1,232
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|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. | ||
|- | |- | ||
|-LEGENDARY ARCHER | |- | ||
|LEGENDARY ARCHER | |||
|Warrior, Archery, Capstone | |Warrior, Archery, Capstone | ||
|Archery 14 | |Archery 14 | ||
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|Warrior, Commander | |Warrior, Commander | ||
|Reinforced Standard | |Reinforced Standard | ||
Your Battle Standard gains +5 DT. | |Your Battle Standard gains +5 DT. | ||
|- | |- | ||
|REINFORCED STANDARD III | |REINFORCED STANDARD III | ||
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|Warrior, Commander | |Warrior, Commander | ||
|Rallying Standard | |Rallying Standard | ||
While allies are Rallied by your Battle Standard, they cannot be Charmed. Existing Charm effects are suppressed while | |While allies are Rallied by your Battle Standard, they cannot be Charmed. Existing Charm effects are suppressed while | ||
they remain within range. | they remain within range. | ||
|- | |- | ||
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|Warrior, Commander | |Warrior, Commander | ||
|Rallying Standard II | |Rallying Standard II | ||
Whenever you start your turn in range of a Battle Standard, you regain 1 HP while engaged in combat and Bloodied. | |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 | |UNDER THE BANNER II | ||
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|Warrior, Commander | |Warrior, Commander | ||
|Under the Banner II | |Under the Banner II | ||
While allies are Rallied by your Battle Standard, they gain +2 to their mental defenses. | |While allies are Rallied by your Battle Standard, they gain +2 to their mental defenses. | ||
|- | |- | ||
|STANDARD BEARER | |STANDARD BEARER | ||
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|Warrior, Commander | |Warrior, Commander | ||
|Standard Bearer IV | |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. | |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 | |COMMAND | ||
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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 thehighest of their three rolls. Players 1 and 2 participate in Volley 2 and 3. | 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 thehighest of their three rolls. Players 1 and 2 participate in Volley 2 and 3. | ||
|- | |- | ||
| | |FORWARD ! | ||
|Warrior, Commander | |Warrior, Commander | ||
|Command | |Command | ||
Your command gains the following option: | |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. | '''Charge''': (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to the Commander. | ||
|- | |- | ||
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|Warrior, Commander, Repeatable | |Warrior, Commander, Repeatable | ||
|Command Improvement | |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 | |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. | range. | ||
|- | |- | ||
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|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. | |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. | ||
|- | |- | ||
|BATTLE STANDARD | |BATTLE STANDARD COMMAND | ||
|Warrior, Commander | |Warrior, Commander | ||
|Tactician’s Command | |Tactician’s Command | ||
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|Warrior, Commander | |Warrior, Commander | ||
|War Cry III | |War Cry III | ||
Targets affected by your War Cry gain Shield HP equal to | |Targets affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount. | ||
your AWR. Targets who are Bloodied receive double this amount. | |||
|- | |- | ||
|WAR CRY V | |WAR CRY V | ||
|Warrior, Commander | |Warrior, Commander | ||
|War Cry IV | |War Cry IV | ||
War Cry becomes 1⁄2 AWR/Rest. | |War Cry becomes 1⁄2 AWR/Rest. | ||
|- | |- | ||
|BATTLE FIELD TACTICIAN | |BATTLE FIELD TACTICIAN | ||
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|- | |- | ||
|BATTLE FIELD TACTICIAN IMPROVEMENT IV | |BATTLE FIELD TACTICIAN IMPROVEMENT IV | ||
|Warrior, Commander |Battlefield Tactician Improvement III | |Warrior, Commander | ||
|Whenever the target of your Battlefield Tactician is the | |Battlefield Tactician Improvement III | ||
subject of an Exploit attack, friendly targets who are within | |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. | ||
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 | |GREAT GENERAL | ||
|Warrior, Commander, Capstone | |Warrior, Commander, Capstone | ||
|Commander 14 | |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 | |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. | ||
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. | 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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|Warrior, Protection | |Warrior, Protection | ||
|Warrior Entry | |Warrior Entry | ||
You gain the Battlefield Protector ability. This replaces | |You gain the Battlefield Protector ability. This replaces Battlefield Tactician. | ||
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. | ||
Battlefield Protector | |||
|- | |- | ||
|PROTECTION I: ENGAGE | |PROTECTION I: ENGAGE | ||
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|Warrior, Protection | |Warrior, Protection | ||
|Protection Focus | |Protection Focus | ||
You gain the Intercept ability. | |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) | '''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 | |PROTECTION I: SHIELDS UP | ||
|Warrior, Protection |Protection Focus | |Warrior, Protection | ||
You gain the Shields Up ability. | |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 | '''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 | by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this bonus is | ||
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|Warrior, Protection | |Warrior, Protection | ||
|Protection I | |Protection I | ||
Targets you have Engaged are now considered Taunted by you as well. | |Targets you have Engaged are now considered Taunted by you as well. | ||
|- | |- | ||
|PROTECTION II: BATTERING RAM | |PROTECTION II: BATTERING RAM | ||
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|Warrior, Protection | |Warrior, Protection | ||
|Protection II | |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) | |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) | ||
|- | |- | ||
|PROTECTION III : OPPORTUNISTIC | |PROTECTION III : OPPORTUNISTIC INTERCEPTION | ||
INTERCEPTION | |||
|Warrior, Protection | |Warrior, Protection | ||
