Warrior

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Belozog Mishkova, repentant exile

"With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying." - Belozog Mishkova, repentant exile

Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.

What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.

Warrior Tracks

Archer. An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.

Commander. A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.

Protection. You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.

Soldier. You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.

Curseblade. Harker's Guide to Vampire Hunting. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil.

Descendant. Harker's Guide to Vampire Hunting. Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors.

Core Subclass Tracks

Warrior Entry Talent

After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.

Talent PreReq Description Tags
Warrior Entry Character Level 2 When you take this entry talent, you gain the following benefits.

Battlefield Tactician. Gain the Battlefield Tactician ability.

  • Battlefield Tactician (AWR+1/Recoup). Spend 1 AP on your turn to specify a target within 5 ft of you. Allies within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.

Warrior Training. If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack.

Warrior, Class Entry

Archery Track

Archery Track Progression
Archery Track Progression
Talent PreReq Description Tags
Archery Focus Warrior Entry Gain the Focus Target ability.
  • Focus Target. Spend 1 AP to specify a target you can see and that is within range of the ranged weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target suffers 1 TD on their next attack.
Warrior, Archery
Sharpshooter Archery Focus

Incompatible: Overwatch

You ignore Partial Cover against your Focused Target. Warrior, Archery
Sniper’s Nest Sharpshooter You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result. Warrior, Archery
Stalking Sniper’s Nest You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you. Warrior, Archery
Impeccable Aim Stalking If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.
  • Impeccable Aim. Gain +10 to your attack rolls until the end of your turn.
Warrior, Archery
Sharpshooter II Impeccable Aim If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal. Warrior, Archery
Fast Feet Sharpshooter II Gain the Tuck and Roll abilities.
  • Tuck (1/Round). On your turn, you can move 5 ft for 0 AP.
  • Roll (1/Turn). If a ranged attack or spell misses you, you may move 5 ft for 0 Reactive AP.
Warrior, Archery
Stalking II Sniper’s Nest II Your range for Stalking becomes half the range of the weapon you have equipped. Warrior, Archery
Headshot Stalking II Gain the Headshot ability.
  • Headshot (3/Rest). Declare you are attempting a headshot. Suffer -12 to your attack roll. On a hit, it is considered a crit.
Warrior, Archery
Sharpshooter III Headshot Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures. Warrior, Archery
Sniper’s Nest II Sharpshooter III Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover. Warrior, Archery
Stalking III Sniper’s Nest II Your range is doubled for ranged weapon attacks against your Focused Target.

Your range for Stalking becomes your equipped weapon’s range.

Warrior, Archery
Impeccable Aim II Stalking III Gain the Perfect Opportunity ability.
  • Perfect Opportunity (1/Catch Breath). Activate Impeccable Aim without the conditions being met.
Warrior, Archery
Headshot II Impeccable Aim II With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit. Warrior, Archery
Overwatch Archery Focus

Incompatible: Sharpshooter

Gain the Overwatch ability.
  • Overwatch. 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.
Warrior, Archery
Focus Target II Overwatch You may now have a number of Focused Targets equal to 1⁄2 AWR. Warrior, Archery
Overwatch II Focus Target II When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn. Warrior, Archery
Suppressing Fire Overwatch II You may spend +2 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. Warrior, Archery
Focus Target III 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. Warrior, Archery
Overwatch III Focus Target III Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies. Warrior, Archery
Focus Target IV Overwatch III You may now have a number of Focused Targets equal to your AWR. Warrior, Archery
Covering Fire Focus Target IV Gain the Covering Fire ability.
  • Covering Fire (AWR/Recoup). When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 Reactive AP to force the creature to roll the attack again and take the lower, potentially turning their hit into a miss.
Warrior, Archery
Overwatch IV Covering Fire Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1). Warrior, Archery
Covering Fire II Overwatch IV You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack. Warrior, Archery
Focus Target V Covering Fire II When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn. Warrior, Archery
Covering Fire III Focus Target V You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack. Warrior, Archery
Overwatch V Covering Fire III If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone. Warrior, Archery
Legendary Archer 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 = Your DEX + 10)
  • 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.
Warrior, Archery, Capstone

Commander Track

Commander Track Progression
Commander Track Progression
Talent PreReq Description Tags
Battlefield Command Focus Warrior Entry Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.

