The Warrior
Battlefields riddled with broken bodies and bloodied blades. A part of you delights in the lingering adrenaline that courses through its veins. While another part of you bows its head in somber memorium. Whether these visions are yours or the lingering influences of another Sor’amath, you are becoming a knight, a mercenary, a blade master, and a fierce combatant. Your martial prowess grows with each passing reflection.
Starting Resources
Health Points: 4 p/shard
Azur: 1 p/shard
Scores: 5, 5, 3, 3, 2, 2
Knowledge: 1 Weaponry, 1 Tradition, and 1 Militaristic
Quirks: Standard, Forlorn
Paths: Warden, Barbarian, Knight, and Hound Master.
Leveling
Level 1
You increase your training level in a weapon of your choice and increase your carrying capacity by 3. Repeat this for each Warrior shard you have.
Choose your Path (Warden, Barbarian, Knight, or Hound Master). You can only move down one path, regardless of how many Warrior shards you have. However, each path has a special list of powers you can pull from if you have enough shards.
Level 2
Choose one level/shard appropriate Warrior Power.
Level 3
Choose a level appropriate feature from your path.
Level 4
Increase your training level with 1 weapon of your choice. If you have 3 Warrior Shards, repeat this once.
Level 5
Choose or upgrade one level/shard appropriate Warrior Power. Immediately after this process you can switch one of your existing Warrior Powers for another. If the switched power is Tier II, the new Warrior Power is also Tier II.
Level 6
Choose a level appropriate feature from your path.
Level 7
You gain +2 additional ASP this level and increase a Talent’s training level.
Level 8
Increase your training level with 1 weapon of your choice. If you have 3 Warrior Shards, repeat this once.
Level 9
Choose or upgrade one level/shard appropriate Warrior Power. Immediately after this process you can switch one of your existing Warrior Powers for another. If the switched power is Tier II, the new Warrior Power is also Tier II.
Level 10
Perseverance: While in combat, when you take damage, you can spend 2 Grit to restore 3d10 HP. This feature can only activate once per round.
Level 11
Choose a level appropriate feature from your path.
Level 12
You gain +2 additional ASP this level and increase a Talent’s training level.
Level 13
Choose or upgrade one level/shard appropriate Warrior Power. Immediately after this process you can switch one of your existing Warrior Powers for another. If the switched power is Tier II, the new Warrior Power is also Tier II.
Level 14
Choose a level appropriate feature from your path.
Level 15
Increase your training level with 1 weapon of your choice. If you have 3 Warrior Shards, repeat this once.
Level 16
You gain +2 additional ASP this level and increase a Talent’s training level.
Level 17
Choose or upgrade one level/shard appropriate Warrior Power. Immediately after this process you can switch one of your existing Warrior Powers for another. If the switched power is Tier II, the new Warrior Power is also Tier II.
Level 18
Peerless: When doing a contested talent check against another creature, if your training level in that talent is higher than theirs, you can choose to reroll the die once and take the higher result.
Level 19
You gain +2 additional ASP this level and increase a Talent’s training level.
Level 20
Weapon’s Master: You become Masterful with all Advanced weapons. For each advanced weapon you are already Masterful with, you gain +2 maximum HP.
Choose a level appropriate feature from your path.
| --- Level --- | ====== | --- Progression --- |
|---|---|---|
| 1 | - | + Starting Feature |
| 2 | - | + Warrior Power |
| 3 | - | + Path Feature |
| 4 | - | + Weapon Training |
| 5 | - | + Warrior Power |
| 6 | - | + Path Feature |
| 7 | - | + 2 ASP, + Talent Training |
| 8 | - | + Weapon Training |
| 9 | - | + Warrior Power |
| 10 | - | + Perseverence |
| 11 | - | + Path Feature |
| 12 | - | + 2 ASP, + Talent Training |
| 13 | - | + Warrior Power |
| 14 | - | + Path Feature |
| 15 | - | + Weapon Training |
| 16 | - | + 2 ASP, + Talent Training |
| 17 | - | + Warrior Power |
| 18 | - | + Peerless |
| 19 | - | + 2 ASP, +Talent Training |
| 20 | - | + Path Feature, + Weapon Master |
Path of the Warden
More than mere defenders, Wardens are anchors for their allies. They intercept killing blows, draw the fury of monsters, and weather punishment that would fell lesser warriors. Where a Warden stands, the line does not break.
