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=== Warrior Entry Talent ===
=== Warrior Entry Talent ===
After gaining the Warrior Entry talent, you can take talents from any of the Warrior tracks.
After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Warrior Entry'''
|'''Warrior Entry'''
|Character Level 2
|Character Level 2
|When you take this entry talent, you gain the following abilities.
|When you take this entry talent, you gain the following benefits.


* '''Battlefield Tactician.''' (AWR+1/Recoup) You may spend 1 AP on your turn to specify a target within 5 ft of you. Friendly targets within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.
'''Battlefield Tactician.''' Gain the Battlefield Tactician ability.
* '''Warrior Training.''' If this is your first Class Entry talent, you gain two [[Specialization Talents|specialization talents]]: one from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first Class Entry talent, you gain one talent from the Defense stack.
 
* '''Battlefield Tactician (AWR+1/Recoup).''' Spend 1 AP on your turn to specify a target within 5 ft of you. Allies within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.
 
'''Warrior Training.''' If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack.
|Warrior, Class Entry
|Warrior, Class Entry
|}
|}


=== Archery Track ===
=== Archery Track ===
[[File:Archery Track.png|thumb|479x479px|Archery Track Progression]]
[[File:ArcheryTrack.png|center|frameless|534x534px|Archery Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Archery Focus'''
|'''Archery Focus'''
|Warrior Entry
|Warrior Entry
|Gain the Focus Target ability.  
|Gain the Focus Target ability.


* '''Focus Target.''' You may spend 1 AP to specify a target you can see and that is within range of the weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target gains TD on their next attack.
* '''Focus Target.''' Spend 1 AP to specify a target you can see and that is within range of the ranged weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target suffers 1 TD on their next attack.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|'''Sniper’s Nest'''
|'''Sniper’s Nest'''
|Sharpshooter
|Sharpshooter
|You gain an additional +1 to your defenses when firing from Cover. When attempting to hide while in Total Cover, you can roll 2d20 and take the higher result.
|You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Stalking'''
|'''Stalking'''
|Sniper’s Nest
|Sniper’s Nest
|You ignore Concealed, Unseen, and Invisible against your Focused Target while it is within 30 ft of you.
|You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Impeccable Aim'''
|'''Impeccable Aim'''
|Stalking
|Stalking
|If you do not take any movement on your turn or your last turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate Impeccable Aim, gaining +10 to your attack rolls until the end of your turn
|If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.
 
* '''Impeccable Aim.''' Gain +10 to your attack rolls until the end of your turn.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Sharpshooter II'''
|'''Sharpshooter II'''
|Impeccable Aim
|Impeccable Aim
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with your equipped ranged weapon. If you kill that creature, you may make one more additional attack for 0 AP. Subsequent attacks cost AP as normal, even if they are killing blows.
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Sniper’s Nest II'''
|'''Fast Feet'''
|Sharpshooter II
|Sharpshooter II
|On your turn, you can move 5 ft for free. Once per turn, if a ranged attack or spell misses you, you may move 5 ft for free.
|Gain the Tuck and Roll abilities.
 
* '''Tuck (1/Round).''' On your turn, you can move 5 ft for 0 AP.
 
* '''Roll (1/Turn).''' If a ranged attack or spell misses you, you may move 5 ft for 0 Reactive AP.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Stalking II'''
|'''Stalking II'''
|Sniper’s Nest II
|Sniper’s Nest II
|Your range for Stalking increases to half the range of the weapon you have equipped.
|Your range for Stalking becomes half the range of the weapon you have equipped.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|Gain the Headshot ability.
|Gain the Headshot ability.