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 allies within range gain +1 TA on their first attack made on each turn they start in range.

Battle standards have AR, REF, and FORT of 15. They have20 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.

Warrior, Commander
Improved Battle Standard Battle Command Focus Allies now gain TA on all attacks while within range of your battle standard. Warrior, Commander
Battle Standard Range Improved Battle Standard Your battle standard’s range increases by +10 ft. Warrior, Commander
Battle Standard Range II Battle Standard Range Your battle standard’s range increases by +20 ft. Warrior, Commander
Battle Standard Range III Battle Standard Range II Your battle standard’s range increases by +30 ft. Warrior, Commander
Extra Standard Battle Standard Range III You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted. Warrior, Commander
Reinforced Standard Improved Battle Standard Repeatable. Your battle standard gains +10 HP. Warrior, Commander, Repeatable
Reinforced Standard II Reinforced Standard Your battle standard gains +5 DT. Warrior, Commander
Reinforced Standard III Reinforced Standard II Your battle standard gains +5 AR, REF, and FORT. Warrior, Commander
Improvised Repairs Reinforced Standard II Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area. Warrior, Commander
Rallying Standard Improved Battle Standard Allies within range of your battle standard gain the Rallied condition. Warrior, Commander
Rallying Standard II Rallying Standard While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range. Warrior, Commander
Under the Banner Rallying Standard II Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied. Warrior, Commander
Under the Banner II Under the Banner While allies are Rallied by your battle standard, they are Protected. Warrior, Commander
Under the Banner III Under the Banner II While allies are Rallied by your battle standard, they gain +2 to their mental defenses. Warrior, Commander
Standard Bearer Improved Battle Standard You gain a standard bearer NPC with the stats of a Page. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc. Warrior, Commander
Standard Bearer II Standard Bearer Your standard bearer gains HP equal to your number of Warrior talents + your AWR. Warrior, Commander
Standard Bearer III Standard Bearer II Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement. Warrior, Commander
Standard Bearer IV Standard Bearer III Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions. Warrior, Commander
Standard Bearer V 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 specialization talent.

Warrior, Commander
Command Improved Battle Standard Gain the Command ability and the Attack command.
  • Command. A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands.

Gain the Attack command.

  • Attack. (X AP) The target immediately makes an attack with a weapon they are holding, gaining +1 TA. This costs you a number of AP equal to what it would cost the target.
Warrior, Commander
To Me! Command Gain the Tactical Repositioning command.
  • Tactical Repositioning. (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.
Warrior, Commander
Hold! Command Gain the Hold your Ground and Hold your Fire commands.
  • Hold your Ground. (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.
  • Hold your Fire. (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells on their next turn. They specify a trigger to make those prepared attacks or spell casts reactively, if they have the Reactive AP to do so. Triggers may be “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.
Warrior, Commander
Fire! Hold! Gain the Fire! command.
  • Fire!. (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if 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 the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.
Warrior, Commander
Forward! Command Gain the Charge command.
  • Charge. (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to you.
Warrior, Commander
Command Improvement Command Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard. Warrior, Commander
Command Improvement II Command Improvement Repeatable. 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. Warrior, Commander, Repeatable
Command Improvement III Command Improvement II Targets of your Command ability may also immediately move up to 5 ft. Warrior, Commander
Command Improvement IV Command Improvement III Targets must be able to see or hear you to benefit from Command, instead of only hearing you. Warrior, Commander
Tactician’s Command Command 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. Warrior, Commander
Battle Standard Command Tactician’s Command When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1). Warrior, Commander
Imposing Battle Standard Battle Standard Command Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard. Warrior, Commander
Battlefield Tactician II Command Your Battlefield Tactician ability no longer fades on the previous target when you use it again. Warrior, Commander
War Cry Battlefield Tactician II, COR 4 Gain the War Cry ability.
  • War Cry (1/Rest). Spend 5 AP to give all creatures of your choice who can hear you and are currently under a battle standard +2 AP at the beginning of their next turn.
Warrior, Commander
War Cry II War Cry When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry. Warrior, Commander
War Cry III War Cry II Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them. Warrior, Commander
War Cry IV War Cry III Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount. Warrior, Commander
War Cry V War Cry IV War Cry becomes 1⁄2 AWR/Rest. Warrior, Commander
Battlefield Tactician Improvement Battlefield Tactician II Your Battlefield Tactician ability gains +20 ft range when specifying a target. Warrior, Comander
Battlefield Tactician Improvement II Battlefield Tactician Improvement If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician. Warrior, Commander
Battlefield Tactician Improvement III Battlefield Tactician Improvement II You no longer need to see the target for Battlefield Tactician to remain active. Warrior, Commander
Battlefield Tactician Improvement IV Battlefield Tactician Improvement III Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so. Warrior, Commander
Great General 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 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.
Warrior, Commander, Capstone

