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'''Headshot''' Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit. (3/Rest)
'''Headshot''' Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit. (3/Rest)
|-
|-
|SHARPSHOOTER III
|Warrior, Archery
|Headshot
|Your ranged attacks ignore Resist Physical and ignore the Prone condition.
|-
|SNIPER’S NEST III
|Warrior, Archery
|Sharpshooter III
|Your benefits from cover cannot be ignored by any other ability or talent, and if you have the high ground you gain an additional source of TA, and all of your defenses gain the benefit from your cover.
|-
|STALKING III
|Warrior, Archery
|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.
|-
|IMPECCABLE AIM II
|Warrior, Archery
|Stalking III
|You may now activate Impeccable Aim without the conditions being met one time. (1/Catch Breath)
|-
|HEADSHOT II
|Warrior, Archery
|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.
|-OVER WATCH
|Warrior, Archery
|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.
|-
|FOCUS TARGET II
|Warrior, Archery
|Overwatch
|You may now have a number of Focused Targets equal to 1⁄2 your AWR.
|-
|OVER WATCH II
|Warrior, Archery
|Focus Target II
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.
|-
|SUPPRESSING FIRE
|Warrior, Archery
|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.
|-
|FOCUS TARGET III
|Warrior, Archery
|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.
|-
|OVER WATCH III
|Warrior, Archery
|Focus Target III
|Focused Targets now additionally trigger reactive attacks for you when they make a melee attack against one of your allies.
|-
|FOCUS TARGET IV
|Warrior, Archery
|Overwatch III
|You may now have a number of Focused Targets equal to your AWR.
|-
|COVERING FIRE
|Warrior, Archery
|Focus Target IV
|You gain the Covering Fire ability.
'''Covering Fire''' When you hit with an reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 AP to force the creature to roll the attack again and take the lower result. (AWR/Recoup)
|-
|OVER WATCH IV
|Warrior, Archery
|Covering Fire
|Reactive attacks now cost you 1 fewer AP (min 1).
|-
|COVERING FIRE II
|Warrior, Archery
|Overwatch IV
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.
|-
|FOCUS TARGET V
|Warrior, Archery
|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.
|-
|COVERING FIRE III
|Warrior, Archery
|Focus Target V
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.
|-
|OVER WATCH V
|Warrior, Archery
|Covering Fire III
|If you crit on a Reactive Attack, you can use Suppressing Fire for free and the target is knocked prone.
|-
|-LEGENDARY ARCHER
|Warrior, Archery, Capstone
|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 = 8+ Your DEX) 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.
|}
==='''COMMANDER TRACK'''===
{| class="wikitable"
|+
!Feature
!Tags
!PreReq
!Discreption
|-
|BATTLEFIELD COMMAND FOCUS
|Warrior, Commander
|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 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 friendly targets within range gain TA on their first attack made on each turn they start in range.
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.
|-
|IMPROVED BATTLE STANDARD
|Warrior, Commander
|Battle Command Focus
|Friendly Targets now gain TA on all attacks while within range of your standard.
|-
|BATTLE STANDARD RANGE
|Warrior, Commander
|Improved Battle Standard
|Your battle standard’s range increases by +10 ft.
|-
|BATTLE STANDARD RANGE II
|Warrior, Commander
|Battle Standard Range
|Your battle standard’s range increases by +20 ft.
|-
|BATTLE STANDARD RANGE III
|Warrior, Commander
|Battle Standard Range II
|Your battle standard’s range increases by +30 ft.

Revision as of 00:58, 16 November 2023

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 that are weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. 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 STACKS

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

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

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

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.

After gaining the Warrior Entry talent, you can take talents from any of the warrior stacks.

WARRIOR ENTRY

Feature PreReq Discreption
Warrior, Class Entry Prerequisites: Character Level 2 When you take this entry talent, you gain the following abilities.
Battlefield Tactician You may spend 1 AP on your turn to specify a target within 5 ft of you. Friendly targets 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. (AWR+1/Recoup)
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.

ARCHERY TRACK

Feature Tags PreReq Discreption
ARCHERY FOCUS Warrior, Archery Warrior Entry You gain the Focus Target ability. Focus Target. You may spend 1 AP to specify a target you can see and that is within range of the 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 gains TD on their next attack.
SHARPSHOOTER Warrior, Archery Warrior Entry

Incompatible: Overwatch

You ignore Partial Cover against your Focused Target.
SNIPER’S NEST Warrior, Archery Sharpshooter You gain an additional +1 to your defenses when firing from Cover, and when attempting to hide while in total cover, you can roll 2d20 and take the higher result.
STALKING Warrior, Archery Sniper’s Nest You ignore Concealed, Unseen, and Invisible against your Focused Target while it is within 30 ft of you.
IMPECCABLE AIM Warrior, Archery 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.
SHARPSHOOTER II Warrior, Archery 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.
SNIPER’S NEST II Warrior, Archery 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.
STALKING II Warrior, Archery Sniper’s Nest II Your range for Stalking increases to half the range of the weapon you have equipped.
HEADSHOT Warrior, Archery Stalking II You gain the Headshot ability.

Headshot Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit. (3/Rest)

SHARPSHOOTER III Warrior, Archery Headshot Your ranged attacks ignore Resist Physical and ignore the Prone condition.
SNIPER’S NEST III Warrior, Archery Sharpshooter III Your benefits from cover cannot be ignored by any other ability or talent, and if you have the high ground you gain an additional source of TA, and all of your defenses gain the benefit from your cover.
STALKING III Warrior, Archery 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.
IMPECCABLE AIM II Warrior, Archery Stalking III You may now activate Impeccable Aim without the conditions being met one time. (1/Catch Breath)
HEADSHOT II Warrior, Archery 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 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.
FOCUS TARGET II Warrior, Archery Overwatch You may now have a number of Focused Targets equal to 1⁄2 your AWR.
OVER WATCH II Warrior, Archery Focus Target II When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.
SUPPRESSING FIRE Warrior, Archery 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.
FOCUS TARGET III Warrior, Archery 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.
OVER WATCH III Warrior, Archery Focus Target III Focused Targets now additionally trigger reactive attacks for you when they make a melee attack against one of your allies.
FOCUS TARGET IV Warrior, Archery Overwatch III You may now have a number of Focused Targets equal to your AWR.
COVERING FIRE Warrior, Archery Focus Target IV You gain the Covering Fire ability.

Covering Fire When you hit with an reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 AP to force the creature to roll the attack again and take the lower result. (AWR/Recoup)

OVER WATCH IV Warrior, Archery Covering Fire Reactive attacks now cost you 1 fewer AP (min 1).
COVERING FIRE II Warrior, Archery Overwatch IV You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.
FOCUS TARGET V Warrior, Archery 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.
COVERING FIRE III Warrior, Archery Focus Target V You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.
OVER WATCH V Warrior, Archery 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, Capstone 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 = 8+ Your DEX) 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.

COMMANDER TRACK

Feature Tags PreReq Discreption
BATTLEFIELD COMMAND FOCUS Warrior, Commander 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 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 friendly targets within range gain TA on their first attack made on each turn they start in range.

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.

IMPROVED BATTLE STANDARD Warrior, Commander Battle Command Focus Friendly Targets now gain TA on all attacks while within range of your standard.
BATTLE STANDARD RANGE Warrior, Commander Improved Battle Standard Your battle standard’s range increases by +10 ft.
BATTLE STANDARD RANGE II Warrior, Commander Battle Standard Range Your battle standard’s range increases by +20 ft.
BATTLE STANDARD RANGE III Warrior, Commander Battle Standard Range II Your battle standard’s range increases by +30 ft.