|Protection II, Intercept | |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. | |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. | ||
|- | |- | ||
PROTECTION III : TAKE HEART | |PROTECTION III : TAKE HEART | ||
|Warrior, Protection | |Warrior, Protection | ||
|Protection II | |Protection II | ||
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|Warrior, Protection | |Warrior, Protection | ||
|Protection III | |Protection III | ||
You gain Resist Physical 1, 2, or 3 in addition to your | |You gain Resist Physical 1, 2, or 3 in addition to your defenses, depending on the number of Reactive AP youspend. 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. | ||
defenses, depending on the number of Reactive AP youspend. 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 | |PROTECTION V: POSITIONING | ||
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|You and allies within 5 ft of you can no longer be flanked while you have an ally within 5 ft of you. | |You and allies within 5 ft of you can no longer be flanked while you have an ally within 5 ft of you. | ||
|- | |- | ||
| | |PROTECTION V: WARRIOR’S FURY | ||
|Warrior, Protection | |Warrior, Protection | ||
|Protection IV | |Protection IV | ||
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!Discreption | !Discreption | ||
|- | |- | ||
TRAINED SOLDIER | |TRAINED SOLDIER | ||
Warrior, Soldier | |Warrior, Soldier | ||
|Warrior Entry | |||
The target of your Battlefield Tactician ability is now | |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.) | ||
considered to be Flanked whenever you and one other ally | |- | ||
are within melee range of the target. | |VERSATILE ARSENAL | ||
Additionally, you can change your current configuration of | |Warrior, Soldier | ||
arms once on each of your turns without expending AP. (For | |Trained Soldier | ||
example, you might sheathe your greatsword in favor of a | |You may carry three additional weapons, and one additional item with the Unwieldy tag. You cannot be disarmed against your will. | ||
shortsword and a kite shield.) | |- | ||
VERSATILE ARSENAL | |VERSATILE ARSENAL II | ||
Warrior, Soldier | |Warrior, Soldier | ||
|Versatile Arsenal | |||
You may carry three additional weapons, and one additional | |You may use STR as your attack and damage attribute for Longbows and Standing Longbows. | ||
item with the Unwieldy tag. You cannot be disarmed against | |- | ||
your will. | |BLIND FIGHTING | ||
VERSATILE ARSENAL II | |Warrior, Soldier | ||
Warrior, Soldier | |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 may use STR as your attack and damage attribute for | |- | ||
Longbows and Standing Longbows. | |BLIND FIGHTING II | ||
BLIND FIGHTING | |Warrior, Soldier | ||
Warrior, Soldier | |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. | |||
You gain no penalties from Concealed, Invisible, or Unseen | |- | ||
on attacks made on creatures within 5 ft of you, assuming | |SOLDIER’S OPPORTUNITY | ||
you have located them. Battlefield Tactician now lasts its | |Warrior, Soldier | ||
full duration regardless of sight. | |Blind Fighting II | ||
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 | |||
The target of your Battlefield Tactician ability cannot benefit | |Warrior, Soldier | ||
from Concealed, Unseen, or Invisible at all while you remain | |Soldier’s Opportunity | ||
within 15 ft of it and your allies can see or hear you. | |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 | |- | ||
Warrior, Soldier | |SOLDIER’S OPPORTUNITY III | ||
|Warrior, Soldier | |||
You gain the Exploitative talent. If you already have the | |Soldier’s Opportunity II | ||
Exploitative talent, you gain the Opportunist talent. | |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. | ||
SOLDIER’S OPPORTUNITY II | |- | ||
Warrior, Soldier | |VERSATILE ARSENAL III | ||
|Warrior, Soldier | |||
When making an Exploit attack against the target of your | |Soldier’s Opportunity III | ||
Battlefield Tactician Ability, it costs you 1 fewer AP (min 1). | |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. | ||
If you hit, you may make a secondary attack: STR vs FORT. | |- | ||
Hit: The target is knocked Prone. | |BLIND FIGHTING III | ||
SOLDIER’S OPPORTUNITY III | |Warrior, Soldier | ||
Warrior, Soldier | |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. | |||
You may now add half your AWR to your Exploit attack | |- | ||
rolls, and additional compromising actions evoke Exploit | |SHOWDOWN | ||
|Warrior, Soldier | |||
attacks from you: casting a spell, standing up from prone, | |Blind Fighting III | ||
and stowing or drawing a weapon. | |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. | ||
VERSATILE ARSENAL III | 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 | |||
You can carry one additional item with the Unwieldy tag. | |Warrior, Soldier | ||
A number of Allies equal to your AWR who travel with you | |Showdown | ||
for 7 days or more gain the effects of Versatile Arsenal on | |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. | ||
any day that they complete a Rest in the same building or | |- | ||
campsite as you. | |SHOWDOWN III | ||
Additionally, once per 7 days, if you spend 8 hours | |Warrior, Soldier | ||
training, you can reassign any talent points spent in the | |Showdown II | ||
Combat stack, picking new talents from the same stack. | |Double every numerical value of Showdown II. | ||
BLIND FIGHTING III | |- | ||
Warrior, Soldier | |ARETE | ||
|Warrior, Soldier | |||
The range of Blind Fighting increases to 15 ft. You gain +2 | |Showdown III | ||
to AWR checks to locate Unseen creatures, increasing to +6 | |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. | ||
if the creature is within 15 ft of you. | |- | ||
SHOWDOWN | |INDOMITABLE CHAMPION | ||
Warrior, Soldier | |Warrior, Soldier, Capstone | ||
|Prerequisites: Arete | |||
The rank and file is beneath you, and you crave a test of | |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. | ||
your skills as a soldier. Once per week, you can specify a | 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. | ||
target of your Battlefield Tactician as the Challenged. If they | 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. | ||
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 | |||
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 | |||
Double every numerical value of Showdown II. | |||
ARETE | |||
Warrior, Soldier | |||
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, 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