Warrior: Difference between revisions

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161 bytes added ,  21 December 2023
Protection Track
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(Protection Track)
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|You gain the Engage ability.
|You gain the Engage ability.


* <u>Engage</u> You may spend 2 AP to give a creature within 5 ft of you the Engaged condition.
* <u>Engage</u>: You may spend 2 AP to give a creature within 5 ft of you the Engaged condition.
|''Warrior, Protection''
|''Warrior, Protection''
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|You gain the Intercept ability.
|You gain the Intercept ability.


* <u>Intercept</u> (AWR/Recoup) When an enemy is attempting to move into 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.  
* <u>Intercept</u>: (AWR/Recoup) When an enemy is attempting to move into 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. You regain all expended uses when you Recoup.
|''Warrior, Protection''
|''Warrior, Protection''
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|'''Protection I Shields Up'''
|'''Protection I: Shields Up'''
|Protection Focus
|Protection Focus
|You gain the Shields Up ability.
|You gain the Shields Up ability.


* <u>Shields Up</u> 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.
* <u>Shields Up</u>: 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.
|''Warrior, Protection''
|''Warrior, Protection''
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|'''Protection II: Chalenge'''
|'''Protection II: Challenge'''
|Protection I, Engage
|Protection I
|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''
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|''Warrior, Protection''
|''Warrior, Protection''
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|'''Protection II Battle field Support'''
|'''Protection II: Battlefield Support'''
|Protection I
|Protection I
|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
|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.  
only have one source of Support AP. If you gain a second source of special AP, choose whether you keep this source or your new source.
If you gain a second source of special AP, choose whether you keep this source or your new source.
|''Warrior, Protection''
|''Warrior, Protection''
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|''Warrior, Protection''
|''Warrior, Protection''
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|'''Protection III Oppertunistic Interception'''
|'''Protection III: Opportunistic Interception'''
|Protection II, Intercept
|Protection II, 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.
|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.
|''Warrior, Protection''
|''Warrior, Protection''
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|'''Protection III Take Heart'''
|'''Protection III: Take Heart'''
|Protection II
|Protection II
|Gain the Take Heart ability.
|Gain the Take Heart ability.


* <u>Take Heart</u> (AWR/Rest) By spending 1 AP, a target within 30 ft of you that can hear you gains Shield HP equal to your AWR.
* <u>Take Heart</u>: (AWR/Rest) By spending 1 AP, a target within 30 ft of you that can hear you gains Shield HP equal to your AWR. You regain all expended uses when you Take a Rest.
|''Warrior, Protection''
|''Warrior, Protection''
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|'''Protection IV: Shields Up II'''
|'''Protection IV: Shields Up II'''
|Protection III
|Protection III
|You gain Resist Physical 1, 2, or 3 in addition to your defenses, depending on the number of Reactive AP youspend. 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.
|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.
|''Warrior, Protection''
|''Warrior, Protection''
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|''Warrior, Protection''
|''Warrior, Protection''
|-
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|'''Protection VI Defender's Armor'''
|'''Protection VI: Defender's Armor'''
|Protection V
|Protection V
|You gain DR 5 against targets that you have Engaged.
|You gain DR 5 against targets that you have Engaged.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
|'''Protection VI Warior's Preparation'''
|'''Protection VI: Warrior's Preparation'''
|Protection V
|Protection V
|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 beginning of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.
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|'''Protection VIII: Defender's Superiority'''
|'''Protection VIII: Defender's Superiority'''
|Protection VII
|Protection VII
|(AWR/Rest) When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability. Defender’s Superiority. Add your AWR to the attack roll.  
|(AWR/Rest) When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability. Defender’s Superiority. Add your AWR to the attack roll. You regain all expended uses when you Take a Rest.  
|''Warrior, Protection''
|''Warrior, Protection''
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|'''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. The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (Average 80sc/day or 30,000 sc/year). In addition, you gain the Last Stand ability.
|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 80sc/day or 30,000 sc/year). In addition, you gain the Last Stand ability.


* <u>Last Stand</u>  (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 for free 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
* <u>Last Stand</u>: (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 for free 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
* <u>Level 30:</u> The final cap for your AWR Increases from 12 to 14.
** <u>Level 30:</u> The final cap for your AWR Increases from 12 to 14.
|''Warrior, Protection, Capstone''
|''Warrior, Protection, '''Capstone'''''
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