Protection Track

Protection Track Progression
Protection Track Progression
Talent PreReq Description Tags
Protection Focus Warrior Entry 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 suffer 1 TD against a target other than you. Warrior, Protection
Protection: Engage Protection Focus Gain the Engage ability.
  • Engage. Spend 2 AP to give a creature within 5 ft of you the Engaged condition.
Warrior, Protection
Protection: Intercept Protection Focus Gain the Intercept ability.
  • Intercept (AWR/Recoup). When an enemy is attempting to move into a 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.
Warrior, Protection
Protection: Shields Up Protection Focus 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 your AR, FORT, and REF, and that 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 is wielding a shield, they gain an additional +1.
Warrior, Protection
Protection II: Challenge Protection: Any Targets you have Engaged are now considered Taunted by you as well. Warrior, Protection
Protection II: Battering Ram Protection: Intercept When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone. Warrior, Protection
Protection II: Battlefield Support Protection: Any You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.

You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.

Warrior, Protection
Protection III: Challenging Shout Protection II: Any, Protection: Engage Gain the Challenging Shout ability.
  • Challenging Shout (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 are Taunted by you until the end of their next turn.
Warrior, Protection
Protection III: Opportunistic Interception Protection II: Any, Protection: Intercept Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy. Warrior, Protection
Protection III: Take Heart Protection II: Any Gain the Take Heart ability.
  • Take Heart (AWR/Rest). Spend 1 AP to give a target within 30 ft of you that can hear you Shield HP equal to your AWR.
Warrior, Protection
Protection IV: Engage II Protection III: Any, Protection: Engage Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged. Warrior, Protection
Protection IV: Intercept II Protection III: Any, Protection: Intercept The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you. Warrior, Protection
Protection IV: Shields Up II Protection III: Any, Protection: Shields Up When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you 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.

Warrior, Protection
Protection V: Positioning Protection IV: Any You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you. Warrior, Protection
Protection V: Warrior's Fury Protection IV: Any When you become Bloodied, your speed increases by +10 ft until the end of your next turn. Warrior, Protection
Protection V: Battlefield Support II Protection IV: Any, Protection II: Battlefield Support Gain +1 Battlefield AP. Warrior, Protection
Protection VI: Defender's Armor Protection V: Any You gain DR 5 against targets that you have Engaged. Warrior, Protection
Protection VI: Warrior's Preparation Protection V: Any You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise. Warrior, Protection
Protection VI: Take Heart II Protection V: Any, Protection III: Take Heart 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 Protection VI: Any, Protection IV: Engage II, Protection 10 Gain the Crowd Control ability.
  • Crowd Control. Spend 2 AP to give all creatures within 5 ft of you the Engaged condition. When Engaging targets in this way, they take no damage from your reactive attack; instead, on a hit, they are Suppressed until the end of their current turn.
Warrior, Protection
Protection VII: Intercept III Protection VI: Any, Protection IV: Intercept II, Protection: Shields Up, Protection 10 When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP. Warrior, Protection
Protection VII: Shields Up III Protection VI: Any, Protection IV: Shields Up II, Protection 10 When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead. Warrior, Protection
Protection VIII: Defender's Superiority Protection VII: Any When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.
  • Defender’s Superiority (AWR/Rest). Add your AWR to the attack roll.
Warrior, Protection
Protection VIII: Take Heart III Protection VII: Any, Protection VI: 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. Warrior, Protection
Protection VIII: Battlefield Support III Protection VII: Any, Protection V: Battlefield Support II Gain +1 Battlefield AP. Warrior, Protection
Legendary Defender Protection VIII: Any, 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 80 sc/day or 30,000 sc/year).