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Primary Role: Tank
Secondary Role: Support
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Main Aspects: Strength, Focus, and Agility
Requires at least 1 Warrior Shard.
Level 1 Feature
Armor Up
Once per day, if you are wearing armor that provides physical damage resistance, you can increase its provided physical damage resistance by an amount equal to the total carrying capacity bonus given by your Warrior Shards.
Level 3 Features
Protector
When an allied creature within 5ft of you would take damage from an attack roll, you can spend 1 AP to intercept the attack and take the damage instead. Any physical damage from this attack is halved for you.
While holding a shield, you can raise it against this attack as normal.
Molding Armor
Armor and shields you wear/wield give an additional +2 to all base physical and magic resistance they provide.
Furthermore, you ignore the Moderate property for armor.
Level 6 Features
Brace
Once on your turn, you can spend all of your movement to brace yourself until the start of your next turn. While braced, you gain (10) additional physical and magic damage resistance and cannot dodge.
This resistance increases to (20) at level 16.
Mystic Armor
If you are wearing armor and are damaged by magic damage, you can increase that armor’s magic resistance by +2 until your next Renewal. (Capped at +10 magic resistance.)
The cap for this feature increases to (20) at level 16.
Level 11 Features
Ricochette
If you are wearing armor and a ranged attack is fully blocked by your resistances you can redirect the ranged attack to a creature within 15ft. This ranged attack deals damage as normal to the target creature, using the same attack roll as the original attacking creature.
Animated Armor
If you are wearing armor and are killed, you remain standing. You can then spend 10 Azur at the start of each of your turns to force your armor to keep fighting for you.
While in this state you can act normally, but you are dead and your maximum AP is reduced to 3. While dead, your vision is reduced to that of your Aura. If you end your turn with less than 10 Azur, your armor disanimates as you die normally.
Furthermore, if you take damage in this state, your armor loses 1 durability.
Level 14 Features
Unstoppable Force
While wearing armor, once per round, you can add your highest resistance to a melee weapon attack.
Phantom Armor
While wearing armor, you can reactionarily spend 3 AP OR 2 Grit to give your armor’s resistances to another friendly creature within 60ft who is not wearing moderate or heavy armor until the start of that creature’s turn.
Phantom Armor cannot be used on a creature that is already under the effects of Phantom Armor.
Level 20 Features
Veiled Armory
You can keep a total of 3 different armor sets stored in the Veil. You can instantly change in and out of these armors at will. During combat this costs 2 AP or 1 Grit.
The Bare Minimum
ANY armor you wear has its resistances changed to (20) if its provided resistances are lower than (20).
Path of the Barbarian
Where others fight with discipline, Barbarians fight with fury—trading safety for devastating blows that can shatter shields, bones, and battle lines alike.
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Primary Role: Tank
Secondary Role: Damage
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Main Aspects: Strength and Agility
Requires at least 1 Warrior Shard.
Level 1 Feature
Greater Vitality
Your maximum HP increases by an amount equal to 2x the carrying capacity bonus given by your Warrior Silhouette feature.
Level 3 Features
Savagery
While not wearing any armor that grants you physical resistances, your non-assassination attacks with simple melee weapons deal an additional 5 damage of the weapon’s type.
This damage increases to 10 at level 14.
Blood Rage
You can spend 2 Grit to enter into a Blood Rage until the end of your next turn.
While in your blood rage, your evasion decreases by -5 and all of your simple melee attacks cost 1 less AP. (Minimum of 1 AP.)
