gunzerker T4: Just Got Real : "+1 DMG Mod/SL. If Health is below half, gain 1+MST Mod DMG Mod/SL instead"
- Gunzerker T5: Get Some : "The firs ttime you take Health Damage during an encounter, you may activate Gunzerking for free"
- Gunzerker T5: Keep Firing : "While Gunzerking is active, gain +1 SPD Mod/SL and Extra Attack"
- Gunzerker T5: Keep it Piping Hot : "After Gunzerking, gain +1 DMG Mod and +1 SPD Mod for 1+MST Mod turns. +1 Grenade Damage/SL"
- Gunzerker T5: Sexuual Tyrannosaurus : "While your shields are depleted, gain 5 Health Regen/SL for 1+MST Mod turns"
- Gunzerker T6: No Kill Like Overkill : "After killing an Enemy, on your next Attack, gain X+MST Mod Damage where X is Damage dealt in excess of the Enemy's Health"
- Hunter T1: Caliber : "+1 DMG Mod on Favored Guns, +1/SL on Search Checks"
- Hunter T1: Deadly : "1+MST Mod Crit Damage, +1/SL on Sneak Checks."
- Hunter T1: Gun Crazy : "Increase DMG Mod for all Pistols by 1/SL"
- Hunter T1: Swipe : "Enemies killed by Wings Blood drop gold equal to their BR. +1/SL on Traverse Checks"
- Hunter T2: Fast Hands : "On the first turn of an encoutner, gain Extra Attack, +1/SL on Interact Checks."
- Hunter T2: Focus : "+1 ACC Mod for all guns, +1 ACC Mod/SL for Favored Guns"
- Hunter T2: Lethal Strike : "Gain +1 Melee Damage/SL. First Melee Attack during an encounter, roll 1d20; on a 10+, double the Melee Damage"
- Hunter T2: Smirk : "Once per encounter, after killing an Enemy with a Crit, gain Extra Movement, +1/SL on Talk Checks."
- Hunter T2: Swift Strike : "Wings of Blood gains 1d10/SL+MST Mod Damage"
- Hunter T3: Carrion Call : "First Crit during an encoutner; activate Wings of Blood for free"
- Hunter T3: Killer : "After killing an Enemy, gain +1 SPD Mod/SL and +1 DMG Mod/SL for 1+MST Mod turns."
- Hunter T3: Out for Blood : "First Familiar Attack during an encounter; gain 1d6/SL Health"
- Hunter T3: Riotous Remedy : "After killing an Enemy, gain +5 Health Regen/SL for 1+MST MOd turns."
- Hunter T4: Flight of the Elements : "Roll a random Element. Wings of Blood deals +2d6 Damage of that Element type during Attacks"
- Hunter T4: Hair Trigger : "+1 ACC, SPD, and DMG, +1/SL Melee Damage. All Pistols gain Extra Attack."
- Hunter T4: Predator : "Increase the per day use of Wings of Blood by 1/SL. 1+MST Mod on Sneak Checks"
- Hunter T4: Ransack : "The first 1/SL times an Emey is killed during an encounter, they drop gold equal to their BR. +1/SL on Search Checks."
- Hunter T5: Aerial Impact : "While Wings of Blood is active, roll 1d20/SL each time your Familiar hits an enemy, If any are 15+, the Enemy is Slowed"
- Hunter T5: Bird of Prey : "Wings of Blood can Hit an additional target/SL"
- Hunter T5: Relentless : "After killing an Enemy, gain Extra Attack for 1+MST Mod turns, Roll 1d20; on a 15+ gain +1 Crit/SL for the next Attack"
- Hunter T6: Trespass : "Before any Attack at Range 4+, roll 1d20+MST Mod. On a 10+, the Attack ignores Shields and deals +MST Mod Damage."