* '''Headshot.''' (3/Rest) Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit.  
* '''Headshot (3/Rest).''' Declare you are attempting a headshot. Suffer -12 to your attack roll. On a hit, it is considered a crit.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Sharpshooter III'''
|'''Sharpshooter III'''
|Headshot
|Headshot
|Your ranged attacks ignore Resist Physical and ignore the Prone condition.
|Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Sniper’s Nest III'''
|'''Sniper’s Nest II'''
|Sharpshooter III
|Sharpshooter III
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have the high ground you gain an additional source of TA, and all of your defenses gain the benefit from your Cover.
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Stalking III'''
|'''Stalking III'''
|Sniper’s Nest III
|Sniper’s Nest II
|Your range is doubled for ranged weapons against your Focused Target. Additionally, your range for Stalking increases to your equipped weapon’s range.
|Your range is doubled for ranged weapon attacks against your Focused Target.
 
Your range for Stalking becomes your equipped weapon’s range.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Impeccable Aim II'''
|'''Impeccable Aim II'''
|Stalking III
|Stalking III
|(1/Catch Breath) You may now activate Impeccable Aim without the conditions being met one time.  
|Gain the Perfect Opportunity ability.
 
* '''Perfect Opportunity (1/Catch Breath).''' Activate Impeccable Aim without the conditions being met.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Head Shot II'''
|'''Headshot II'''
|Impeccable Aim II
|Impeccable Aim II
|Your Headshots now only take a -10 penalty, and you add one additional damage die to your damage roll if you hit.
|With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|Archery Focus
|Archery Focus
<u>Incompatible</u>: Sharpshooter
<u>Incompatible</u>: Sharpshooter
|If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.
|Gain the Overwatch ability.
 
* '''Overwatch.''' If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Focus Target II'''
|'''Focus Target II'''
|Overwatch
|Overwatch
|You may now have a number of Focused Targets equal to ½ your AWR.
|You may now have a number of Focused Targets equal to 1⁄2 AWR.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|'''Suppressing Fire'''
|'''Suppressing Fire'''
|Overwatch II
|Overwatch II
|You may spend 2 additional AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.
|You may spend +2 AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|'''Overwatch III'''
|'''Overwatch III'''
|Focus Target III
|Focus Target III
|Focused Targets now additionally trigger reactive attacks for you when they make a melee attack against one of your allies.
|Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|Gain the Covering Fire ability.
|Gain the Covering Fire ability.


* '''Covering Fire.''' (AWR/Recoup) When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 AP to force the creature to roll the attack again and take the lower result.  
* '''Covering Fire (AWR/Recoup).''' When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 Reactive AP to force the creature to roll the attack again and take the lower, potentially turning their hit into a miss.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Overwatch IV'''
|'''Overwatch IV'''
|Covering Fire
|Covering Fire
|Reactive attacks now cost you 1 fewer AP (min 1)
|Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1).
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|'''Focus Target V'''
|'''Focus Target V'''
|Covering Fire II
|Covering Fire II
|Your Focused Targets now gain TD on all their attacks made until the end of their next turn when they are struck by your ranged attack.
|When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|'''Overwatch V'''
|'''Overwatch V'''
|Covering Fire III
|Covering Fire III
|If you crit on a reactive attack, you can use Suppressing Fire for free and the target is knocked Prone.
|If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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* You deal double damage.
* You deal double damage.
* Your attacks that hit knock the target prone.
* Your attacks that hit knock the target Prone.
* Striking a Prone target gives them the Pinned condition. (Escape DC = 8+ Your DEX)
* Striking a Prone target gives them the Pinned condition. (Escape DC = Your DEX + 10)
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.
** '''Level 30:''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.
 
* '''''Level 30:''''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.
|''Warrior, Archery, '''Capstone'''''
|''Warrior, Archery, '''Capstone'''''
|}
|}


=== Commander Track ===
=== Commander Track ===
[[File:Commander Track.png|thumb|Commander Track Progression|255x255px]]
[[File:CommanderTrack.png|center|frameless|700x700px|Commander Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Battlefield Command Focus'''
|'''Battlefield Command Focus'''
|Warrior Entry
|Warrior Entry
|Your Battlefield Tactician ability range when choosing a target increases from 5 ft to 20 ft, and you gain the Battle Standard ability.  
|Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.


* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All friendly targets within range gain TA on their first attack made on each turn they start in range
Gain the Battle Standard ability.