In addition, gain the Last Stand ability.

  • Last Stand (1/Week). 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 0 for AP.
    • 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.
  • Level 30: The final cap for your AWR increases from 12 to 14.
Warrior, Protection, Capstone

Soldier Track

Soldier Track Progression
Soldier Track Progression
Talent PreReq Description Tags
Trained Soldier Warrior Entry The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one 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.)

Warrior, Soldier
Versatile Arsenal Trained Soldier You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will. Warrior, Soldier
Versatile Arsenal II Versatile Arsenal You may use STR as your attack and damage attribute for longbows and standing longbows. Warrior, Soldier
Blind Fighting Versatile Arsenal II You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight. Warrior, Soldier
Blind Fighting II Blind Fighting The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you. Warrior, Soldier
Soldier’s Opportunity Blind Fighting II You gain the Exploitative specialization talent. If you already have the Exploitative talent, you gain the Opportunist specialization talent. Warrior, Soldier
Soldier’s Opportunity II 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 STR attack against their FORT. On a hit, they are knocked Prone. Warrior, Soldier
Soldier’s Opportunity III Soldier’s Opportunity II You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon. Warrior, Soldier
Versatile Arsenal III 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 a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.
  • Disciplined Drills (1/Week). If you spend 8 hours training, you can reassign any Talent Points spent in the Combat specialization stack, picking new talents from the same stack.
Warrior, Soldier
Blind Fighting III Versatile Arsenal III The range of Blind Fighting increases to 15 ft.

Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.

Warrior, Soldier
Showdown Blind Fighting III The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.
  • Showdown (1/Week). 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 character level, and all of your defenses equal your ANT, 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.

Warrior, Soldier
Showdown II 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, and if you lost your last Showdown, you deal +2 damage.

Warrior, Soldier
Showdown III Showdown II Double every numerical value of Showdown II. Warrior, Soldier
Arete Showdown III Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher. Warrior, Soldier
Indomitable Champion 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. Gain the Indomitable Champion ability.

  • Indomitable Champion. If you reach your Death Point max, but 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 creating 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 one 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 ability, you gain +2 STR and the final cap for your STR increases from 12 to 14.
Warrior, Soldier, Capstone

*Updated to v1.2

Additional Subclass Tracks

Curseblade Track

Source: Harker's Guide to Vampire Hunting

Whether inherited or stumbled upon, the Curseblade is a keeper of darkness, perhaps themselves cursed to shepherd powers beyond them. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curseblades are victims of happenstance, those drawn into their role by chance, while others belong to orders that bind hateful and vicious spirits to wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.

Talent PreReq Description Tags
Cursed Blade Warrior Entry Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.

Additionally, your Curseblade gains one of the following base properties:

  • Balanced: Your weapon no longer counts as unwieldy.
  • Dualistic: For 2 AP, you may create a copy of your weapon for 1 minute so long as it possesses the light tag. This weapon gains the use of any Curseblade talents that apply to your original Curseblade.
  • Featherweight: Your weapon gains the light tag if it did not already possess it. This cannot be added to weapons with the two-handed tag.
  • Halfhand: You treat a weapon with the hand-and-a-half tag as if it is always being wielded in two hands.
  • Overbearing (2/Recoup): When you hit a creature with this weapon you may expend 1 AP to make a secondary attack against their FORT. On a hit, you knock that creature Prone.
  • Overreach: Your weapon’s reach extends by 5 ft.
  • Returning: Your weapon gains Thrown 30 ft. For 1 AP, you may recall your weapon back to your hand if it is within 30 ft of you. If your weapon already possesses a Thrown range this doubles it.
Warrior, Curseblade
Imbued Blade Cursed Blade Your Curseblade grants a +1 to attack and damage when you are wielding it. Warrior, Curseblade
Spirit Blade Imbued Blade You gain the Spirit Blade ability.
  • Spirit Blade (2/Rest). Choose any defense other than AR. For 2 AP, you may activate Spirit Blade for 1 minute. Your Curseblade attacks target that defense for the duration.
Warrior, Curseblade, Cursemagic
Imbued Force Imbued Blade You gain the Imbued Force ability.
  • Imbued Force (2/Rest) . For 2 AP, you may activate Imbued Force, dealing +1d4 damage with your attacks from your Curseblade for 1 minute. Based on your spirit’s tag, choose one damage type; your extra damage from this ability is of that type.
    • Arcane: cold or fire
    • Occult: necrotic or toxic
    • Primal: corrosive or lightning

You may only have one instance of Imbued Force active at a time.

