Warrior: Difference between revisions

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|If you crit on a Reactive Attack, you can use Suppressing Fire for free and the target is knocked prone.
|If you crit on a Reactive Attack, you can use Suppressing Fire for free and the target is knocked prone.
|-
|-
|-LEGENDARY ARCHER
|-
|LEGENDARY ARCHER
|Warrior, Archery, Capstone
|Warrior, Archery, Capstone
|Archery 14
|Archery 14
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|Warrior, Commander
|Warrior, Commander
|Reinforced Standard
|Reinforced Standard
Your Battle Standard gains +5 DT.
|Your Battle Standard gains +5 DT.
|-
|-
|REINFORCED STANDARD III
|REINFORCED STANDARD III
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|Warrior, Commander
|Warrior, Commander
|Rallying Standard
|Rallying Standard
While allies are Rallied by your Battle Standard, they cannot be Charmed. Existing Charm effects are suppressed while
|While allies are Rallied by your Battle Standard, they cannot be Charmed. Existing Charm effects are suppressed while
they remain within range.
they remain within range.
|-
|-
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|Warrior, Commander
|Warrior, Commander
|Rallying Standard II
|Rallying Standard II
Whenever you start your turn in range of a Battle Standard, you regain 1 HP while engaged in combat and Bloodied.
|Whenever you start your turn in range of a Battle Standard, you regain 1 HP while engaged in combat and Bloodied.
|-
|-
|UNDER THE BANNER II
|UNDER THE BANNER II
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|Warrior, Commander
|Warrior, Commander
|Under the Banner II
|Under the Banner II
While allies are Rallied by your Battle Standard, they gain +2 to their mental defenses.
|While allies are Rallied by your Battle Standard, they gain +2 to their mental defenses.
|-
|-
|STANDARD BEARER
|STANDARD BEARER
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|Warrior, Commander
|Warrior, Commander
|Standard Bearer IV
|Standard Bearer IV
Your Standard Bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP. On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one talent of your choice as though they were a level 1 Adventurer.
|Your Standard Bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP. On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one talent of your choice as though they were a level 1 Adventurer.
|-
|-
|COMMAND
|COMMAND
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Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take thehighest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.
Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take thehighest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.
|-
|-
|FO R WA R D !
|FORWARD !
|Warrior, Commander
|Warrior, Commander
|Command
|Command
Your command gains the following option:
|Your command gains the following option:
'''Charge''': (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to the Commander.
'''Charge''': (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to the Commander.
|-
|-
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|Warrior, Commander, Repeatable
|Warrior, Commander, Repeatable
|Command Improvement
|Command Improvement
Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft
|Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft
range.
range.
|-
|-
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|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a Battle Standard, it deals +4 damage.
|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a Battle Standard, it deals +4 damage.
|-
|-
|BATTLE STANDARD COM M A N D
|BATTLE STANDARD COMMAND
|Warrior, Commander
|Warrior, Commander
|Tactician’s Command
|Tactician’s Command
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|Warrior, Commander
|Warrior, Commander
|War Cry III
|War Cry III
Targets affected by your War Cry gain Shield HP equal to
|Targets affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.
your AWR. Targets who are Bloodied receive double this amount.
|-
|-
|WAR CRY V
|WAR CRY V
|Warrior, Commander
|Warrior, Commander
|War Cry IV
|War Cry IV
War Cry becomes 1⁄2 AWR/Rest.
|War Cry becomes 1⁄2 AWR/Rest.
|-
|-
|BATTLE FIELD TACTICIAN
|BATTLE FIELD TACTICIAN
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|-
|-
|BATTLE FIELD TACTICIAN IMPROVEMENT IV
|BATTLE FIELD TACTICIAN IMPROVEMENT IV
|Warrior, Commander |Battlefield Tactician Improvement III
|Warrior, Commander  
|Whenever the target of your Battlefield Tactician is the
|Battlefield Tactician Improvement III
subject of an Exploit attack, friendly targets who are within
|Whenever the target of your Battlefield Tactician is the subject of an Exploit attack, friendly targets who are within 5 ft of the target and have the Reactive AP to do so may also attack that target even if a reactive attack would not have been triggered for them.
5 ft of the target and have the Reactive AP to do so may also attack that target even if a reactive attack would not have
been triggered for them.
|-
|-
|GREAT GENERAL
|GREAT GENERAL
|Warrior, Commander, Capstone
|Warrior, Commander, Capstone
|Commander 14
|Commander 14
You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike. You gain a small retinue consisting of four Knights. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.
for scholars and generals alike. You gain a small retinue consisting of four Knights. They
take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon
spending at least a week in a populated area and spending
250 sc.
Level 30: Your Knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.
Level 30: Your Knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.
|}
|}
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|Warrior, Protection
|Warrior, Protection
|Warrior Entry
|Warrior Entry
You gain the Battlefield Protector ability. This replaces
|You gain the Battlefield Protector ability. This replaces Battlefield Tactician.
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.
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
|PROTECTION I: ENGAGE
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|Warrior, Protection
|Warrior, Protection
|Protection Focus
|Protection Focus
You gain the Intercept ability.
|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)
'''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
|PROTECTION I: SHIELDS UP
|Warrior, Protection |Protection Focus
|Warrior, Protection
You gain the Shields Up ability.
|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
'''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
by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this bonus is
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|Warrior, Protection
|Warrior, Protection
|Protection I
|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.
|-
|-
|PROTECTION II: BATTERING RAM
|PROTECTION II: BATTERING RAM
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|Warrior, Protection
|Warrior, Protection
|Protection II
|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)
|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)
|-
|-
|PROTECTION III : OPPORTUNISTIC
|PROTECTION III : OPPORTUNISTIC INTERCEPTION
INTERCEPTION
|Warrior, Protection
|Warrior, Protection
|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.
|-
|-
PROTECTION III : TAKE HEART
|PROTECTION III : TAKE HEART
|Warrior, Protection
|Warrior, Protection
|Protection II
|Protection II
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|Warrior, Protection
|Warrior, Protection
|Protection III
|Protection III
You gain Resist Physical 1, 2, or 3 in addition to your
|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.
