Warrior: Difference between revisions

226 bytes added ,  21 December 2023
Archery Track
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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  
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
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.
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.


===  Warior Entry ===
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.
{| class="wikitable"
!Feature
!PreReq
!Discreption
|-
|Warrior, Class Entry
|Prerequisites: Character Level 2
|When you take this entry talent, you gain the following abilities.


* <u>Battlefield Tactician</u> (AWR+1/Recoup) 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.
<big>'''<u>Warrior Tracks</u>'''</big>
* <u>Warrior Training</u> 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.
|}


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


== Warrior Entry Talent ==
After gaining the Warrior Entry talent, you can take talents from any of the warrior stacks.
After gaining the Warrior Entry talent, you can take talents from any of the warrior stacks.
{| class="wikitable"
!Talent
!PreReq
!Description
|-
|'''Warrior Entry'''
|Character Level 2
|When you take this entry talent, you gain the following abilities.


==== Archery Track ====
* <u>Battlefield Tactician</u>:  (AWR+1/Recoup) 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. You regain all expended uses when you Recoup.
* <u>Warrior Training</u>: 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 ==
{| class="wikitable"
{| class="wikitable"
!Feature
!Talent
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
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|You gain the Focus Target ability.  
|You gain the Focus Target ability.  


* <u>Focus Target</u> 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.
* <u>Focus Target</u>: 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.
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''Sharpshooter'''
|'''Sharpshooter'''
|Warrior Entry
|Warrior Entry
Incompatible: Overwatch
<u>Incompatible</u>: Overwatch
|You ignore Partial Cover against your Focused Target.
|You ignore Partial Cover against your Focused Target.
|''Warrior, Archery''
|''Warrior, Archery''
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|'''Sharpshooter II'''
|'''Sharpshooter II'''
|Impeccable Aim
|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.
|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''
|''Warrior, Archery''
|-
|-
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|You gain the Headshot ability.
|You gain the Headshot ability.


* <u>Headshot</u> (3/Rest) Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit.  
* <u>Headshot</u>: (3/Rest) Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit. You regain all expended uses when you Take a Rest.  
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|'''Impeccable Aim II'''
|'''Impeccable Aim II'''
|Stalking III
|Stalking III
|(1/Catch Breath) You may now activate Impeccable Aim without the conditions being met one time.  
|(1/Catch Breath) You may now activate Impeccable Aim without the [[conditions]] being met one time.  
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|'''Overwatch'''
|'''Overwatch'''
|Archery Focus
|Archery Focus
Incompatible: Sharpshooter
<u>Incompatible</u>: 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.
|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''
|''Warrior, Archery''
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|You gain the Covering Fire ability.
|You gain the Covering Fire ability.


* <u>Covering Fire</u> (AWR/Recoup) 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.  
* <u>Covering Fire</u>: (AWR/Recoup) 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. You regain all expended uses when you Recoup.  
|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
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|''Warrior, Archery''
|''Warrior, Archery''
|-
|-
|'''OVER WATCH V'''
|'''Overwatch V'''
|Covering Fire III
|Covering Fire III
|If you crit on a Reactive Attack, you can use Suppressing Fire for free and the target is knocked prone.
|If you crit on a Reactive Attack, you can use Suppressing Fire for free and the target is knocked prone.
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* <u>Level 30</u>: 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.
* <u>Level 30</u>: 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''
|''Warrior, Archery, '''Capstone'''''
|}
|}


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|'''Standard Bearer IV'''
|'''Standard Bearer IV'''
|Standard Bearer III
|Standard Bearer III
|Your Standard Bearer can pull up an allied creature from being Prone by spending one of their monster actions.
|Your Standard Bearer can pull up an allied creature from being Prone by spending one of their monster [[actions]].
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|Your command gains the following options.  
|Your command gains the following options.  


* <u>Hold your Ground</u> (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.
* <u>Hold your Ground</u> (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.
* <u>Hold yourFire</u> (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells that they have AP for, if they chose to do so, on their next turn. They can specify a trigger for their attacks or spell casts such as “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.
* <u>Hold yourFire</u> (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells that they have AP for, if they chose to do so, on their next turn. They can specify a trigger for their attacks or spell casts such as “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''
|''Warrior, Commander''
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|You gain the Battlefield Protector ability. This replaces Battlefield Tactician.
|You gain the Battlefield Protector ability. This replaces Battlefield Tactician.


* <u>Battlefield Protector</u> While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy gain TD against a target other than you.
* <u>Battlefield Protector</u> While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would [[travel]] through the space you occupy gain TD against a target other than you.
|''Warrior, Protection''
|''Warrior, Protection''
|-
|-
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|''Warrior, Soldier''
|''Warrior, Soldier''
|-
|-
|'''Blind Fighting'''
|'''[[Blind]] Fighting'''
|Versatile Arsenal II
|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.
|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.
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|'''Showdown'''
|'''Showdown'''
|Blind Fighting III
|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.
|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''
|''Warrior, Soldier''
|-
|-
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|'''Arete'''
|'''Arete'''
|Showdown III
|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.
|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''
|''Warrior, Soldier''
|-
|-
|'''Indomitable Champion'''
|'''Indomitable Champion'''
|Prerequisites: Arete
|Prerequisites: Arete
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services. It is nearly impossible for you to be slain in battle. If you reach your Death Point max, but at least your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries. If you submit, you become unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means rolling a new character and handing over narrative control to your MC.
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services. It is nearly impossible for you to be slain in battle. If you reach your Death Point max, but at least your head and torso remain intact, you may make a choice: to continue fighting or submit to your [[injuries]]. If you submit, you become unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means rolling a new character and handing over narrative control to your MC.
If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last man standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.
If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last man standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.