Warrior, Curseblade
Imbued Blade II Spirit Blade or Imbued Force Choose an additional base property from the Cursed Blade talent to apply to your Curseblade. Your crit range increases by +1 against creatures that share the same tag as your Curseblade’s spirit. Warrior, Curseblade
Spirit Blade II Imbued Blade II, Spirit Blade You regain +1 use of Spirit Blade whenever you Recoup. While Spirit Blade is active, any attacks you make against creatures that share your spirit’s tag deal +1d4 damage of your weapon’s damage type. Warrior, Curseblade, Cursemagic
Imbued Force II Imbued Blade II, Imbued Force You regain +1 use of Imbued Force whenever you Recoup. The added damage from Imbued Force becomes +1d6 and you may now choose between either damage type associated with your spirit’s tag when activating Imbued Force. Warrior, Curseblade
Morphing Imbued Blade II You may, over the course of an hour, change your Curseblade into a different melee weapon. At the end of this process you may reassign both of your Curseblade’s base properties. Warrior, Curseblade, Cursemagic
Imbued Blade III Spirit Blade II or Imbued Force II, Curseblade 7 Imbued Blade becomes +2. Warrior, Curseblade
Spirit Blade III Imbued Blade III, Spirit blade II Spirit Blade’s recharge becomes 1⁄2 X/Rest. You gain +1 TA with attacks you make against creatures per tag they share with your spirit. Warrior, Curseblade, Cursemagic
Imbued Force III Imbued Blade III, Imbued Force II Imbued Force’s recharge becomes 1⁄2 X/Rest. The added damage from Imbued Force becomes +1d8. You may have no more than two instances of Imbued Force active at a time. Warrior, Curseblade
Morphing II Imbued Blade III, Morphing
  • (2/Rest) You may now morph your weapon into any melee weapon for 4 AP. This occurs instantaneously, and you may reassign both of your Curseblade’s properties.

Every time you take this talent, you gain +2 uses per Rest.