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.
|-
|-
|PROTECTION V: POSITIONING
|PROTECTION V: POSITIONING
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|You and allies within 5 ft of you can no longer be flanked while you have an ally within 5 ft of you.
|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
|PROTECTION V: WARRIOR’S FURY
|Warrior, Protection
|Warrior, Protection
|Protection IV
|Protection IV
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!Discreption
!Discreption
|-
|-
TRAINED SOLDIER
|TRAINED SOLDIER
Warrior, Soldier
|Warrior, Soldier
Prerequisites: Warrior Entry
|Warrior Entry
The target of your Battlefield Tactician ability is now
|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.)
considered to be Flanked whenever you and one other ally
|-
are within melee range of the target.
|VERSATILE ARSENAL
Additionally, you can change your current configuration of
|Warrior, Soldier
arms once on each of your turns without expending AP. (For
|Trained Soldier
example, you might sheathe your greatsword in favor of a
|You may carry three additional weapons, and one additional item with the Unwieldy tag. You cannot be disarmed against your will.
shortsword and a kite shield.)
|-
VERSATILE ARSENAL
|VERSATILE ARSENAL II
Warrior, Soldier
|Warrior, Soldier
Prerequisites: Trained Soldier
|Versatile Arsenal
You may carry three additional weapons, and one additional
|You may use STR as your attack and damage attribute for Longbows and Standing Longbows.
item with the Unwieldy tag. You cannot be disarmed against
|-
your will.
|BLIND FIGHTING
VERSATILE ARSENAL II
|Warrior, Soldier
Warrior, Soldier
|Versatile Arsenal II
Prerequisites: Versatile Arsenal
|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.
You may use STR as your attack and damage attribute for
|-
Longbows and Standing Longbows.
|BLIND FIGHTING II
BLIND FIGHTING
|Warrior, Soldier
Warrior, Soldier
|Blind Fighting
Prerequisites: Versatile Arsenal II
|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.
You gain no penalties from Concealed, Invisible, or Unseen
|-
on attacks made on creatures within 5 ft of you, assuming
|SOLDIER’S OPPORTUNITY
you have located them. Battlefield Tactician now lasts its
|Warrior, Soldier
full duration regardless of sight.
|Blind Fighting II
BLIND FIGHTING II
|You gain the Exploitative talent. If you already have the Exploitative talent, you gain the Opportunist talent.
Warrior, Soldier
|-
Prerequisites: Blind Fighting
|SOLDIER’S OPPORTUNITY II
The target of your Battlefield Tactician ability cannot benefit
|Warrior, Soldier
from Concealed, Unseen, or Invisible at all while you remain
|Soldier’s Opportunity
within 15 ft of it and your allies can see or hear you.
|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
|-
Warrior, Soldier
|SOLDIER’S OPPORTUNITY III
Prerequisites: Blind Fighting II
|Warrior, Soldier
You gain the Exploitative talent. If you already have the
|Soldier’s Opportunity II
Exploitative talent, you gain the Opportunist talent.
|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.
SOLDIER’S OPPORTUNITY II
|-
Warrior, Soldier
|VERSATILE ARSENAL III
Prerequisites: Soldier’s Opportunity
|Warrior, Soldier
When making an Exploit attack against the target of your
|Soldier’s Opportunity III
Battlefield Tactician Ability, it costs you 1 fewer AP (min 1).
|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.
If you hit, you may make a secondary attack: STR vs FORT.
|-
Hit: The target is knocked Prone.
|BLIND FIGHTING III
SOLDIER’S OPPORTUNITY III
|Warrior, Soldier
Warrior, Soldier
|Versatile Arsenal III
Prerequisites: Soldier’s Opportunity II
|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.
You may now add half your AWR to your Exploit attack
|-
rolls, and additional compromising actions evoke Exploit
|SHOWDOWN
 
|Warrior, Soldier
attacks from you: casting a spell, standing up from prone,
|Blind Fighting III
and stowing or drawing a weapon.
|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.
VERSATILE ARSENAL III
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.
Warrior, Soldier
|-
Prerequisites: Soldier’s Opportunity III
|SHOWDOWN II
You can carry one additional item with the Unwieldy tag.
|Warrior, Soldier
A number of Allies equal to your AWR who travel with you
|Showdown
for 7 days or more gain the effects of Versatile Arsenal on
|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.
any day that they complete a Rest in the same building or
|-
campsite as you.
|SHOWDOWN III
Additionally, once per 7 days, if you spend 8 hours
|Warrior, Soldier
training, you can reassign any talent points spent in the
|Showdown II
Combat stack, picking new talents from the same stack.
|Double every numerical value of Showdown II.
BLIND FIGHTING III
|-
Warrior, Soldier
|ARETE
Prerequisites: Versatile Arsenal III
|Warrior, Soldier
The range of Blind Fighting increases to 15 ft. You gain +2
|Showdown III
to AWR checks to locate Unseen creatures, increasing to +6
|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.
if the creature is within 15 ft of you.
|-
SHOWDOWN
|INDOMITABLE CHAMPION
Warrior, Soldier
|Warrior, Soldier, Capstone
Prerequisites: Blind Fighting III
|Prerequisites: Arete
The rank and file is beneath you, and you crave a test of
|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.
your skills as a soldier. Once per week, you can specify a
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.
target of your Battlefield Tactician as the Challenged. If they
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.
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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