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|You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits: | |You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits: | ||
* <u>Mad Dog</u>''':''' | * <u>Mad Dog</u>''':''' You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make. | ||
* <u>Kraken</u>''':''' | * <u>Kraken</u>''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill. When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result. | ||
* <u>Lone [[Wolf]]</u>: | * <u>Lone [[Wolf]]</u>: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead. | ||
|- | |- | ||
|'''Drunken Fighter''' | |'''Drunken Fighter''' | ||
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|Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold. | |Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold. | ||
* <u>Unimpeachable</u>: | * <u>Unimpeachable</u>: Your allies within in 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP. | ||
** <u>Level 30</u>''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute. | ** <u>Level 30</u>''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute. | ||
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|Exile 7 | |Exile 7 | ||
|Your companion gains a special maneuver: Drag | |Your companion gains a special maneuver: Drag | ||
* <u>Drag</u>: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it. This movement can provoke reactive actions. | |||
|- | |- | ||
|'''Refresh''' | |'''Refresh''' | ||
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|Berzerker, Exile, Capstone | |Berzerker, Exile, Capstone | ||
|Exile 14, Defiance | |Exile 14, Defiance | ||
|Your | |Your exile has led you to a life of fierce and complete independence from all others. Urban Legends might follow you as you face down grave threats on your own. | ||
You become immune to the Charmed and Enthralled [[conditions]]. | You become immune to the Charmed and Enthralled [[conditions]]. | ||
* <u>Independence</u>: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR. | |||
** <u>Level 30</u>: Independence activates with your ANT and LOG defenses as well. | |||
|} | |} | ||
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|Blood Will Flow II | |Blood Will Flow II | ||
|When you are Ferocious, you may Frenzy. | |When you are Ferocious, you may Frenzy. | ||
* <u>Frenzy</u>: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. | |||
|- | |- | ||
|'''Stoic II''' | |'''Stoic II''' | ||
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|Berzerker, Fearless | |Berzerker, Fearless | ||
|Blood Will Flow II | |Blood Will Flow II | ||
|Gain +1 Fort | |Gain +1 Fort. | ||
Frenzy becomes 3/Rest | Frenzy becomes 3/Rest. | ||
|- | |- | ||
|'''Stoic III''' | |'''Stoic III''' | ||
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|Unflappable III | |Unflappable III | ||
|Gain Iron Advance | |Gain Iron Advance | ||
* <u>Iron Advance</u>: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice. | |||
|- | |- | ||
|'''Ferocious V''' | |'''Ferocious V''' | ||