Warrior: Difference between revisions

Jump to navigation Jump to search
218 bytes removed ,  16 November 2023
no edit summary
Tags: Mobile edit Mobile web edit Advanced mobile edit
No edit summary
Line 535: Line 535:
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
Prerequisites: Protection IV
|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
Prerequisites: Protection IV
|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.
|-
P R OT E CT I O N V : BAT T L E F I E L D
|PROTECTION V : BATTLE FIELD SUPPORT II
SUPPORT II
|Warrior, Protection
Warrior, Protection
|Protection IV, Battlefield Support
Prerequisites: 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
Prerequisites: Protection V
|Protection V
You gain DR 5 against targets that you have Engaged.
|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
|PROTECTION VI : WARRIOR’S PREPARATION
Warrior, Protection
|Warrior, Protection
Prerequisites: Protection V
|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
P R OT E CT I O N V I : TA K E H E A R T I I
|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
|-
Prerequisites: Protection V
|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
|-
Prerequisites: Protection VI, Protection 10, Engage II
|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.
Prerequisites: Protection VI, Protection 10, Intercept II, Shields
|-
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
Prerequisites: Protection VI, Protection 10, Shields Up II
|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
P R OT E CT I O N V I I I : D E F E N D E R ’ S
|Warrior, Protection
SUPERIORITY
|Protection VII, Battlefield Support II
Warrior, Protection
|You have 3 Battlefield AP.
Prerequisites: Prerequisites: Protection VII
|-
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.
P R OT E CT I O N V I I I : TA K E H E A R T I I I
'''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.
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.
|}
|}


1,232

edits

Navigation menu