Battle standards have AR, REF, and FORT of 15. They have 20 HP, DR 20/Fire, and DT 10.  
* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All allies within range gain +1 TA on their first attack made on each turn they start in range.


Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.
Battle standards have AR, REF, and FORT of 15. They have20 HP, DR 20/Fire, and DT 10.
 
Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''Improved Battle Standard'''
|'''Improved Battle Standard'''
|Battle Command Focus
|Battle Command Focus
|Friendly targets now gain TA on all attacks while within range of your standard.
|Allies now gain TA on all attacks while within range of your battle standard.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|'''Reinforced Standard'''
|'''Reinforced Standard'''
|Improved Battle Standard
|Improved Battle Standard
|''Repeatable.'' Your battle standard gains +10 HP
|''Repeatable.'' Your battle standard gains +10 HP.
|''Warrior, Commander, Repeatable''
|''Warrior, Commander, Repeatable''
|-
|-
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|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''Improved Battle Standard'''
|'''Improvised Repairs'''
|Reinforced Standard II
|Reinforced Standard II
|(1/Week) You may repair one battle standard when you Take a Rest, even if you are not in a settled area.
|Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''Rallying Standard'''
|'''Rallying Standard'''
|Improved Battle Standard
|Improved Battle Standard
|Allies within range of your standard gain the Rallied condition.
|Allies within range of your battle standard gain the Rallied condition.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|'''Standard Bearer'''
|'''Standard Bearer'''
|Improved Battle Standard
|Improved Battle Standard
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|'''Standard Bearer III'''
|'''Standard Bearer III'''
|Standard Bearer II
|Standard Bearer II
|Your Standard Bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.
|Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|'''Standard Bearer V'''
|'''Standard Bearer V'''
|Standard Bearer IV
|Standard Bearer IV
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.  
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one talent of your choice as though they were a level 1 adventurer, excluding magic entry talents.
 
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one specialization talent.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''Command'''
|'''Command'''
|Improved Battle Standard
|Improved Battle Standard
|Gain the Command ability.
|Gain the Command ability and the Attack command.
 
* '''''Command.''''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands.


* '''Command.''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands. Gain the Attack command.
Gain the Attack command.
* '''''Attack:''''' (AP Varies) The target immediately makes an attack with a weapon they are holding, gaining TA. This costs you a number of AP equal to what it would cost the target.
 
* '''''Attack.''''' (X AP) The target immediately makes an attack with a weapon they are holding, gaining +1 TA. This costs you a number of AP equal to what it would cost the target.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''To Me!'''
|'''To Me!'''
|Command
|Command
|Gain the Tactical Repositioning command.  
|Gain the Tactical Repositioning command.


* '''''Tactical Repositioning:''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.
* '''''Tactical Repositioning.''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''Hold!'''
|'''Hold!'''
|Command
|Command
|Gain the Hold your Ground and Hold your Fire commands.
|Gain the Hold your Ground and Hold your Fire commands.


* '''''Hold your Ground:''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.
* '''''Hold your Ground.''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.
* '''''Hold your Fire:''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells that they have AP for, if they chose to do so, on their next turn. They can specify a trigger for their attacks or spell casts such as “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.
 
* '''''Hold your Fire.''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells on their next turn. They specify a trigger to make those prepared attacks or spell casts reactively, if they have the Reactive AP to do so. Triggers may be “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''Fire!'''
|'''Fire!'''
|Hold!
|Hold!
|Gain the Fire! command.  
|Gain the Fire! command.


* '''''Fire!:''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.
* '''''Fire!.''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''Forward!'''
|'''Forward!'''
|Command
|Command
|Gain the Charge command.  
|Gain the Charge command.


* '''''Charge:''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to the Commander.
* '''''Charge.''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to you.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|Gain the War Cry ability.
|Gain the War Cry ability.


