Warrior: Difference between revisions

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'''Headshot''' Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit. (3/Rest)
'''Headshot''' Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit. (3/Rest)
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|SHARPSHOOTER III
|Warrior, Archery
|Headshot
|Your ranged attacks ignore Resist Physical and ignore the Prone condition.
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|SNIPER’S NEST III
|Warrior, Archery
|Sharpshooter III
|Your benefits from cover cannot be ignored by any other ability or talent, and if you have the high ground you gain an additional source of TA, and all of your defenses gain the benefit from your cover.
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|STALKING III
|Warrior, Archery
|Sniper’s Nest III
|Your range is doubled for ranged weapons against your Focused Target. Additionally, your range for Stalking increases to your equipped weapon’s range.
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|IMPECCABLE AIM II
|Warrior, Archery
|Stalking III
|You may now activate Impeccable Aim without the conditions being met one time. (1/Catch Breath)
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|HEADSHOT II
|Warrior, Archery
|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.
|-OVER WATCH
|Warrior, Archery
|Archery Focus
Incompatible: 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.
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|FOCUS TARGET II
|Warrior, Archery
|Overwatch
|You may now have a number of Focused Targets equal to 1⁄2 your AWR.
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|OVER WATCH II
|Warrior, Archery
|Focus Target II
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.
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|SUPPRESSING FIRE
|Warrior, Archery
|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.
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|FOCUS TARGET III
|Warrior, Archery
|Suppressing Fire
|Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.
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|OVER WATCH III
|Warrior, Archery
|Focus Target III
|Focused Targets now additionally trigger reactive attacks for you when they make a melee attack against one of your allies.
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|FOCUS TARGET IV
|Warrior, Archery
|Overwatch III
|You may now have a number of Focused Targets equal to your AWR.
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|COVERING FIRE
|Warrior, Archery
|Focus Target IV
|You gain the Covering Fire ability.
'''Covering Fire''' When you hit with an 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. (AWR/Recoup)
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|OVER WATCH IV
|Warrior, Archery
|Covering Fire
|Reactive attacks now cost you 1 fewer AP (min 1).
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|COVERING FIRE II
|Warrior, Archery
|Overwatch IV
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.
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|FOCUS TARGET V
|Warrior, Archery
|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.
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|COVERING FIRE III
|Warrior, Archery
|Focus Target V
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.
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|OVER WATCH V
|Warrior, Archery
|Covering Fire III
|If you crit on a Reactive Attack, you can use Suppressing Fire for free and the target is knocked prone.
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|-LEGENDARY ARCHER
|Warrior, Archery, Capstone
|Archery 14
You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:
You deal double damage Your attacks that hit knock the target prone Striking a Prone target gives them the Pinned condition. (Escape DC = 8+ Your DEX) 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.
|}
==='''COMMANDER TRACK'''===
{| class="wikitable"
|+
!Feature
!Tags
!PreReq
!Discreption
|-
|BATTLEFIELD COMMAND FOCUS
|Warrior, Commander
|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. 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.
Battle Standards have AR, REF, and FORT of 15. They have 20 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.
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|IMPROVED BATTLE STANDARD
|Warrior, Commander
|Battle Command Focus
|Friendly Targets now gain TA on all attacks while within range of your standard.
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|BATTLE STANDARD RANGE
|Warrior, Commander
|Improved Battle Standard
|Your battle standard’s range increases by +10 ft.
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|BATTLE STANDARD RANGE II
|Warrior, Commander
|Battle Standard Range
|Your battle standard’s range increases by +20 ft.
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|BATTLE STANDARD RANGE III
|Warrior, Commander
|Battle Standard Range II
|Your battle standard’s range increases by +30 ft.
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