Warrior, Curseblade, Repeatable, Cursemagic
Imbued Blade IV Spirit Blade III or Imbued Force III Your Curseblade gains one of the following abilities.
  • Explosive Burst (2/Rest): You expel a blast of power for 4 AP. Make an attack with your Curseblade against the FORT of every creature of your choice in a 15 ft cone in front of you. On a hit, the creature takes your weapon’s normal damage and is either knocked back 5 ft or knocked Prone (choose upon using this ability).
  • Scything Blow (2/Rest): For 4 AP you may make an attack with your Curseblade against the REF of a creature you can see within 30 ft of you. This attack also targets every creature of your choice between you and your target. On a hit, the creature takes additional damage that is +1⁄2 X. At the end of this attack you teleport to the original target of the attack.
  • Whirling Dervish (2/Rest): You create a vortex of swirling energy for 4 AP. Make a magic attack against the REF of every creature of your choice in a 10 ft radius around you. Use X if you do not have a magic attribute. On a hit, the creature takes additional damage that is +1⁄2 X.
Warrior, Curseblade, Cursemagic
Advanced Property Imbued Blade IV Your Curseblade gains one of the following advanced properties:
  • Draining (1/Recoup): When you hit a creature with this weapon you may spend 1 AP to drain a number of HP from it equal to 1⁄2 X, regaining that much HP yourself. If you are Bloodied, you regain twice as many hit points.
  • Impossible Design: This weapon loses the two-handed tag and gains the one-handed tag.
  • Quick: Reduce the APC of the weapon and its min APC by 1 (min 1).
  • Searing (1/Recoup): You gain a +2 bonus to damage rolls with your Curseblade for 1 minute.
  • Siphoning (1/Recoup): When you hit a creature with this weapon you may spend 1 AP to drain a number of SP from it equal to 1⁄2 X, regaining that much SP yourself. If a creature does not have SP, this ability does not function.
Warrior, Curseblade
Imbued Blade V Curseblade 12 You regain +1 use of the ability you chose from Imbued Blade IV whenever you Recoup. Warrior, Curseblade
Awakened Spirit Curseblade You gain the magic entry talent for the magic source that corresponds to your spirit’s tag if you do not already have it. If you already have it, gain +5 SP and +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. Whenever you gain a talent from this track with the cursemagic tag, including this one, you gain +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. This works retroactively if you have already taken talents with the cursemagic tag. Warrior, Curseblade, Cursemagic
Awakened Spirit II Awakened Spirit Choose a creature tag: celestial, eldritch, elemental, fae, or fiend. Your spirit gains that tag. You gain an additional feature depending on your choice:
  • Celestial: Resist Divine +3.
  • Eldritch: Resist Arcane +3.
  • Elemental: Choose either cold, corrosive, fire, or lightning damage. Gain Absorb +5 of that type of damage
  • Fae: You gain Resist Charmed +5.
  • Fiend: Resist Occult +3.
Warrior, Curseblade, Cursemagic
Dualistic Mind Awakened Spirit II Gain the Dualistic Mind ability.
  • Dualistic Mind (2/Recoup). You can call upon your spirit to bolster your defenses. When an attack against your LOG (arcane spirit), ANT (primal spirit), or WILL (occult spirit) hits you, you may spend 1 Reactive AP to call on your spirit to aid you. Roll 1d4 and add it to your defense against the attack. If the attack misses, your Curseblade steals the energy of the attack, granting you +1 TA to your next attack.
Warrior, Curseblade
Dualistic Mind II Dualistic Mind Your spirit’s being begins to influence your own. You gain a +2 bonus to any attribute checks you make while interacting with a creature that shares the same tags as your spirit. Warrior, Curseblade
Dualistic Mind III Dualistic Mind II Choose one defense out of AR, REF, or FORT. You may now use the 1d4 from Dualistic Mind for that defense as well. Warrior, Curseblade
Dualistic Soul Dualistic Mind III, Awakened Spirit III The very essence of your spirit’s soul begins to seep into yours. You you gain a feature associated with your spirit’s tag:
  • Celestial: When making AWR/Intuiting checks, roll 2d20 and keep the higher. You learn any one divine ritual you possess the prerequisite for. Treat either your Arcane, Primal, or Occult Power as Divine Power to qualify for this ritual.
  • Eldritch: You can identify any arcane spell or effect without a roll and may learn any one arcane spell with an SPC equal to, or less than, your level. You may use this spell even if you are normally incapable of casting arcane magic, and may use your Essence to cast this spell, as described in Awakened Spirit III.
  • Elemental: You can identify any primal spell or effect without a roll and may learn any one primal invocation you possess the prerequisite for. If you do not have Primal Power, treat either your Arcane or Occult Power as Primal to determine your Primal Tier to qualify for this invocation.
  • Fae: A creature has a hard time telling if you are lying. When you make a CHA/Deceiving check, roll 2d20 and take the higher. You gain Immune Engaged.
  • Fiend: You can identify any occult spell or effect without a roll and may learn any one occult ritual you possess the prerequisite for. If you do not have Occult Power, treat either your Arcane or Primal Power as Occult to qualify for this ritual.
Warrior, Curseblade
Dualistic Soul II Dualistic Soul Your attunement to your spirit extends to its supernatural awareness. You cannot be Partially Surprised, and if you would be Completely Surprised, treat it as Partially Surprised instead. Warrior, Curseblade
Ritual Embodiment Dualistic Soul You no longer need to sleep, thanks to the mystic bond you share with your Curseblade.

You have gained a unique understanding of your spirit and may now spend 8 hours conducting a ritual to transfer it to a new home. This new vessel can be any one-handed, hand-and-a-half, or two-handed weapon. It can be a magicalweapon as well, with an Essence cost no greater than your level + X. You may conduct this ritual while Taking a Rest.

Warrior, Curseblade
Awakened Spirit III Awakened Spirit II Learn 3 spells from the magic source for which you possess the entry talent for. Additionally, choose any 2 spells you know (including those learned from this talent). When you cast these spells, you may choose to deal damage to yourself equal to that spell’s SPC as your Curseblade uses your Essence to fuel its power, reducing its SPC to 0 for that casting. These spells cannot have an SPC greater than twice your level.

