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Level 30: Your Knights add your AWR to their max HP | Level 30: Your Knights add your AWR to their max HP | ||
and 1⁄2 your AWR to their attack and damage rolls. | and 1⁄2 your AWR to their attack and damage rolls. | ||
PROTECTION TRACK | |||
PROTECTION FOCUS | |||
Warrior, Protection | |||
Prerequisites: Warrior Entry | |||
You gain the Battlefield Protector ability. This replaces | |||
Battlefield Tactician. | |||
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. | |||
PROTECTION I: ENGAGE | |||
Warrior, Protection | |||
Prerequisites: Protection Focus | |||
You gain the Engage ability. | |||
Engage. You may spend 2 AP to give a creature within 5 | |||
ft of you the Engaged condition. | |||
PROTECTION I: INTERCEPT | |||
Warrior, Protection | |||
Prerequisites: Protection Focus | |||
You gain the Intercept ability. | |||
Intercept. When an enemy is attempting to move into | |||
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. (AWR/Recoup) | |||
PROTECTION I: SHIELDS UP | |||
Warrior, Protection | |||
Prerequisites: Protection Focus | |||
You 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. | |||
PROTECTION II: CHALLENGE | |||
Warrior, Protection | |||
Prerequisites: Protection I | |||
Targets you have Engaged are now considered Taunted by | |||
you as well. | |||
PROTECTION II: BATTERING RAM | |||
Warrior, Protection | |||
Prerequisites: 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. | |||
P R OT E CT I O N I I : BAT T L E F I E L D | |||
SUPPORT | |||
Warrior, Protection | |||
Prerequisites: Protection I | |||
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. | |||
P R OT E CT I O N I I I : C H A L L E N G I N G | |||
SHOUT | |||
Warrior, Protection | |||
Prerequisites: Protection II | |||
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. (1/Catch Breath) | |||
P R OT E CT I O N I I I : O P P O R T U N I ST I C | |||
INTERCEPTION | |||
Warrior, Protection | |||
Prerequisites: Protection II, 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. | |||
P R OT E CT I O N I I I : TA K E H E A R T | |||
Warrior, Protection | |||
Prerequisites: Protection II | |||
Gain the Take Heart ability. | |||
Take Heart. By spending 1 AP, a target within 30 ft of | |||
you that can hear you gains Shield HP equal to your AWR. | |||
(AWR/Rest) | |||
PROTECTION IV: ENGAGE II | |||
Warrior, Protection | |||
Prerequisites: Protection III, Engage | |||
Engage now causes up to two creatures of your choice | |||
within 5 ft of you to become Engaged. | |||
PROTECTION IV: INTERCEPT II | |||
Warrior, Protection | |||
Prerequisites: Protection III, Intercept | |||
The space an enemy is attempting to enter that would | |||
trigger your Intercept ability can be 30 ft away from you. | |||
PROTECTION IV: SHIELDS UP II | |||
Warrior, Protection | |||
Prerequisites: Protection III | |||
You gain Resist Physical 1, 2, or 3 in addition to your | |||
defenses, depending on the number of Reactive AP you | |||
176 CHAPTER 3 | CLASSES | |||
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. | |||
PROTECTION V: POSITIONING | |||
Warrior, Protection | |||
Prerequisites: Protection IV | |||
You and allies within 5 ft of you can no longer be flanked | |||
while you have an ally within 5 ft of you. | |||
P R OT E CT I O N V : WA R R I O R ’ S F U RY | |||
Warrior, Protection | |||
Prerequisites: Protection IV | |||
When you become bloodied, your speed increases by 10 ft | |||
until the end of your next turn. | |||
P R OT E CT I O N V : BAT T L E F I E L D | |||
SUPPORT II | |||
Warrior, Protection | |||
Prerequisites: Protection IV, Battlefield Support | |||
You have 2 Battlefield AP. | |||
PROTECTION VI: DEFENDER’S ARMOR | |||
Warrior, Protection | |||
Prerequisites: Protection V | |||
You gain DR 5 against targets that you have Engaged. | |||
P R OT E CT I O N V I : WA R R I O R ’ S | |||
PREPARATION | |||
Warrior, Protection | |||
Prerequisites: Protection V | |||
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. | |||
P R OT E CT I O N V I : TA K E H E A R T I I | |||
Warrior, Protection | |||
Prerequisites: Protection V | |||
Take Heart can now be used reactively when a target that | |||