* '''War Cry.''' (1/Rest) By spending 5 AP, all creatures of your choice who can hear you and are currently under a battle standard gain an additional 2 AP at the beginning of their next turn.  
* '''War Cry (1/Rest).''' Spend 5 AP to give all creatures of your choice who can hear you and are currently under a battle standard +2 AP at the beginning of their next turn.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''War Cry II'''
|'''War Cry II'''
|War Cry
|War Cry
|A target who can see or hear you use the War Cry ability who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard may move into that square for free.
|When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''War Cry III'''
|'''War Cry III'''
|War Cry II
|War Cry II
|Targets affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Broken, and Demoralized conditions, rather than only suppressing them.
|Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''War Cry IV'''
|'''War Cry IV'''
|War Cry III
|War Cry III
|Targets affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.
|Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''War Cry V'''
|'''War Cry V'''
|War Cry IV
|War Cry IV
|War Cry becomes ½ AWR/Rest
|War Cry becomes 1⁄2 AWR/Rest.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
|'''Battlefield Tactician Improvement'''
|'''Battlefield Tactician Improvement'''
|Battlefield Tactician II
|Battlefield Tactician II
|Your Battlefield Tactician ability gains +20 ft range when choosing a target.
|Your Battlefield Tactician ability gains +20 ft range when specifying a target.
|''Warrior, Comander''
|''Warrior, Commander''
|-
|-
|'''Battlefield Tactician Improvement II'''
|'''Battlefield Tactician Improvement II'''
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|'''Battlefield Tactician Improvement IV'''
|'''Battlefield Tactician Improvement IV'''
|Battlefield Tactician Improvement III
|Battlefield Tactician Improvement III
|Whenever the target of your Battlefield Tactician is the subject of an Exploit attack, friendly targets who are within 5 ft of the target and have the Reactive AP to do so may also attack that target even if a reactive attack would not have been triggered for them.
|Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so.
|''Warrior, Commander''  
|''Warrior, Commander''  
|-
|-
|'''Great General'''
|'''Great General'''
|Commander 14
|Commander 14
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.  
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.
 
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.
* '''Level 30:''' Your Knights add your AWR to their max HP and ½ your AWR to their attack and damage rolls.
 
* '''''Level 30:''''' Your knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.
|''Warrior, Commander, '''Capstone'''''
|''Warrior, Commander, '''Capstone'''''
|}
|}


=== Protection Track ===
=== Protection Track ===
[[File:Protection Track.png|thumb|244x244px|Protection Track Progression]]
[[File:ProtectionTrack.png|center|frameless|494x494px|Protection Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Protection Focus'''
|'''Protection Focus'''
|Warrior Entry
|Warrior Entry
|Gain the Battlefield Protector ability.
|While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy suffer 1 TD against a target other than you.
 
* '''Battlefield Protector.''' While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy gain TD against a target other than you.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection I: Engage'''
|'''Protection: Engage'''
|Protection Focus
|Protection Focus
|Gain the Engage ability'''.'''
|Gain the Engage ability.
* '''Engage.''' You may spend 2 AP to give a creature within 5 ft of you the Engaged condition.
 
* '''Engage.''' Spend 2 AP to give a creature within 5 ft of you the Engaged condition.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection I: Intercept'''
|'''Protection: Intercept'''
|Protection Focus
|Protection Focus
|Gain the Intercept ability.
|Gain the Intercept ability.


* '''Intercept.''' (AWR/Recoup) When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.
* '''Intercept (AWR/Recoup).''' When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection I: Shields Up'''
|'''Protection: Shields Up'''
|Protection Focus
|Protection Focus
|Gain the Shields Up ability.
|Gain the Shields Up ability.


* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise the AR, FORT, and REF of all friendly targets within 5 ft of you by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this bonus is wielding a shield, they gain an additional +1.
* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise your AR, FORT, and REF, and that of all friendly targets within 5 ft of you, by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this is wielding a shield, they gain an additional +1.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection II: Challenge'''
|'''Protection II: Challenge'''
|Protection I: Any
|Protection: Any
|Targets you have Engaged are now considered Taunted by you as well.
|Targets you have Engaged are now considered Taunted by you as well.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection II: Battering Ram'''
|'''Protection II: Battering Ram'''
|Protection I: Intercept
|Protection: Intercept
|When using Intercept, if you travel 10 ft or more, you may make an attack against the triggering creature: STR vs FORT '''Hit:''' If the creature is no more than one Size larger than you, the creature is knocked Prone.
|When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection II: Battlefield Support'''
|'''Protection II: Battlefield Support'''
|Protection I: Any
|Protection: Any
|You gain 1 special AP (Battlefield AP) that cannot be used to move or attack but can be used for any other action. You can only have one source of Support AP.  
|You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.
If you gain a second source of special AP, choose whether you keep this source or your new source.
 
