Path of Warriors

Masters of Weaponry

Many professions require extensive training with weapons and armor: soldiers of a tribe, bounty hunters, assassins and more. Some of them are lone wolves who rely only on brute force, some know a difficult task requires strong allies and some can even use magic. However, they have one common trait: they are very skilled when it comes to down to combat.

Abilities

Level Ability
1 Critical Training
2
3 Keen Rejuvenation
4
5 Strong Grip
6
7 Armored Combatant
8
9
10 Perfect Wielding

High Base Health

Your base health is 80.

Critical Training

If you roll a 10 on a precision roll's d10 with a damaging ability, it gains a (5 + P/2) bonus to its damage. You can spend 2 energy to apply this bonus damage on a roll of 8 or higher. This can happen multiple times per turn.

Keen Rejuvenation

Your critical training ability regenerates 1 energy if you successfully hit with your ability.

Strong Grip

Your critical training improves. When you spend energy on it, you can apply the bonus damage on a roll of 7 or higher instead. Additionally, you have a +2 bonus to all resistances against abilities which disarm you.

Armored Combatant

When you gain temporary armor of one type, you also gain an equal amount of the other type for the same duration. You are immune to any type of armor piercing while you have temporary armor.

Perfect Wielding

Your critical training is perfected, allowing you to apply the bonus damage on a precision roll of 6 or higher instead of 7 or higher when spending energy on it.


Techniques

Crushing Charge

Category: Modification
Execution Time: Special
Cost: 3 energy
Duration: 1 round
Effect
This attack's precision roll is made against Constitution.
You can choose to activate this technique when you take the Charge special action.
At the end of this charge, your attack additionally stuns the target for the duration.

Defensive Strike

Category: Modification
Execution Time: Special
Cost: 1 energy
Duration: 1 round
Effect
As a part of a basic weapon attack with a melee weapon, you can choose to activate this ability, except for the Charge special action.
Choose a resistance. You gain a (1 + C/3) bonus to this resistance against attacks from this target for 1 round.

Double Opportunity

Category: Modification
Execution Time: Special
Cost: 2 energy
Range: 1 meter
Effect
You can choose to activate this ability when you use a prepared action. This prepared action can trigger twice instead of once. You can instead spend 4 energy to have your prepared action trigger three times.

Extend Preparation

Category: Modification
Execution Time: Special
Cost: 1 energy
Effect
You can choose to activate this ability when you use a prepared action. This prepared action lasts until your next turn.

Graze

Category: Modification
Execution Time: Special
Cost: 1 energy
Range: Weapon range
Effect
You can choose to activate this ability when you attempt a basic melee weapon attack. If this attack misses, you deal damage equal to your potency.

Hamstring

Category: Weapon attack
Execution Time: Action
Cost: 2 energy
Range: Weapon range
Duration: (1 + C/3) rounds
Requirements:
Any melee weapon in main hand.
Effect
This attack's precision roll is made against Constitution.
Deals half weapon damage.
Applies slowed for the duration.

Reaching Attack

Category: Modification
Execution Time: Special
Cost: 1 energy
Range: Double weapon range
Effect
As a part of a basic weapon attack with weapon, you can choose to activate this ability.
If this attack is a melee attack, its range is doubled.
If this attack is a ranged attack, its range is increased by (1 + C/2) meters.

Tackle

Category: Weapon attack
Execution Time: Action
Cost: 2 energy
Range: 1 meter
Effect
Ignores weapon precision.
Tackle your target, making them fall prone and dealing 10 damage.