- MechroMancer T1: Anarchy : "After killing an Enemy or Throwing an item, gain +1 DMG Mod/SL for 1 turn"
- MechroMancer T1: Close Enough : "First 1/SL Ranged Attacks during an encounter are upgraded to the highest Accuracy Range"
- MechroMancer T1: More Pep : "Increase the Elemental Damage of your Favored Guns by 1+MST Mod/SL +2 on Interact Checks"
- MechroMancer T1: Myelin : "1d4+MST Mod Shock Damage Reduction and +10/SL Shield capacity"
- MechroMancer T2: Buck up : "When activating Deathtrap, an ally adjacent to Robot recharges 10+MST Mod/SL Shields"
- MechroMancer T2: Shock Storm : "After killing an Enemy with a Crit, a shock rift is created that deals 2d6/SL Shock Damage to all adjacent targets. The Robot also creates a rift when they kill an enemy."
- MechroMancer T2: Strength of Five Gorillas : "Mechromancer and Robot each gain +3 Melee Damage"
- MechroMancer T2: The Stare : "Robot gains Fire Bolt as a Ranged Attack, Fire bolt casts a bolt of Incendiary that travels up to 3+MST Mod squared and deals 2d6/SL Incendiary Dmage to Everything in the line of fire"
- MechroMancer T3: Evil Enchanter : "Increase the Damage of all Elemental types by 2d6. Increase Elemental chance by 10%+MST Mod"
- MechroMancer T3: Potent as a Pony : "Mechromancer and Robot each gain MST+10 Shield Capacity/SL"
- MechroMancer T3: Shock and AAAGGGHHH! : "Throwing a grenade creates a Shock rift that deals 2d6/SL Shock Damage to adjacent targets."
- MechroMancer T3: Unstoppable Force : "After killing an Enemy, gain Extra Movement and 1d4/SL Shield Recharge, +2 on Traverse Checks."
- MechroMancer T3: Upshot Robot : "While Deathtrap is active, the first 1+MST Mod times Robot kills an Enemy, it increases the duration of Deathtrap by 1 turn"
- MechroMancer T4: Annoyed Android : "Robot gains SPD Mod to their Movement"
- MechroMancer T4: Explosive Clap : "When Deathtrap ends, it detonates the Robot, dealing 3d8+MST Mod Damage to all adjacent targets"
- MechroMancer T4: Made of Sterner Stuff : "Mechromancer and Robot each gain 1d4/SL Damage Reduction to all Damage"
- MechroMancer T4: One Two Boom : "Once per Deathtrap activation, Robt can fire an orb up to MST+3 squared away, If the orb is shot, it will explode dealing 2d6/SL Corrosive Damage to all adjacent targets."
- MechroMancer T4: Wires Don't Talk : "When an Enemy enters an adjacent square to Mechromancer or Robot, they take 1d6/SL Shock Damage"
- MechroMancer T5: 20% Cooler : "First time successfully performing a Badass Move during an encounter, activate Deathtrap for free +2 on Talk Checks"
- MechroMancer T5: Interspersed Outburst : "On the first turn of an encounter, gain Extra Movement and +2 DMG Mod/SL"
- MechroMancer T5: Sharing is Caring : "While Deathtrap is active, Robot gains a copy of equipped Shield +1MST Mod/SL"
- MechroMancer T5: The Nth Degree : "First Hit from an Attack during an encounter ricochets up to 1+MST Mod times and deals +1d4/SL Damage to each adjacent Enemy"
- MechroMancer T6: Make it Sparkle : "While Deathtrap is active, shooting the Robot with an Elemental Gun will charge the Robot with that Element type. Damage dealt adds 3d6+MST Mod Elemental Damage for the duration of Deathtrap"
- Psycho T1: Burn Baby Burn : "When performing a Melee Attack, roll 1d20+MST Mod. On a 12+, become inflamed for 2 turns, dealing and taking +1d6/SL Incendiary Damage while Attacking"
- Psycho T1: Empty the Rage : "+2 Melee Damage/SL, While Shields are depleted, gain an extra 1+MST Mod Melee Damage"
- Psycho T1: Feed the Meat : "10+MST Mod Health/SL. +2 on Traverse Checks"
- Psycho T1: Pull the pin : "When Shields hit 0, a grenade drops, dealing +1d6/SL Damage, If the grenade kills as Enemy, gain 10+ MST Mod Shields and regain 1 grenade."