You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection III: Challenging Shout'''
|'''Protection III: Challenging Shout'''
|Protection II: Any
|Protection II: Any, Protection: Engage
|(1/Catch Breath) When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they gain the Taunted condition until the end of their next turn.  
|Gain the Challenging Shout ability.
 
* '''Challenging Shout (1/Catch Breath).''' When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they are Taunted by you until the end of their next turn.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection III: Opportunistic Interception'''
|'''Protection III: Opportunistic Interception'''
|Protection II: Any, Protection I: Intercept
|Protection II: Any, Protection: Intercept
|If a creature critically fails an attack roll farther than 10 ft away, but no farther than 20 ft from you, you may use your Intercept ability without expending AP
|Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
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|Gain the Take Heart ability.
|Gain the Take Heart ability.


* '''Take Heart.''' (AWR/Rest) By spending 1 AP, a target within 30 ft of you that can hear you gains Shield HP equal to your AWR.
* '''Take Heart (AWR/Rest).''' Spend 1 AP to give a target within 30 ft of you that can hear you Shield HP equal to your AWR.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection IV: Engage II'''
|'''Protection IV: Engage II'''
|Protection III: Any, Protection I: Engage
|Protection III: Any, Protection: Engage
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection IV: Intercept II'''
|'''Protection IV: Intercept II'''
|Protection III: Any, Protection I: Intercept
|Protection III: Any, Protection: Intercept
|The space an enemy is attempting to enter that would trigger your Intercept ability can be 30 ft away from you.
|The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection IV: Shields Up II'''
|'''Protection IV: Shields Up II'''
|Protection III: Any
|Protection III: Any, Protection: Shields Up
|You gain Resist Physical 1, 2, or 3 in addition to your defenses, depending on the number of Reactive AP you spend. Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.
|When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you spend.
 
Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
Line 541: Line 570:
|'''Protection V: Warrior's Fury'''
|'''Protection V: Warrior's Fury'''
|Protection IV: Any
|Protection IV: Any
|When you become Bloodied, your speed increases by 10 ft until the end of your next turn.
|When you become Bloodied, your speed increases by +10 ft until the end of your next turn.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection V: Battlefield Support II'''
|'''Protection V: Battlefield Support II'''
|Protection IV: Any, Protection II: Battlefield Support
|Protection IV: Any, Protection II: Battlefield Support
|You have 2 Battlefield AP
|Gain +1 Battlefield AP.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
Line 556: Line 585:
|'''Protection VI: Warrior's Preparation'''
|'''Protection VI: Warrior's Preparation'''
|Protection V: Any
|Protection V: Any
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the beginning of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection VI: Take Heart II'''
|'''Protection VI: Take Heart II'''
|Protection V: Any
|Protection V: Any, Protection III: Take Heart
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.
|''Warrior, Protection''
|''Warrior, Protection''
Line 566: Line 595:
|'''Protection VII: Engage III'''
|'''Protection VII: Engage III'''
|Protection VI: Any, Protection IV: Engage II, Protection 10
|Protection VI: Any, Protection IV: Engage II, Protection 10
|When you use your Engage ability, you can choose to target either 1 or 2 creatures within 5 ft, or to target all creatures within 5 ft of you. If you target all creatures, then the targets hit by your reactive attack granted by the Engaged condition take no damage when you strike them, instead only losing their movement.
|Gain the Crowd Control ability.
 
