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Level 30: Your Knights add your AWR to their max HP
Level 30: Your Knights add your AWR to their max HP
and 1⁄2 your AWR to their attack and damage rolls.
and 1⁄2 your AWR to their attack and damage rolls.
PROTECTION TRACK
PROTECTION FOCUS
Warrior, Protection
Prerequisites: Warrior Entry
You gain the Battlefield Protector ability. This replaces
Battlefield Tactician.
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.
PROTECTION I: ENGAGE
Warrior, Protection
Prerequisites: Protection Focus
You gain the Engage ability.
Engage. You may spend 2 AP to give a creature within 5
ft of you the Engaged condition.
PROTECTION I: INTERCEPT
Warrior, Protection
Prerequisites: Protection Focus
You gain the Intercept ability.
Intercept. 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. (AWR/Recoup)
PROTECTION I: SHIELDS UP
Warrior, Protection
Prerequisites: Protection Focus
You 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.
PROTECTION II: CHALLENGE
Warrior, Protection
Prerequisites: Protection I
Targets you have Engaged are now considered Taunted by
you as well.
PROTECTION II: BATTERING RAM
Warrior, Protection
Prerequisites: Protection I, 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.
P R OT E CT I O N I I : BAT T L E F I E L D
SUPPORT
Warrior, Protection
Prerequisites: 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
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.
P R OT E CT I O N I I I : C H A L L E N G I N G
SHOUT
Warrior, Protection
Prerequisites: Protection II
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. (1/Catch Breath)
P R OT E CT I O N I I I : O P P O R T U N I ST I C
INTERCEPTION
Warrior, Protection
Prerequisites: 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.
P R OT E CT I O N I I I : TA K E H E A R T
Warrior, Protection
Prerequisites: Protection II
Gain the Take Heart ability.
Take Heart. By spending 1 AP, a target within 30 ft of
you that can hear you gains Shield HP equal to your AWR.
(AWR/Rest)
PROTECTION IV: ENGAGE II
Warrior, Protection
Prerequisites: Protection III, Engage
Engage now causes up to two creatures of your choice
within 5 ft of you to become Engaged.
PROTECTION IV: INTERCEPT II
Warrior, Protection
Prerequisites: Protection III, Intercept
The space an enemy is attempting to enter that would
trigger your Intercept ability can be 30 ft away from you.
PROTECTION IV: SHIELDS UP II
Warrior, Protection
Prerequisites: Protection III
You gain Resist Physical 1, 2, or 3 in addition to your
defenses, depending on the number of Reactive AP you
176 CHAPTER 3 | CLASSES
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.
PROTECTION V: POSITIONING
Warrior, Protection
Prerequisites: Protection IV
You and allies within 5 ft of you can no longer be flanked
while you have an ally within 5 ft of you.
P R OT E CT I O N V : WA R R I O R ’ S F U RY
Warrior, Protection
Prerequisites: Protection IV
When you become bloodied, your speed increases by 10 ft
until the end of your next turn.
P R OT E CT I O N V : BAT T L E F I E L D
SUPPORT II
Warrior, Protection
Prerequisites: Protection IV, Battlefield Support
You have 2 Battlefield AP.
PROTECTION VI: DEFENDER’S ARMOR
Warrior, Protection
Prerequisites: Protection V
You gain DR 5 against targets that you have Engaged.
P R OT E CT I O N V I : WA R R I O R ’ S
PREPARATION
Warrior, Protection
Prerequisites: 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.
P R OT E CT I O N V I : TA K E H E A R T I I
Warrior, Protection
Prerequisites: Protection V
Take Heart can now be used reactively when a target that
you can see or hear within range is hit by an attack.
PROTECTION VII: ENGAGE III
Warrior, Protection
Prerequisites: Protection VI, Protection 10, Engage II
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.
PROTECTION VII: INTERCEPT III
Warrior, Protection
Prerequisites: Protection VI, Protection 10, Intercept II, Shields
Up
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.
PROTECTION VII: SHIELDS UP III
Warrior, Protection
Prerequisites: Protection VI, Protection 10, Shields Up II
When your Shields Up ability is active, ranged attacks that
would travel through the space you occupy are forced to
target you instead.
P R OT E CT I O N V I I I : D E F E N D E R ’ S
SUPERIORITY
Warrior, Protection
Prerequisites: Prerequisites: Protection VII
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)
P R OT E CT I O N V I I I : TA K E H E A R T I I I
Warrior, Protection
Prerequisites: Protection VII, 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.
P R OT E CT I O N V I I I : BAT T L E F I E L D
SUPPORT III
Warrior, Protection
Prerequisites: Protection VII, Battlefield Support II
You have 3 Battlefield AP.
LEGENDARY DEFENDER
Warrior, Protection, Capstone
Prerequisites: 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.
Last Stand. 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
(1/Week)
Level 30: The final cap for your AWR Increases from 12
to 14.
SOLDIER TRACK
TRAINED SOLDIER
Warrior, Soldier
Prerequisites: 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.
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.)
VERSATILE ARSENAL
Warrior, Soldier
Prerequisites: Trained Soldier
You may carry three additional weapons, and one additional
item with the Unwieldy tag. You cannot be disarmed against
your will.
VERSATILE ARSENAL II
Warrior, Soldier
Prerequisites: Versatile Arsenal
You may use STR as your attack and damage attribute for
Longbows and Standing Longbows.
BLIND FIGHTING
Warrior, Soldier
Prerequisites: 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.
BLIND FIGHTING II
Warrior, Soldier
Prerequisites: Blind Fighting
The target of your Battlefield Tactician ability cannot benefit
from Concealed, Unseen, or Invisible at all while you remain
within 15 ft of it and your allies can see or hear you.
SOLDIER’S OPPORTUNITY
Warrior, Soldier
Prerequisites: Blind Fighting II
You gain the Exploitative talent. If you already have the
Exploitative talent, you gain the Opportunist talent.
SOLDIER’S OPPORTUNITY II
Warrior, Soldier
Prerequisites: 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.
SOLDIER’S OPPORTUNITY III
Warrior, Soldier
Prerequisites: 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.
VERSATILE ARSENAL III
Warrior, Soldier
Prerequisites: 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.
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.
BLIND FIGHTING III
Warrior, Soldier
Prerequisites: 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.
SHOWDOWN
Warrior, Soldier
Prerequisites: 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.
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.
SHOWDOWN II
Warrior, Soldier
Prerequisites: 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.
SHOWDOWN III
Warrior, Soldier
Prerequisites: Showdown II
Double every numerical value of Showdown II.
ARETE
Warrior, Soldier
Prerequisites: 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.
I N D O M I TA B L E C H A M P I O N
Warrior, Soldier, Capstone
Prerequisites: 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.
It is nearly impossible for you to be slain in battle. If you
reach your Death Point max, but at least 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.
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 man 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.
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