If this damage reduces you to 0 HP, you gain +2 Death Points.

Warrior, Curseblade, Cursemagic
Awakened Spirit IV Awakened Spirit III Gain a new ability depending on your spirit’s tag.
  • Celestial: Gain +2 Skill Points that you can spend on any skill with the influence or knowledge tag. Whenever you deal damage with your Curseblade, or any of your Curseblade abilities, you may spend 2 AP to make the damage radiant. (2/Rest)
  • Eldritch: Gain +2 Skills Points that you can spend on any skill with the crafting or knowledge tag. Whenever you deal damage with a spell you may spend 2 AP to ignore any Resist a creature may have against that spell. (2/Rest)
  • Elemental: Gain +2 Skills Points that you can spend on any skill with the stamina or survival tag. You ignore other creatures’ Resist from the damage type you picked from Awakened Spirit II..
  • Fae: Gain +2 Skills Points that you can spend on any skill with the luck or performance tag. When you hit a creature with your Curseblade, you may spend 2 AP to make a magic attack against that creature’s WILL. Use X if you do not have a magic attribute. On a hit, that creature is Charmed by you for 1 minute or until they take any damage. (2/Rest)
  • Fiend: Gain +2 Skills Points that you can spend on any skill with the influence or stamina tag. When you hit a creature with your Curseblade you may spend 1 AP to make a magic attack against that creature’s FORT. Use X if you do not have a magic attribute. On a hit, you knock that creature Prone and push it 5 ft.
Warrior, Curseblade, Cursemagic
Awakened Spirit V Awakened Spirit IV, Curseblade 12 Choose 2 spells you know. These spells can now be cast with your Essence, as described in Awakened Spirit III. Warrior, Curseblade, Cursemagic
Spirit Keeper Awakened Spirit II, Imbued Blade V, Curseblade 14 You strike an amicable relationship with the spirit held within your Curseblade (or entirely bend it to your will), merging your wills into one. You gain unique abilities as a result of that combination.
  • Celestial: When you hit a creature with your Curseblade, the divine wounds turn to holy vitae, splashing any creature within 5 ft with holy water. This version of holy water deals 1d10 radiant damage to any creature you designate as an enemy, and grants 1d4 Shield HP to any creature you designate as an ally. This occurs and lasts for the duration of your Spirit Blade or Imbued Force abilities.
  • Eldritch: Your Awakened Spirit IV feature becomes 1 AP cost and 2/Recoup recharge.
  • Elemental: You may choose a second damage type from your Awaken Spirit II talent. This grants you the Absorb from the same talent, and you may add that damage type to the damage done from attacks and spells. If that creature does not have Resist to both, it is treated as if it had Resist to neither.
  • Fae: You may reach out to every weapon or natural weapon within a 10 ft radius from you for 4 AP. Make a magic attack against its wielder’s ANT. Use X if you do not have a magic attribute. On a hit, that weapon animates and damages its wielder, using their own damage calculation. You may use this ability 1⁄2 X/Rest.
  • Fiend: When you knock a creature Prone or push a creature at least 5 ft, they take additional blunt damage equal to your END.
  • Level 30: Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).

Descendant Track

Source: Harker's Guide to Vampire Hunting

Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. Some Descendants are fueled by vengeance for families lost, others dedicate themselves to hunting down every vestige of their sworn foes, and some few find themselves locked into battles not of their choosing.

Talent PreReq Description Tags
Ancestral Weapon Warrior Entry Choose any single whip. You are given that weapon, you find it, or it is a weapon you already possess; this is an Ancestral Weapon that your forebears used to wield. Gain the Family Heirloom talent, ignoring its prerequisites, and apply it to the whip that you just gained. Warrior, Descendant
Whip Warrior Ancestral Weapon You are particularly adept with whips. Making a secondary attack with a whip to Trip a creature now only costs you 1 AP. Warrior, Descendant
Intimidating Presence Whip Warrior Gain +2 to Menacing and Intimidating.

You may have two targets of your Battlefield Tactician ability at a time. If you would target a third creature, choose which previous creature is no longer subject to this ability.