- Psycho T2: Blood Overdrive : "After killing an Enemy with a Ranged Attack, gain +2 Melee Damage/SL for 1+MST Mod turns."
- Psycho T2: Bloody Revival : "+3 DMG Mod to Favored Guns while under half Health."
- Psycho T2: Pain is Power : "+2 DMG Mod/SL to all guns, and reduce all crits to Hits for all Non-Favored Guns."
- Psycho T2: Taste of Blood : "Increase the duration of Buzz Axe Rampage by 1 turn. While Buzz Axe Rampage is active, after any kills, gain 1d4/SL Damage Reduction for 1 turn"
- Psycho T3: Buzz Axe Bombardier : "Attach explosives to Buzz Axe, dealing 3d6+MST Mod Explosive Damage for all Ranged Buzz Axe Attacks"
- Psycho T3: Fire Fiend : "1d4+MST Mod Incendiary Damage Reduction, Gain +2/SL on Burn Baby Burn rolls"
- Psycho T3: Light the fuse : "When Health reaches 0, pull out a set of Explosives and deal 3d6/SL Explosive Damage to all adjacent targets. If an Enemy is slain, gain 15+ MST Mod Health; otherwise, Die."
- Psycho T3: Strip the Flesh : "+1d6/SL to all Explosive Damage. +2 to Interact Checks."
- Psycho T3: Thrill of the Kill : "After killing an Enemy, 1d4+MST Mod/SL of the Danmage in excess of the Enemy's health is transferred to Health."
- Psycho T4: Blood Bath : "Once per turn, after killing an Enemy with Explosive Damage, gain Extra Attack and regain 1+MST Mod grenades"
- Psycho T4: Blood Trance : "Increase the duration of Buzz Axe Rampage by 1 turn, When taking Health Damage for the first time during an encoutner, Activate Buzz Axe Rampage for free"
- Psycho T4: Flame Flare : "Deal +1d6/SL Incendiary Damage to Enemies while inflamed. Remain inflamed for an extra 1+MST Mod turns."
- Psycho T4: Redeem the Soul : "Take 2d12 Damage to grant an ally within 3 squared 2d10+DMG Mod Health, 1+MST Mod times per day. +2/SL on Traverse Checks."
- Psycho T4: Salt the Wound : "When taking Health Damage, optionally take an additional 1d8 Damage to gain that amount +1/SL as bonus Damage on next Attack."
- Psycho T5: Elemental Empathy : "When taking Elemental Damage, gain 1d4+MST Mod/SL Health Regen"
- Psycho T5: Nervous Blood : "After killing an Enemy with a Ranged Attack, gain Extra Attack for 1 turn. 1+MST Mod/SL on Search Checks"
- Psycho T5: Silence the Voices : "Gain +3/SL Melee Damage. When performing a Melee Attack, roll 1d20. On a 15+ take Melee Damage"
- Psycho T6: Release the Beast : "If Shields are depleted when activating Buzz Axe Rampage, gain +50 Health, +3 Attacks per turn, and 5+MST Mod Damage for the duration of Buzz Axe Rampage"
- Siren-Lightwalk T1: Diva : "+5 Max Shields/SL. +1/SL on Traverse Checks."
- Siren-Lightwalk T1: Quicksilver : "+1 SPD and +1/SL on Interact Checks."
- Siren-Lightwalk T1: Slayer : "+1 MST Mod Crit Damage/SL"
- Siren-Lightwalk T1: Striking : "When Performing Melee Attacks, roll 1d20+MST Mod. On a 15+ target is Slowed for 1 turn/SL"
- Siren-Lightwalk T2: Enforcer : "After killing an Enemy, gain +1 ACC Mod and +1 DMG Mod/SL for 1+MST Mod turns"
- Siren-Lightwalk T2: Hit & Run : "Gain +1/SL Melee Damage. Phasewalk duration is extended by 1 turn."
- Siren-Lightwalk T2: Inner Glow : "While Phasewalk is active, gain +5/SL Health Regen"
- Siren-Lightwalk T2: Silent Resolve : "When Phasewalk ends, gain 1d4/SL Damage Reduction for 1+MST turns."