* '''Crowd Control.''' Spend 2 AP to give all creatures within 5 ft of you the Engaged condition. When Engaging targets in this way, they take no damage from your reactive attack; instead, on a hit, they are Suppressed until the end of their current turn.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection VII: Intercept III'''
|'''Protection VII: Intercept III'''
|Protection VI: Any, Protection IV: Intercept II, Protection I: Shields Up, Protection 10
|Protection VI: Any, Protection IV: Intercept II, Protection: Shields Up, Protection 10
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP, as if you’d spent 2 AP whenever you use Intercept.
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
Line 583: Line 614:
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.


* '''Defender's Superiority.''' (AWR/Rest) Add your AWR to the attack roll.
* '''Defender’s Superiority (AWR/Rest).''' Add your AWR to the attack roll.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection VII: Take Heart III'''
|'''Protection VIII: Take Heart III'''
|Protection VII: Any, Protection VI: Take Heart II
|Protection VII: Any, Protection VI: Take Heart II
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection VII: Battlefield Support III'''
|'''Protection VIII: Battlefield Support III'''
|Protection VII: Any, Protection V: Battlefield Support II
|Protection VII: Any, Protection V: Battlefield Support II
|You have 3 Battlefield AP.
|Gain +1 Battlefield AP.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Legendary Defender'''
|'''Legendary Defender'''
|Protection 14
|Protection VIII: Any, Protection 14
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.  
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year).  
 
In addition, you gain the Last Stand ability
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year).
* '''Last Stand.''' (1/Week) When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects:  
 
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn.  
In addition, gain the Last Stand ability.
** The creature reduced to 0 HP regains 1 HP.  
 
** If the creature who triggered Last Stand is not you, you can move into their current. square, and they can move up to their speed for free.
* '''Last Stand (1/Week).''' When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects:
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn.
** The creature reduced to 0 HP regains 1 HP.
** If the creature who triggered Last Stand is not you, you can move into their current square, and they can move up to their speed 0 for AP.
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.
*** '''Level 30:''' The final cap for your AWR Increases from 12 to 14.
 
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.
|''Warrior, Protection, '''Capstone'''''
|''Warrior, Protection, '''Capstone'''''
|}
|}


=== Soldier Track ===
=== Soldier Track ===
[[File:Soldier Track.png|thumb|553x553px|Soldier Track Progression]]
[[File:SoldierTrack.png|center|frameless|530x530px|Soldier Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 620: Line 655:
|'''Trained Soldier'''
|'''Trained Soldier'''
|Warrior Entry
|Warrior Entry
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and one other ally are within melee range of the target.  
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one ally are within melee range of the target.
 
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)
|''Warrior, Soldier''
|''Warrior, Soldier''
Line 631: Line 667:
|'''Versatile Arsenal II'''
|'''Versatile Arsenal II'''
|Versatile Arsenal
|Versatile Arsenal
|You may use STR as your attack and damage attribute for longbows and standing longbows
|You may use STR as your attack and damage attribute for longbows and standing longbows.
|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
|'''Blind Fighting'''
|'''Blind Fighting'''
|Versatile Arsenal II
|Versatile Arsenal II
|You gain no penalties from Concealed, Invisible, or Unseen on attacks made on creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.
|You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.
|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
|'''Blind Fighting II'''
|'''Blind Fighting II'''
|Blind Fighting
|Blind Fighting
|The target of your Battlefield Tactician ability cannot benefit from Concealed, Unseen, or Invisible while you remain within 15 ft of it and your allies can see or hear you.
|The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you.
|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
|'''Soldier’s Opportunity'''
|'''Soldier’s Opportunity'''
|Blind Fighting II
|Blind Fighting II
|You gain the [[Specialization Talents|Exploitative talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist talent]].
|You gain the [[Specialization Talents|Exploitative specialization talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist specialization talent]].
|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
|'''Soldier’s Opportunity II'''
|'''Soldier’s Opportunity II'''
|Soldier’s Opportunity
|Soldier’s Opportunity
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary attack: STR vs FORT. '''Hit''': The target is knocked Prone.
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary STR attack against their FORT. On a hit, they are knocked Prone.
|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
|'''Soldier’s Opportunity III'''
|'''Soldier’s Opportunity III'''
|Soldier’s Opportunity II
|Soldier’s Opportunity II
|You may now add half your AWR to your Exploit attack rolls, and additional compromising actions evoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.
|You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.
|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
|'''Versatile Arsenal III'''
|'''Versatile Arsenal III'''
|Soldier’s Opportunity III
|Soldier’s Opportunity III
|You can carry one additional item with the unwieldy tag. A number of Allies equal to your AWR who travel with you for 7 days or more gain the effects of Versatile Arsenal on any day that they complete a Rest in the same building or campsite as you.  
|You can carry one additional item with the unwieldy tag. A number of allies equal to your AWR who travel with you for a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.
Additionally, once per 7 days, if you spend 8 hours training, you can reassign any Talent Points spent in the Combat stack, picking new talents from the same stack.
 
