Warrior
"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.
Warrior Entry Talent
After gaining the Warrior Entry talent, you can take talents from any of the Warrior tracks.
Talent | PreReq | Description | Tags |
---|---|---|---|
Warrior Entry | Character Level 2 | When you take this entry talent, you gain the following abilities.
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Warrior, Class Entry |
Archery Track
Talent | PreReq | Description | Tags |
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Archery Focus | Warrior Entry | Gain the Focus Target ability.
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Warrior, Archery |
Sharpshooter | Warrior Entry
Incompatible: Overwatch |
You ignore Partial Cover against your Focused Target. | Warrior, Archery |
Sniper’s Nest | Sharpshooter | You gain an additional +1 to your 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, Unseen, and Invisible against your Focused Target while it is within 30 ft of you. | Warrior, Archery |
Impeccable Aim | Stalking | If you do not take any movement on your turn or your last 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 Impeccable Aim, gaining +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 your equipped ranged weapon. If you kill that creature, you may make one more additional attack for 0 AP. Subsequent attacks cost AP as normal, even if they are killing blows. | Warrior, Archery |
Sniper’s Nest II | Sharpshooter II | On your turn, you can move 5 ft for free. Once per turn, if a ranged attack or spell misses you, you may move 5 ft for free. | Warrior, Archery |
Stalking II | Sniper’s Nest II | Your range for Stalking increases to half the range of the weapon you have equipped. | Warrior, Archery |
Headshot | Stalking II | Gain the Headshot ability.
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Warrior, Archery |
Sharpshooter III | Headshot | Your ranged attacks ignore Resist Physical and ignore the Prone condition. | Warrior, Archery |
Sniper’s Nest III | Sharpshooter III | Your benefits from Cover cannot be ignored by any other ability or talent. If you have the high ground you gain an additional source of TA, and all of your defenses gain the benefit from your Cover. | Warrior, Archery |
Stalking III | Sniper’s Nest III | Your range is doubled for ranged weapons against your Focused Target. Additionally, your range for Stalking increases to your equipped weapon’s range. | Warrior, Archery |
Impeccable Aim II | Stalking III | (1/Catch Breath) You may now activate Impeccable Aim without the conditions being met one time. | Warrior, Archery |
Head Shot II | Impeccable Aim II | Your Headshots now only take a -10 penalty, and you add one additional damage die to your damage roll if you hit. | Warrior, Archery |
Overwatch | Archery Focus
Incompatible: Sharpshooter |
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 ½ your 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 additional 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 | Focused Targets now additionally trigger reactive attacks for you when they make 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.
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Warrior, Archery |
Overwatch IV | Covering Fire | Reactive attacks 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 | Your Focused Targets now gain TD on all their attacks made until the end of their next turn when they are struck by your ranged attack. | 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 free and the target is 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:
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Warrior, Archery, Capstone |
Commander Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Battlefield Command Focus | Warrior Entry | Your Battlefield Tactician ability range when choosing a target increases from 5 ft to 20 ft, and you gain the Battle Standard ability.
Battle standards have AR, REF, and FORT of 15. They have 20 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 | Friendly targets now gain TA on all attacks while within range of your 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 II | Reinforced Standard II | Your battle standard gains +5 AR, REF, and FORT. | Warrior, Commander |
Improved Battle Standard | Reinforced Standard II | (1/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 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 talent of your choice as though they were a level 1 adventurer, excluding magic entry talents. |
Warrior, Commander |
Command | Improved Battle Standard | Gain the Command ability.
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Warrior, Commander |
To Me! | Command | Gain the Tactical Repositioning command.
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Warrior, Commander |
Hold! | Command | Gain the Hold your Ground and Hold your Fire commands.
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Warrior, Commander |
Fire! | Hold! | Gain the Fire! command.
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Warrior, Commander |
Forward! | Command | Gain the Charge command.
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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.
