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.

Core Subclass Tracks

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.
  • Battlefield Tactician. (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.
  • 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
Talent PreReq Description Tags
Archery Focus Warrior Entry 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.
Warrior, Archery
Sharpshooter Archery Focus

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.
  • Headshot. (3/Rest) Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit.
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.
  • 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 AP to force the creature to roll the attack again and take the lower result.
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:
  • 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.
Warrior, Archery, Capstone

Commander Track

Commander Track Progression
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 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.

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 III 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.
  • 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: (AP Varies) The target immediately makes an attack with a weapon they are holding, gaining 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 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
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 the Commander.
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) By spending 5 AP, all creatures of your choice who can hear you and are currently under a battle standard gain an additional 2 AP at the beginning of their next turn.
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.

  • Level 30: Your Knights add your AWR to their max HP and ½ your AWR to their attack and damage rolls.
Warrior, Commander, Capstone

Protection Track

Protection Track Progression
Talent PreReq Description Tags
Protection Focus Warrior Entry Gain the Battlefield Protector ability.
  • Battlefield Protector. While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy gain TD against a target other than you.
Warrior, Protection
Protection I: Engage Protection Focus Gain the Engage ability.
  • Engage. You may spend 2 AP to give a creature within 5 ft of you the Engaged condition.
Warrior, Protection
Protection I: 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 I: 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 the AR, FORT, and REF of all friendly targets within 5 ft of you by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this bonus is wielding a shield, they gain an additional +1.
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.
  • Take Heart. (AWR/Rest) By spending 1 AP, a target within 30 ft of you that can hear you gains Shield HP equal to your AWR.
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.
  • Defender's Superiority. (AWR/Rest) Add your AWR to the attack roll.
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

  • 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 for free.
    • 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
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.

  • Level 30: If you reach level 30 without using your Indomitable Champion feature, you gain +2 STR and the final cap for your STR increases from 12 to 14.
Warrior, Soldier, Capstone

Additional Subclass Tracks

Curseblade Track

Source: Harker's Guide to Vampire Hunting

**In Progress of being transferred from playtesting**

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 Warrior, Curseblade
Dualistic Mind II Dualistic Mind Warrior, Curseblade
Dualistic Mind III Dualistic Mind II Warrior, Curseblade
Dualistic Soul Dualistic Mind III, Awakened Spirit III Warrior, Curseblade
Dualistic Soul II Dualistic Soul Warrior, Curseblade
Ritual Embodiment Dualistic Soul Warrior, Curseblade
Awakened Spirit III Awakened Spirit II Warrior, Curseblade, Cursemagic
Awakened Spirit IV Awakened Spirit III Warrior, Curseblade, Cursemagic
Awakened Spirit V Awakened Spirit IV, Curseblade 12 Warrior, Curseblade, Cursemagic
Spirit Keeper Awakened Spirit II, Imbued Blade V, Curseblade 14