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Metadata.Jaded and tough, these warriors act as if they have seen it all. Obviously they are not all seasoned warriors, but the training of a Veteran involves a great deal of time in battle, so even a first rank Veteran has seen more action than other first rank warriors. The strategy of the Veteran is to be an immovable wall, and hold the line. Veterans rely on defense in battle, always working to better ensure their protection, which is why they survive to be veterans. If you are a Veteran be jaded, unimpressed, hard, and pessimistic.
Restrictions
- Armor Restrictions
- Veterans have no armor restrictions.
- Learning Restrictions
- Veteran cannot be learned by mages.
Warrior Benefits
Rank 1
Lose all temporary HP and gain 1d6 temporary HP as long as you remain stationary.
Design Note: I'm not in love with this Brace implementation. It works this way so that if you have temporary HP from multiple sources and lose a couple that you don't have to keep track of which source gave what temporary HP.
If proficient: Instead gain additional Pd6 temporary HP. If fluent: Instead gain additional Fd6 temporary HP.
During a short rest, you may scavenge materials and make 1 piece of armor or shield. Any armor you make in this way counts as a number of items equal to the armor's AV for the purpose of this ability. Only common mundane items can typically be made in this way, but the GM may specify if other options are available to you. These items exist for 8 hours before they are no longer functional.
If proficient: You can instead make up to P items. If fluent: You can instead make up to F items.
You and the target gain Limited Instant Awaken and Limited Reactive Awaken (only usable on each other). You may only have this active on one creature at a time.
Limitation: Only usable on the other participant in the Partner Awaken.
On hit: Target is awakened.
Limitation: Only usable on the other participant in the Partner Awaken.
On hit: Target is awakened.
End condition: You use Partner Awaken again.
Rank 2
Requirements: You remain in the targeted area.
You may spend a short rest building defensive fortifications around the area you are resting in. You and your allies that are in this are when combat begins gain 1d10 temporary HP for the duration of that combat. This area counts as having been "fortified".
If proficient: You and your allies gain an addition Pd10 temporary HP. If fluent: You and your allies gain an addition Fd10 temporary HP.
Cost and components: You are moved 5 feet in the direction opposite the source of the damage and become snared. If there is no direction associated with the source of the damage, you move in a random direction instead. This movement does not count as a trigger for Opportunity Attack.
You take only half the triggering damage.
Note: The damage is rounded down. If there are multiple independent types of damage then they are halved independently. If you were originally dealt 15 fire damage and 3 holy damage then you would only take 7 fire damage and 1 holy damage.
End condition: At the start of each of your turns, you roll 2d4. If either of these dice roll a 4, this effect ends.
Armor you wear is unbreachable.
Armor that's unbreachable gives an AC 1 higher than it would otherwise.
Rank 3
For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.
Combat Abilities
When you use Brace, you gain 2d10 temporary HP instead of the amount the ability would normally provide. All the same rules regarding the temporary HP from Brace still apply. In addition, using Brace causes you to deboost all damage you take as long as you remain stationary.
If the effect causing the unconsciousness or death was a cost, then Intercept fizzles. Intercept's cost can be paid with temporary HP.
Note: Creatures can choose to be hit by attacks while up.
On hit: The effect causing the target to become down fizzles.
Support Abilities
You gain Master Armor Smith and Runic Armor.
You are an expert blacksmith. In addition, you gain the ability to create master crafted armor.
When in an area that's been "fortified" with Fortify Area, you resist being surprised, becoming frightened, and all mediator tradecrafts. You also gain these benefits when you use Brace as long as you remain stationary and while performing "guard duty". Whether or not something counts as "guard duty" is up to the discretion of the GM. Being on the front lines in a normal combat encounter would not typically count, but some cases that might are as follows.
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