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Warrior, Commander |
War Cry II | War Cry | A target who can see or hear you use the War Cry ability 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 may move into that square for free. | Warrior, Commander |
War Cry III | War Cry II | Targets affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Broken, and Demoralized conditions, rather than only suppressing them. | Warrior, Commander |
War Cry IV | War Cry III | Targets 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 ½ AWR/Rest | Warrior, Commander |
Battlefield Tactician Improvement | Battlefield Tactician II | Your Battlefield Tactician ability gains +20 ft range when choosing 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 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. | 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.
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Warrior, Commander, Capstone |
Protection Track
Talent | PreReq | Description | Tags |
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Protection Focus | Warrior Entry | Gain the Battlefield Protector ability.
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Warrior, Protection |
Protection I: Engage | Protection Focus | Gain the Engage ability.
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Warrior, Protection |
Protection I: Intercept | Protection Focus | Gain the Intercept ability.
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Warrior, Protection |
Protection I: Shields Up | Protection Focus | Gain the Shields Up ability.
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Warrior, Protection |
Protection II: Challenge | Protection I: Any | Targets you have Engaged are now considered Taunted by you as well. | Warrior, Protection |
Protection II: Battering Ram | Protection I: Intercept | When using Intercept, if you travel 10 ft or more, you may make an attack against the triggering creature: STR vs FORT Hit: If the creature is no more than one Size larger than you, the creature is knocked Prone. | Warrior, Protection |
Protection II: Battlefield Support | Protection I: Any | You gain 1 special AP (Battlefield AP) that cannot be used to move or attack but can be used for any other action. You can only have one source of Support AP.
If you gain a second source of special AP, choose whether you keep this source or your new source. |
Warrior, Protection |
Protection III: Challenging Shout | Protection II: Any | (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. | Warrior, Protection |
Protection III: Opportunistic Interception | Protection II: Any, Protection I: 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 | Warrior, Protection |
Protection III: Take Heart | Protection II: Any | Gain the Take Heart ability.
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Warrior, Protection |
Protection IV: Engage II | Protection III: Any, Protection I: 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 I: Intercept | The space an enemy is attempting to enter that would trigger your Intercept ability can be 30 ft away from you. | Warrior, Protection |
Protection IV: Shields Up II | Protection III: Any | You 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 | You have 2 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 beginning 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 | 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 | 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 | Protection VI: Any, Protection IV: Intercept II, Protection I: Shields Up, Protection 10 | 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. | 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.
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Warrior, Protection |
Protection VII: 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 VII: Battlefield Support III | Protection VII: Any, Protection V: Battlefield Support II | You have 3 Battlefield AP. | Warrior, Protection |
Legendary Defender | 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, you gain the Last Stand ability
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Warrior, Protection, Capstone |
Soldier Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Trained Soldier | Warrior Entry | The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and one other ally are within melee range of the target.
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.) |
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 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. | Warrior, Soldier |
Blind Fighting II | Blind Fighting | The target of your Battlefield Tactician ability cannot benefit from Concealed, Unseen, or Invisible 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 talent. If you already have the Exploitative talent, you gain the Opportunist 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 attack: STR vs FORT. Hit: The target is knocked Prone. | Warrior, Soldier |
Soldier’s Opportunity III | Soldier’s Opportunity II | You may now add half your AWR to your Exploit attack rolls, and additional compromising actions evoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon. | 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 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. |
Warrior, Soldier |
Blind Fighting III | Versatile Arsenal III | The range of Blind Fighting increases to 15 ft. You gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you. | Warrior, Soldier |
Showdown | Blind Fighting III | The rank and file is beneath you, and you crave a test of your skills as a soldier. Once per week, you can specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your level, and all of your defenses equal your AWR, unless they would be higher otherwise.
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes. The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature. |
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. While it is recharging and 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 | 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. | 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. 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 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 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.
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Warrior, Soldier, Capstone |