Warrior: Difference between revisions

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|Battle Standard Range II
|Battle Standard Range II
|Your battle standard’s range increases by +30 ft.
|Your battle standard’s range increases by +30 ft.
E X T R A STA N DA R D
Warrior, Commander
Prerequisites: Battle Standard Range III
You gain an additional Battle Standard. This second Battle
Standard can be worn as a banner on the warrior’s back,
and equipped or stowed using 1 AP. It must be equipped to
be planted.
R E I N FO R C E D STA N DA R D
Warrior, Commander, Repeatable
Prerequisites: Improved Battle Standard
Your Battle Standard gains +10 HP.
R E I N FO R C E D STA N DA R D I I
Warrior, Commander
Prerequisites: Reinforced Standard
Your Battle Standard gains +5 DT.
R E I N FO R C E D STA N DA R D I I I
Warrior, Commander
Prerequisites: Reinforced Standard II
Your Battle Standard gains +5 AR, REF, and FORT.
IMPROVISED REPAIRS
Warrior, Commander
Prerequisites: Reinforced Standard II
You may repair one Battle Standard when you Take a Rest,
even if you are not in a settled area. (1/Week)
R A L LY I N G STA N DA R D
Warrior, Commander
Prerequisites: Improved Battle Standard
Allies within range of your standard gain the Rallied
condition.
R A L LY I N G STA N DA R D I I
Warrior, Commander
Prerequisites: Rallying Standard
While allies are Rallied by your Battle Standard, they cannot
be Charmed. Existing Charm effects are suppressed while
they remain within range.
UNDER THE BANNER
Warrior, Commander
Prerequisites: Rallying Standard II
Whenever you start your turn in range of a Battle Standard,
you regain 1 HP while engaged in combat and Bloodied.
UNDER THE BANNER II
Warrior, Commander
Prerequisites: Under the Banner
While allies are Rallied by your Battle Standard, they are
Protected.
UNDER THE BANNER III
Warrior, Commander
Prerequisites: Under the Banner II
While allies are Rallied by your Battle Standard, they gain
+2 to their mental defenses.
STA N DA R D B E A R E R
Warrior, Commander
Prerequisites: 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.
STA N DA R D B E A R E R I I
Warrior, Commander
Prerequisites: Standard Bearer
Your Standard Bearer gains HP equal to your number of
Warrior talents + your AWR.
STA N DA R D B E A R E R I I I
Warrior, Commander
Prerequisites: Standard Bearer II
Your Standard Bearer gains +5 ft speed and no longer
provokes reactive attacks due to movement.
STA N DA R D B E A R E R I V
Warrior, Commander
Prerequisites: Standard Bearer III
Your Standard Bearer can pull up an allied creature from
being Prone by spending one of their monster actions.
STA N DA R D B E A R E R V
Warrior, Commander
Prerequisites: 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.
COMMAND
Warrior, Commander
Prerequisites: Improved Battle Standard
You gain the Command ability.
Command. A willing target who can hear you within 20
ft of you may immediately take one of the following actions
of your choice.
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.
TO ME!
Warrior, Commander
Prerequisites: Command
Your command gains the following option.
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.
HOLD!
Warrior, Commander
Prerequisites: Command
Your command gains the following options.
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.
FIRE!
Warrior, Commander
Prerequisites: Hold!
Your command gains the following option.
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.
FO R WA R D !
Warrior, Commander
Prerequisites: Command
Your command gains the following option:
Charge: (1 AP) The target of your command may
immediately move up to their speed, but they cannot move
closer to the Commander.
COMMAND IMPROVEMENT
Warrior, Commander
Prerequisites: Command
Movement from your Commands no longer provokes
reactive actions while the target is under the effects of a
Battle Standard.
COMMAND IMPROVEMENT II
Warrior, Commander, Repeatable
Prerequisites: Command Improvement
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.
COMMAND IMPROVEMENT III
Warrior, Commander
Prerequisites: Command Improvement II
Targets of your Command ability may also immediately
move up to 5 ft.
COMMAND IMPROVEMENT IV
Warrior, Commander
Prerequisites: Command Improvement III
Targets must be able to see or hear you to benefit from
Command, instead of only hearing you.
TACT I C I A N ’ S C O M M A N D
Warrior, Commander
Prerequisites: 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.
BAT T L E STA N DA R D C O M M A N D
Warrior, Commander
Prerequisites: 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).
I M P O S I N G BAT T L E STA N DA R D
Warrior, Commander
Prerequisites: 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.
BAT T L E F I E L D TACT I C I A N I I
Warrior, Commander
Prerequisites: Command
Your Battlefield Tactician ability no longer fades on the
previous target when you use it again.
WA R C RY
Warrior, Commander
Prerequisites: Battlefield Tactician II, COR 4
You gain the War Cry ability.
War Cry. 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.
(1/Rest)
WA R C RY I I
Warrior, Commander
Prerequisites: 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.
WA R C RY I I I
Warrior, Commander
Prerequisites: 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.
WA R C RY I V
Warrior, Commander
Prerequisites: War Cry III
Targets affected by your War Cry gain Shield HP equal to
your AWR. Targets who are Bloodied receive double this
amount.
WA R C RY V
Warrior, Commander
Prerequisites: War Cry IV
War Cry becomes 1⁄2 AWR/Rest.
BAT T L E F I E L D TACT I C I A N
IMPROVEMENT
Warrior, Commander
Prerequisites: Battlefield Tactician II
Your Battlefield Tactician ability gains +20 ft range when
choosing a target.
BAT T L E F I E L D TACT I C I A N
IMPROVEMENT II
Warrior, Commander
Prerequisites: 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.
BAT T L E F I E L D TACT I C I A N
IMPROVEMENT III
Warrior, Commander
Prerequisites: Battlefield Tactician Improvement II
You no longer need to see the target for Battlefield Tactician
to remain active.
BAT T L E F I E L D TACT I C I A N
IMPROVEMENT IV
Warrior, Commander
Prerequisites: 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.
GREAT GENERAL
Warrior, Commander, Capstone
Prerequisites: Commander 14
You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study
for scholars and generals alike.
You gain a small retinue consisting of four Knights. They
take their turn immediately following yours. If they are slain
in combat, you can hire a new one into your service upon
spending at least a week in a populated area and spending
250 sc.
Level 30: Your Knights add your AWR to their max HP
and 1⁄2 your AWR to their attack and damage rolls.
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