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TigerRiovera (talk | contribs) m (Fixed the redundant "Improved Battle Standard" to "Improved Repairs") |
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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 | |When you take this entry talent, you gain the following benefits. | ||
'''Battlefield Tactician.''' Gain the Battlefield Tactician | |||
ability. | |||
* '''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 | ||
|} | |} | ||
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|'''Archery Focus''' | |'''Archery Focus''' | ||
|Warrior Entry | |Warrior Entry | ||
|Gain the Focus Target ability. | |Gain the Focus Target ability. | ||
* '''Focus Target.''' | * '''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 | |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 | |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 | |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 | |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'' | ||
|- | |- | ||
|''' | |'''Fast Feet''' | ||
|Sharpshooter II | |Sharpshooter II | ||
|On your turn, you can move 5 ft for | |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 | |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 | * '''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 | |Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures. | ||
|''Warrior, Archery'' | |''Warrior, Archery'' | ||
|- | |- | ||
|'''Sniper’s Nest | |'''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 | |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 | |Sniper’s Nest II | ||
|Your range is doubled for ranged | |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) | |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''' | |'''Head Shot II''' | ||
|Impeccable Aim II | |Impeccable Aim II | ||
| | |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 | |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 | |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 | ||
| | |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 | * '''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 | ||
| | |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 | |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 | * Your attacks that hit knock the target Prone. | ||
* Striking a Prone target gives them the Pinned condition. (Escape DC = | * 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. | |||
|''Warrior, Archery, '''Capstone''''' | |''Warrior, Archery, '''Capstone''''' | ||
|} | |} | ||
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|'''Battlefield Command Focus''' | |'''Battlefield Command Focus''' | ||
|Warrior Entry | |Warrior Entry | ||
|Your Battlefield Tactician ability range when | |Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft. | ||
Gain the Battle Standard ability. | |||
Battle | * '''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 | 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 | ||
| | |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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|'''Improved Repairs''' | |'''Improved Repairs''' | ||
|Reinforced Standard II | |Reinforced Standard II | ||
| | |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 | |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 | |||
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. | |||
Gain the Attack command. | |||
* '' | * '''''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 | * '''''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 | * '''''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! | * '''''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 | * '''''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 | * '''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 | ||
| | |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 | ||
| | |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 | ||
| | |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 | |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 | |Your Battlefield Tactician ability gains +20 ft range when specifying a target. | ||
|''Warrior, Comander'' | |''Warrior, Comander'' | ||
|- | |- | ||
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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 | |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 | |||
* '''''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''''' | ||
|} | |} | ||
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|'''Protection Focus''' | |'''Protection Focus''' | ||
|Warrior Entry | |Warrior Entry | ||
| | |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. | ||
|''Warrior, Protection'' | |''Warrior, Protection'' | ||
|- | |- | ||
|'''Protection I: Engage''' | |'''Protection I: Engage''' | ||
|Protection Focus | |Protection Focus | ||
|Gain the Engage ability | |Gain the Engage ability. | ||
* '''Engage.''' | |||
* '''Engage.''' Spend 2 AP to give a creature within 5 ft of you the Engaged condition. | |||
|''Warrior, Protection'' | |''Warrior, Protection'' | ||
|- | |- | ||
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|Gain the Intercept ability. | |Gain the Intercept ability. | ||
* '''Intercept | * '''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'' | ||
|- | |- | ||
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|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 | * '''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'' | ||
|- | |- | ||
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|'''Protection II: Battering Ram''' | |'''Protection II: Battering Ram''' | ||
|Protection I: Intercept | |Protection I: Intercept | ||
|When using Intercept, if you travel 10 ft or more, you may make | |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 I: Any | ||
|You gain 1 special | |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 | ||
|(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 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 I: Intercept | ||
| | |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 | * '''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'' | ||
|- | |- | ||
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|'''Protection IV: Intercept II''' | |'''Protection IV: Intercept II''' | ||
|Protection III: Any, Protection I: Intercept | |Protection III: Any, Protection I: 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 | ||
| | |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'' | ||
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|'''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 | ||
| | |Gain +1 Battlefield AP. | ||
|''Warrior, Protection'' | |''Warrior, Protection'' | ||
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|'''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 | |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'' | ||
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|'''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 | ||
| | |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 I: Shields Up, Protection 10 | ||
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP | |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'' | ||
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|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. | ||
|''Warrior, Protection'' | |''Warrior, Protection'' | ||
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|'''Protection VII: Battlefield Support III''' | |'''Protection VII: Battlefield Support III''' | ||
|Protection VII: Any, Protection V: Battlefield Support II | |Protection VII: Any, Protection V: Battlefield Support II | ||
| | |Gain +1 Battlefield AP. | ||
|''Warrior, Protection'' | |''Warrior, Protection'' | ||
|- | |- | ||
|'''Legendary Defender''' | |'''Legendary Defender''' | ||
|Protection 14 | |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, | 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 | |||
** 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 | * '''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. | ||
* | |||
|''Warrior, Protection, ''' | * '''''Level 30:''''' The final cap for your AWR increases from 12 to 14. | ||
|''Warrior, Protection, '''CapstoneY''''' | |||
|} | |} | ||