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turn and affects any ally while they are within 5 ft of you while it is still active. | turn and affects any ally while they are within 5 ft of you while it is still active. | ||
|- | |- | ||
PROTECTION V: POSITIONING | |PROTECTION V: POSITIONING | ||
Warrior, Protection | |Warrior, Protection | ||
|Protection IV | |||
You and allies within 5 ft of you can no longer be flanked | |You and allies within 5 ft of you can no longer be flanked while you have an ally within 5 ft of you. | ||
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 | |P R OT E CT I O N V : WA R R I O R ’ S F U RY | ||
Warrior, Protection | |Warrior, Protection | ||
|Protection IV | |||
When you become bloodied, your speed increases by 10 ft | |When you become bloodied, your speed increases by 10 ft until the end of your next turn. | ||
until the end of your next turn. | |- | ||
|PROTECTION V : BATTLE FIELD SUPPORT II | |||
SUPPORT II | |Warrior, Protection | ||
Warrior, Protection | |Protection IV, Battlefield Support | ||
|You have 2 Battlefield AP. | |||
You have 2 Battlefield AP. | |- | ||
PROTECTION VI: DEFENDER’S ARMOR | |PROTECTION VI: DEFENDER’S ARMOR | ||
Warrior, Protection | |Warrior, Protection | ||
|Protection V | |||
You gain DR 5 against targets that you have Engaged. | |You gain DR 5 against targets that you have Engaged. | ||
|- | |||
PREPARATION | |PROTECTION VI : WARRIOR’S PREPARATION | ||
Warrior, Protection | |Warrior, Protection | ||
|Protection V | |||
You gain an accumulating +1 to your mental defenses | |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. | ||
for every round you take no movement (count from the | |- | ||
beginning of each of your turns). This caps at +10, and | |PROTECTION VI : TAKE HEART II | ||
this bonus resets when you take any movement, forced or | |Warrior, Protection | ||
otherwise. | |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. | |||
Warrior, Protection | |- | ||
|PROTECTION VII: ENGAGE III | |||
Take Heart can now be used reactively when a target that | |Warrior, Protection | ||
you can see or hear within range is hit by an attack. | |Protection VI, Protection 10, Engage II | ||
PROTECTION VII: ENGAGE III | |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. | ||
Warrior, Protection | |- | ||
|PROTECTION VII: INTERCEPT III | |||
When you use your Engage ability, you can choose to target | |Warrior, Protection | ||
either 1 or 2 creatures within 5 ft, or to target all creatures | |Protection VI, Protection 10, Intercept II, Shields Up | ||
within 5 ft of you. If you target all creatures, then the | |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. | ||
targets hit by your reactive attack granted by the Engaged | |- | ||
condition take no damage when you strike them, instead | |PROTECTION VII: SHIELDS UP III | ||
only losing their movement. | |Warrior, Protection | ||
PROTECTION VII: INTERCEPT III | |Protection VI, Protection 10, Shields Up II | ||
Warrior, Protection | |When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead. | ||
|- | |||
Up | |PROTECTION VIII: DEFENDER’S SUPERIORITY | ||
When you use Intercept, you may immediately use the | |Warrior, Protection | ||
Shields Up ability for 0 AP, as if you’d spent 2 AP whenever | |Protection VII | ||
you use Intercept. | |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) | ||
|- | |||
PROTECTION VII: SHIELDS UP III | |PROTECTION VIII : TAKE HEART III | ||
Warrior, Protection | |Warrior, Protection | ||
|Protection VII, Take Heart II | |||
When your Shields Up ability is active, ranged attacks that | |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. | ||
would travel through the space you occupy are forced to | |- | ||
target you instead. | |PROTECTION VIII : BATTLEFIELD SUPPORT III | ||
|Warrior, Protection | |||
SUPERIORITY | |Protection VII, Battlefield Support II | ||
Warrior, Protection | |You have 3 Battlefield AP. | ||
|- | |||
When making an attack or reactive attack, you may declare | |LEGENDARY DEFENDER | ||
that you are using the Defender’s Superiority ability. | |Warrior, Protection, Capstone | ||
Defender’s Superiority. Add your AWR to the attack roll. | |Protection 14 | ||
(AWR/Rest) | |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) | |||
Warrior, Protection | Level 30: The final cap for your AWR Increases from 12 to 14. | ||
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. | |||
SUPPORT III | |||
Warrior, Protection | |||
You have 3 Battlefield AP. | |||
LEGENDARY DEFENDER | |||
Warrior, Protection, Capstone | |||
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 | |||
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. | |||
|} | |} | ||
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