- Siren-Lightwalk T2: Spark : "All guns with Element effects gain +1d6 Damage"
- Siren-Lightwalk T3: Dramatic Entrance : "When Phasewalk ends, Phase Blast deals +1d6/SL Explosive Damage. Roll 1d20+MST Mod; on a 15+ all adjacent enemies are slowed."
- Siren-Lightwalk T3: Hard to Get : "When activating Phasewalk, gain Extra Movement for 1+MST Mod turns. +1/SL on Sneak Checks"
- Siren-Lightwalk T3: Intuition : "After killing an Enemy, gain Extra Movement for 1 turn. All Vault Hunters gain 10XP per enemy killed next "
- Siren-Lightwalk T3: Radiance : "Deal 1d6+MST Mod Shock Damage to adjacent Enemies while Phasewalk is active. +1/SL on Talk Checks."
- Siren-Lightwalk T4: Blackout : "The first time killing an Enemy during an encoutner, activate Phasewalk for free"
- Siren-Lightwalk T4: High Velocity : "+1 DMG Mod and +1 ACC Mod/SL to all gun types"
- Siren-Lightwalk T4: Phoenix : "After killing an Enemy, deal 1d6/SL Incendiary Damage to adjacent Enemies and gain 1+MST Mod grenades"
- Siren-Lightwalk T4: Venom : "When performing Melee Attacks, roll 1d20+MST Mod; on a 15+: add +1d6/SL Corrosive Damage"
- Siren-Lightwalk T5: Girl Power : "AFter killing an Enemy, double the Recharge rate of Shields for 1+MST Mod turns"
- Siren-Lightwalk T5: Handled : "After killing an Enemy with a Favored Gun type, gain Extra Attack for 1+MST Mod turns"
- Siren-Lightwalk T5: Phase Strike : "While Phasewalk is active, add +1 Melee Die/SL when performing a Melee Attack"
- Siren-Lightwalk T5: Resilience : "1d4/SL Elemental Damage resistance. _2/SL on Search Checks."
- Siren-Lightwalk T6: Mind Games : "_2 ACC. Any time a Crit lands, roll 1d20+MST Mod. On a 12+, the Enemy and all adjacent targets are Slowed for 1 turn."
- Siren-Phaselock T1: Accelerate : "+1 SPD, +1/SL on Traverse Checks"
- Siren-Phaselock T1: Flicker : "10%+MST Mod Element chance on Elemental Guns. +1/SL on Sneak Checks."
- Siren-Phaselock T1: Sweet Release : "After killing a Phaselocked Enemy, gain 1 healing Orb/SL. Each Orbe moves 3 squares/turn to a chosen ally and grants 1d4/SL Health."
- Siren-Phaselock T1: Ward : "+5 max Shields/SL. 10+MST Mod Shield Recharge if SL is at 3"
- Siren-Phaselock T2: Immolate : "While at half Health or lower, all Attacks gain 2d6/SL Incendiary Damage"
- Siren-Phaselock T2: Restoration : "Gain 1d6+MST Mod Health and the ability to target allies with Ranged Attacks to heal 1d4 Damage per Hit. +1SL on Insight Checks."
- Siren-Phaselock T2: Suspension : "Phaselock duration is increased by 1 turn. Gain 1d6+MST Mod Elemental Damage to Phaselock immune Enemies."
- Siren-Phaselock T2: Wreck : "While an Enemy is Phaselocked, gain Extra Movement +2 DMG Mod/SL"
- Siren-Phaselock T3: Converge : "When Phaselock is activated, 1/SL targets are pulled up to 2+ MST squared towards the Phaselocked Enemy"
- Siren-Phaselock T3: Elated : "While Phaselock is active, all Vault hunters gain 10+MST Mod/SL Health Regen."
- Siren-Phaselock T3: Fleet : "Each turn while Shields are depleted, gain Extra Movement."
- Siren-Phaselock T3: Inertia : "After killing an Enemy, gain +10 Shield Recharge and Extra Movement for 1 turn/SL"
- Siren-Phaselock T4: Cloud Kill : "First time shooting an Enemy during an encounter, a cloud of Radiation forms in a 3x3 square around them, dealing 2d6/SL +MST Mod Radiation Damage to each Enemy that enters or exits that area."