you can see or hear within range is hit by an attack. | |||
PROTECTION VII: ENGAGE III | |||
Warrior, Protection | |||
Prerequisites: Protection VI, Protection 10, Engage II | |||
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. | |||
PROTECTION VII: INTERCEPT III | |||
Warrior, Protection | |||
Prerequisites: Protection VI, Protection 10, Intercept II, Shields | |||
Up | |||
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. | |||
PROTECTION VII: SHIELDS UP III | |||
Warrior, Protection | |||
Prerequisites: Protection VI, Protection 10, Shields Up II | |||
When your Shields Up ability is active, ranged attacks that | |||
would travel through the space you occupy are forced to | |||
target you instead. | |||
P R OT E CT I O N V I I I : D E F E N D E R ’ S | |||
SUPERIORITY | |||
Warrior, Protection | |||
Prerequisites: Prerequisites: Protection VII | |||
When making an attack or reactive attack, you may declare | |||
that you are using the Defender’s Superiority ability. | |||
Defender’s Superiority. Add your AWR to the attack roll. | |||
(AWR/Rest) | |||
P R OT E CT I O N V I I I : TA K E H E A R T I I I | |||
Warrior, Protection | |||
Prerequisites: Protection VII, 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. | |||
P R OT E CT I O N V I I I : BAT T L E F I E L D | |||
SUPPORT III | |||
Warrior, Protection | |||
Prerequisites: Protection VII, Battlefield Support II | |||
You have 3 Battlefield AP. | |||
LEGENDARY DEFENDER | |||
Warrior, Protection, Capstone | |||
Prerequisites: 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 80sc/day | |||
or 30,000 sc/year). | |||
In addition, you gain the Last Stand ability. | |||
Last Stand. 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 | |||
(1/Week) | |||
Level 30: The final cap for your AWR Increases from 12 | |||
to 14. | |||
SOLDIER TRACK | |||
TRAINED SOLDIER | |||
Warrior, Soldier | |||
Prerequisites: 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.) | |||
VERSATILE ARSENAL | |||
Warrior, Soldier | |||
Prerequisites: Trained Soldier | |||
You may carry three additional weapons, and one additional | |||
item with the Unwieldy tag. You cannot be disarmed against | |||
your will. | |||
VERSATILE ARSENAL II | |||
Warrior, Soldier | |||
Prerequisites: Versatile Arsenal | |||
You may use STR as your attack and damage attribute for | |||
Longbows and Standing Longbows. | |||
BLIND FIGHTING | |||
Warrior, Soldier | |||
Prerequisites: 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. | |||
BLIND FIGHTING II | |||
Warrior, Soldier | |||
Prerequisites: Blind Fighting | |||
The target of your Battlefield Tactician ability cannot benefit | |||
from Concealed, Unseen, or Invisible at all while you remain | |||
within 15 ft of it and your allies can see or hear you. | |||
SOLDIER’S OPPORTUNITY | |||
Warrior, Soldier | |||
Prerequisites: Blind Fighting II | |||
You gain the Exploitative talent. If you already have the | |||
Exploitative talent, you gain the Opportunist talent. | |||
SOLDIER’S OPPORTUNITY II | |||
Warrior, Soldier | |||
Prerequisites: 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. | |||
SOLDIER’S OPPORTUNITY III | |||
Warrior, Soldier | |||
Prerequisites: 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. | |||
VERSATILE ARSENAL III | |||
Warrior, Soldier | |||
Prerequisites: 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. | |||
BLIND FIGHTING III | |||
Warrior, Soldier | |||
Prerequisites: 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. | |||
SHOWDOWN | |||
Warrior, Soldier | |||
Prerequisites: 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. | |||
SHOWDOWN II | |||
Warrior, Soldier | |||
Prerequisites: 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. | |||
SHOWDOWN III | |||
Warrior, Soldier | |||
Prerequisites: Showdown II | |||
Double every numerical value of Showdown II. | |||
ARETE | |||
Warrior, Soldier | |||
Prerequisites: 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. | |||
I N D O M I TA B L E C H A M P I O N | |||
Warrior, Soldier, Capstone | |||
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. | |||
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. | |||
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. | |||
edits