Only 2 rages can be active at once.
Level 6 Features
Berserker Strike
When you hit a creature with two simple weapon attacks, you can make a third heavy attack with the same weapon(s) for 0 AP. After this attack is made, you gain 2 stacks of the Drained condition that last until the end of combat.
Bestial Rage
You can spend 1 Grit to enter into a Bestial Rage until the end of your next turn.
While in your Bestial Rage, you gain a climbing and swimming speed of 30ft and your walking speed increases by 20ft.
Only 2 rages can be active at once.
Level 11 Features
Honorable Stand
While not wearing any moderate or heavy armor and there are 2 or more hostile creatures within 20 feet of you, you gain (2) resistance to all damage, with an exception to the [Psychic] tag. While there are 4 or more hostile creatures within 20 feet of you, this increases to (6) resistance. While there are 6 or more hostile creatures within 20 feet of you, this increases to (10) resistance.
Dark Rage
You can spend 2 Grit to enter into a Dark Rage until the end of your next turn.
While in your Dark Rage, you gain 60ft Dusk Sight and restore (10) HP when you reduce a hostile creature to 0 HP.
Only 2 rages can be active at once.
Level 14 Features
Heavy Swings
Any simple weapons you wield gain the [Hefty] property and have their Critical Hit modifier increased by 1.
Veiled Rage
You can spend 2 Grit to enter into a Veiled Rage until the end of your next turn, suffering a Greater Terror when you do.
While in your Veiled Rage, you are immune to the Dying condition and do not die when reduced to 0 Hit Points. If you take damage while in your Veiled Rage, you suffer a Lesser Terror for each instance of damage taken.
If you still have 0 Hit Points by the time this rage ends, you die normally.
Only 2 rages can be active at once.
Level 20 Features
Merciless Strike
When you hit a creature with a Critical Strike using a simple weapon, you can immediately make another Heavy attack with the same weapon at the cost of 0 AP.
If this attack crits, you can use Merciless Strike again.
Anger Management
The number of Rages you can have active at once increases by 1 and you regain 1 Grit at the start of each of your turns in combat.
Path of the Knight
Neither reckless nor immovable, the Knight stands balanced between offense and defense. They weather the fray with steady resolve, answering every threat with refined technique and measured strength.
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Primary Role: Damage
Secondary Role: None
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Main Aspects: Strength, Agility, and Mystique
Requires at least 1 Warrior Shard.
Level 1 Feature
Noble Technique
You learn 1 of the 5 Noble Techniques. You can use your Noble Technique a number of times per day equal to your Warrior shards.
—Imarian Technique—
When you kill a creature with a melee weapon that has both the Slashing and Double property, you can spend a charge to have any remaining damage carry over to a creature of your choice within 5ft of the target and within your weapon’s Length.
If this kills the secondary target, you can spend another charge to do so again with the same conditions.
[Slashing] [Double]
—Gale Technique—
When you attack with a melee weapon that has the Switch property and are utilizing its Double attack variant, you can spend a charge to make a Combo attack with the Single attack variant, as if you were dual wielding.
[Switch]
—Ivirian Technique—
Right before or immediately after you attack with a melee weapon that has the Unique property, you can spend a charge to move up to 10ft without using any movement.
[Unique]
—Thryn Technique—
If you are wielding a melee weapon with the single property and a creature uses an ability or casts a spell within your weapon’s Length, you can spend a charge to make a quick attack against the target creature.
[Single]
—North Technique—
When you take the Assassinate action with a weapon that has the double or switch property, you can spend a charge to add +1 to the Assassination modifier.
[Double] [Switch]
Level 3 Feature
Vow of the Shadow
While Shrouded, your Evasion increases by +1.
This bonus increases to +2 at level 10.
Vow of the Crown
While above half your maximum HP, you gain (5) Physical resistance.