- Siren-PhaselockT4 : Quicken : "If acting in the Before Enemies phase, activate Phaselock for free on the first turn."
- Siren-PhaselockT4 : Res : "Activate Phaselock to grant an ally with depleted Shields +15 Health/SL instead of the normal Phaselock Action"
- Siren-PhaselockT4 : Sustenace : "5+ MST Mod Health Regen, +1/SL on Search Checks"
- Siren-PhaselockT5 : Lifetap : "After killing an Enemy, gain 1d6/SL Health"
- Siren-PhaselockT5 : Scorn : "Instead of a regular Melee Attack, Throw an Orb at an adjacent target. The orb deals 3d6 Shock Damage to the target and all adjacent enemies for 1+MST Mod turns."
- Siren-PhaselockT5 : Sub-Sequence : "When an Enemy dies while Phaselocked, roll 1d20+MST Mod/SL. If any are 15+ an adjacent Enemy becomes Phaselocked."
- Siren-PhaselockT6 : Thoughtlock : "After phaselocking an Enemy, they Attack adjacent Enemies for the duration of Phaselock. Phaselock duration is increased by 1+MST Mod turns."
- Soldier T1: Aid Station : "Allies adjacent to Scorpio Turrent gain 5+MST Mod Health/SL each turn."
- Soldier T1: Impact : "1+MST Mod Damage to all gun types. +1/SL on Talk Checks"
- Soldier T1: Sentry : "Scorpio Turrent gains +1 ACC and + DMG Mod/SL"
- Soldier T1: Stockpile : "Allies adjacent to Scorpio Turret gain +5/SL Health Regen and +1 ACC MOD/SL"
- Soldier T2: Cauterize : "Target allies with Ranged Attacks to Recharge their Shields 1d4/SL per Hit. If SL is at 3, grenades heal MST+1d8 Damage if they land adjacent to allies."
- Soldier T2: Defense : "Check for Shield Recharge after Acting instead of at End of Turn"
- Soldier T2: Fitness : "10+MST Mod/SL max Health. +1/SL on Traverse Checks"
- Soldier T2: Scattershot : "+1 ACC Mod/SL and +1 DMG Mod/SL for all Shotguns"
- Soldier T3: Barrage : "While Scorpio Turret is active, it gets +1 Hit/SL per turn +1 Interact Checks."
- Soldier T3: Metal Storm : "After killing an Enemy, gain +1 ACC Mod/SL and +1 SPD Mod for 1+MST turns"
- Soldier T3: Quick Charge : "After killing an Enemy, gain +10/SL Shield Recharge for 1+MST Mod turns. "
- Soldier T3: Refire : "First time dealing Crit Damage to an Enemy during an encounter, activate Scorpio Turret for free"
- Soldier T4: Deploy : "The first time taking Health Damage during an encounter, activate Scorpio Turret for free.Scorpio Turret gains 10+MST Mod Shields/SL"
- Soldier T4: Grenadier : "After killing an Enemy, gain +1 Grenade Damage/SL and 1 grenade"
- Soldier T4: Overload : "Increase DMG by 1+MST Mod, +1/SL on Insight Checks."
- Soldier T4: Supply Drop : "For each SL, increase the Stockpile or Aid Station skill by 1"
- Soldier T5: Assault : "1+ SPD/SL and +1 ACC/SL"
- Soldier T5: Grit : "+1d4/SL Damage resistance to all Ranged Attacks."
- Soldier T5: Revive : "When activating Scorpio Turret adjacent to an ally with depleted Shields. roll 1d20/SL+MST Mod, If any are 15+: the ally gains 2d6 Shield Recharge"
- Soldier T5: Stat : "After killing an Enemy, gain +5/SL Health Regen, along with an adjacent ally, for 1+MST Mod turns."
- Soldier T6: Guided Missile : "Scorpio Turret launches a Guided Missile that deals 2d10+MST Mod Splash Damage in addition to its normal Attack each turn."
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