Warrior, Descendant
Know Your Enemy Intimidating Presence Choose two creature tags besides humanoid. You gain +2 to your REF, ANT, and WILL against attacks made by creatures with one or both of those tags. Warrior, Descendant
Name Recognition Know Your Enemy Your ancestral surname carries great weight. When you are in a settlement where someone sharing your surname has had Goodwill in the past 100 years, you have +2 on Gossiping, Leadership, and Persuading checks. When you are in a settlement where someone sharing your surname has had negative Goodwill in the past 100 years, you have +2 on Intuiting, Intimidating, and Menacing checks. Warrior, Descendant
Whip Warrior II Name Recognition Gain the Whiplash ability.
  • Whiplash (1/Turn). You may strike out at all creatures in a straight line within double the normal reach of your whip. Make a single whip attack against the AR of each creature in the line. You deal the whip’s normal damage to each creature you hit.
Warrior, Descendant
Family Foe Whip Warrior II Deal +2 damage against creatures that have one or both of the tags you chose in Know Your Enemy. Warrior, Descendant
Stinging Strike Family Foe Choose two conditions from the following list and gain the Stinging Strike ability.
  • Stinging Strike (1/Recoup). When you hit a creature with your Ancestral Weapon, you may impose either condition on the creature for a duration as listed after the condition.
  • Bleeding 1d4 (30 seconds)
  • Dazed (end of your next turn)
  • Deafened (30 seconds)
  • Demoralized (30 seconds)
  • Grappled (until it breaks the Grapple)
  • Grounded (end of your next turn)
  • Shaken (30 seconds)
  • Slowed (30 seconds)
  • Taunted (30 seconds)
Warrior, Descendant
Ancestral Technique Stinging Strike Choose one class: Berzerker, Pugilist, Ranger, Rogue, or Zealot. Gain the entry talent for the class you chose. Warrior, Descendant
Unending Rivalry Ancestral Technique Choose a specific kind of creature that has one or both of the tags you chose from Know Your Enemy. For example, if “undead” is one of the tags you chose, a specific kind of creature could be “skeletons” or “ghosts.” This refers to creatures that could justifiably be considered that type of creature and your MC will adjudicate each case.

Gain +2 to your defenses against attacks made by such creatures, and deal +2 damage against them. Furthermore, your crit range increases by +1 against such creatures.

Warrior, Descendant
Whip Warrior III Unending Rivalry Gain the Whirling Lash ability.
  • Whirling Lash (1/Turn). You may strike out at all creatures within a radius equal to your whip’s reach. Make a single whip attack against the AR of each creature in the radius. You deal the whip’s normal damage to each creature you hit.
Warrior, Descendant
Mortal Enemy Whip Warrior III When a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its tags, you may use your Know Your Enemy, Family Foe, and Unending Rivalry abilities against this creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.

You may have one Mortal Enemy at a time.

Warrior, Descendant
Whiplash Improvement Mortal Enemy You can spend +1 AP to apply your whip’s Trip effect to each creature that you hit with Whiplash. Warrior, Descendant
Uncaged Mortal Enemy Gain +4 Skill Points that you can spend on any skills with the athletics, observation, or survival tag.

When you crit, gain +1 AP.

Warrior, Descendant
Superior Technique Mortal Enemy When you hit a single creature with your whip attack, you may spend +2 AP to make a secondary attack against a target’s ANT. On a hit, you force them to drop one weapon or item they are holding, which lands at their feet. Warrior, Descendant
Stinging Strike II Descendant 13 When you finish Taking a Rest, you may reselect which conditions you may apply with Stinging Strike.

You may choose three conditions to pick from, instead of two, but still may only apply one condition when you use this ability.

Warrior, Descendant
Vengeful Heir Stinging Strike II Choose a third creature tag for your Know Your Enemy ability.

Gain another talent from the class you chose as your Ancestral Technique.

You may have a number of Mortal Enemies equal to 1⁄2 your CHA.

  • (1/Rest) When you use Stinging Strike against a Mortal Enemy, you may apply all of your selected conditions to it.
  • Level 30: Immediately gain 2 more talents from the class you chose as your Ancestral Technique.
Warrior, Descendant, Capstone