* '''Disciplined Drills (1/Week).''' If you spend 8 hours training, you can reassign any Talent Points spent in the Combat specialization stack, picking new talents from the same stack.
|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
|'''Blind Fighting III'''
|'''Blind Fighting III'''
|Versatile Arsenal III
|Versatile Arsenal III
|The range of Blind Fighting increases to 15 ft. You gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.
|The range of Blind Fighting increases to 15 ft.
 
Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.
|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
|'''Showdown'''
|'''Showdown'''
|Blind Fighting III
|Blind Fighting III
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Once per week, you can specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your level, and all of your defenses equal your AWR, unless they would be higher otherwise.  
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes.  
 
* '''Showdown (1/Week).''' Specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your character level, and all of your defenses equal your ANT, unless they would be higher otherwise.
 
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes.
 
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.
|''Warrior, Soldier''
|''Warrior, Soldier''
Line 679: Line 722:
|'''Showdown II'''
|'''Showdown II'''
|Showdown
|Showdown
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR. While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied. While it is recharging and you lost your last Showdown, you deal +2 damage.
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR.
 
While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied, and if you lost your last Showdown, you deal +2 damage.
|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
Line 689: Line 734:
|'''Arete'''
|'''Arete'''
|Showdown III
|Showdown III
|You gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR skill check in combat, roll 2d20 and take the higher result.
|Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher.
|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
|'''Indomitable Champion'''
|'''Indomitable Champion'''
|Arete
|Arete
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.
It is nearly impossible for you to be slain in battle. If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.


If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means rolling a new character and handing over narrative control to your MC.
It is nearly impossible for you to be slain in battle. Gain the Indomitable Champion ability.


If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.
* '''Indomitable Champion.''' If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.
** If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means creating a new character and handing over narrative control to your MC.
** If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.


* '''Level 30:''' If you reach level 30 without using your Indomitable Champion feature, you gain +2 STR and the final cap for your STR increases from 12 to 14.
* '''''Level 30:''''' If you reach level 30 without using your Indomitable Champion ability, you gain +2 STR and the final cap for your STR increases from 12 to 14.
|''Warrior, Soldier, '''Capstone'''''
|''Warrior, Soldier, '''Capstone'''''
|}
|}
<nowiki>*</nowiki>''Updated to v1.2''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==
[[File:Curseblade2.png|thumb|250x250px]]


=== Curseblade Track ===
=== Curseblade Track ===
Line 717: Line 765:
!Tags
!Tags
|-
|-
|'''Cursed blade'''
|'''Cursed Blade'''
|Warrior Entry
|Warrior Entry
|Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.
|Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.
Line 734: Line 782:
|-
|-
|'''Imbued Blade'''
|'''Imbued Blade'''
|Cursed blade
|Cursed Blade
|Your Curseblade grants a +1 to attack and damage when you are wielding it.
|Your Curseblade grants a +1 to attack and damage when you are wielding it.
|''Warrior, Curseblade''
|''Warrior, Curseblade''
Line 929: Line 977:
* '''''Level 30:''''' Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).
* '''''Level 30:''''' Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).
|}
|}
[[File:Descendant2.png|thumb|431x431px]]


=== Descendant Track ===
=== Descendant Track ===

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