Warrior
Subclass
Must be level 3. You may pick one of the following classes:
Prerequisites:
Must have 1 of the following:
AND
+1 Base Trait of your choosing
Initial Traits:
Weapon Guru:
Gain +1 ADV with any weapon group you are proficient with. This stacks with a mastered weapon group.
Traits:
Battle Focus:
When spending your second action to gain advantage on a Melee Weapon attack, you now gain +3 ADV instead of gaining +2 ADV, on this attack only, gain +1 damage for every 2 points over the targets AC
Battle Sense:
Once per combat you may re-roll an Evade Test, the result of the second test is final.
Weapons Master:
You gain +1 Weapon skill points to place an any weapon group of your choosing. Or choose a specific weapon and gain a mastered proficieny with just that specific weapon. If you ever gain a mastered proficieny or already have that mastered proficieny in the group that represents that specific weapon, you gain +1 ADV with that weapon. This trait maybe taken multiple times, but you can not choose the same specific weapon twice.
Armor Mastery II:
Must first have Armor Mastery. You have mastered wearing armor like a second skin. When wearing any form of armor, you gain +3 Hit Points that must be lost before you take physical damage. These hit points cannot be healed and must be restored via repairing your armor. This stacks on top of Armor Mastery which gives a total of 6 HP total. To repair all 6 HP you need at least 8 hours.
Abilities:
Shield Master:
Must first have Shield Bearer. If the user has a shield equipped, you may Spend 1 SP and Evade with +1 ADV.
Defend the Innocent:
Must first have Shield Bearer. Spend 1 SP. If you have a shield equipped, you can defend an adjacent companion and they evade with +1 ADV. This is stackable with their traits and abilities
Shield For Glory:
Must first have Shield Bearer, Spend 1 SP. If you have a shield equipped, and you take damage you can sacrifice your shield, destroying it, and you don't take any damage.
Advanced Shield Bash:
Must first have Shield Bash. Now Shield Bash also makes the target dazed. The Dirty Fighter trait does NOT give you ADV on this attack
Throw weapon
Spend 1 SP. All weapons become ranged weapons, included improvised weapons and shields. Preform an Attack Test at +1 DIS, if successful deal the appropriate damage corresponding to the weapon you threw. Note this means you lost that weapon so you either have to draw another one, or move and pick it back up, taking up Combat Actions.
Normally when throwing weapons you would get +2 DIS, see Throwing Weapons.
If the weapon being thrown is meant to be thrown, ie Throwing dagger, you test a NORM or +0 ADV on this Attack Test, unless you have Mastered Light Ranged Weapons, then you test at +1 ADV.
Fortitude Shout
Must first have Leadership. Mental Test at a DL of 1 and Spend 1 MP. Each Companion within your near range gains Evade Action against the next source of Physical damage. This does not include you.
Urgent Shout
Must first have Leadership. Mental Test at a DL of 1 and Spend 1 MP. Each Companion within your near range gains Quick until the start of your next turn. This does not include you.
Encouraging Shout
Must first have Leadership. Mental Test at a DL of 2 and Spend 2 MP. Each Companion within your near range gains +1 ADV on all actions until your next turn. This does not include you.
Battle Cry
Must first have Leadership. Mental Test at a DL of 2 and Spend 2 MP. Each Companion within your near range gains +1 damage on their next attack. This does not include you.
Surge:
Must have a Physical AL of 3. After your second action has been made and before your turn ends spend 1 SP and gain an extra Attack action. This could also be used to do a Special Effect Action. If you are using a Heavy Weapon you are still limited by the number of attacks you can do this round, if you have made all the allow attacks you can only use this action to prefrom a Special Effect Action.