While below half your maximum HP, your melee attacks deal an additional die of damage. (ex. 2d8 -> 3d8)
Level 6 Feature
Dedication
When you spend a charge to use a Technique, roll 1d10. On a 10, the charge is instead not expended.
At level 12, this happens if you roll a 1 on the die as well.
Servant of Civility
Increase the training level of a Mystique talent and gain the Cultured Aristocratic Quirk.
If you already have or otherwise gain this quirk, it becomes the Erudite quirk.
If you do not have the Erudite quirk by level 12, replace the Cultured quirk with it.
Level 11 Feature
Blade of the Wicked
When you wield a weapon that can be used with your Noble Technique, you coat it in a vile poison.
Your attacks with this weapon gain the [Poison] tag and deal 1 poison build-up. This build-up is affected by your Crit and Assassination modifiers.
Blade of the Honorable
When you wield a weapon that can be used with your Noble Technique, the number you need to critically hit is reduced by 1. (20 →19)
Level 14
Once Banished
You learn another Noble Technique. Your first use of this technique in a Renewal is free.
Field Rush
When you use your Noble Technique, you restore 2d10 HP.
Level 20 Feature
Executioner
When you reduce a creature to 10 HP or less, they are instantly killed.
Once per round, when the Executioner effect happens, regain 1 AP.
Vestige of Mercy
When you hit a hostile creature with a melee attack that has not taken any damage yet, you add (10) damage of your weapon’s type to the damage roll.
This damage is halved for assassinations.
If this kills the creature, you and allied creatures within 30ft of you regain 1d10 HP.
Path of the Hound Master
Requires either 1 Warrior Shard and 2 Brigand Shards
Or
2 Warrior Shards and 1 Brigand Shard.
Whether pinning a fleeing enemy or pulling an ally from the jaws of death, the Hound Master and their faithful beast turn coordination into a weapon—and loyalty into victory.
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Primary Role: Damage
Secondary Role: Utility
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Main Aspects: Strength, Agility, and Acuity
Level 1 Feature
Loyal Hound
You gain the service of a Loyal Hound that fights alongside you. The Loyal Hound is a medium sized Beast.
This creature has its own statistics and its HP increases based on your level.
This beast can be commanded as a Free Action to act.
If your Hound dies, you gain another after successfully doing the Mourning calming activity.
If the Hounds corpse is unrecoverable, you gain another after your next Renewal.
The Loyal Hound’s base stat block changes at level 11.
Level 3 Feature
Harrying Hound
While your Hound is within 5ft of a creature of its size or smaller, you gain a +3 perk to attack rolls against that creature.
Sharp Whistle
Once per round, at the end of a creature’s turn, you can spend 1 Grit to move your Hound up to half its speed or have it make 1 bite attack.
Level 6 Feature
Scent of Blood
If you or your Hound damage a creature, you both gain a +10 perk on any talent checks made to find or track the creature for 48 hours.
Sentinel Bite
When your Hound damages a creature of its size or smaller with a reactionary attack, the creature has its movement speed reduced to 0 until the start of its next turn.
Level 11 Feature
In Service
Your Hound can revive fallen Sor’amath. Sor’amath revived in this way return with +2d8 HP.
Outrider
You gain the ability to use your Loyal Hound as a mount. While mounted on your Hound, both you and your Hound’s evasion increases by +3.
Level 14 Feature
Howl of Terror
Once per day, your Hound can let out a Howl of Terror causing all hostile creatures within 120ft to make a Discipline talent check (CR 15). On a failure, the creature becomes Terrified of the Hound for 1 minute.
A creature can repeat this talent check at the end of their turn.
Howl of Havoc
One per day, your Hound can let out a Howl of Havoc that inspires allied creatures within 120ft. Inspired allies gain +20 movement speed and become immune to the Terrified condition for 1 minute.
Level 20 Feature
Call of the Pack
Once per day, you can summon 2 more Loyal Hounds within 10ft of you from the Veil. These additional Hounds remain for 10 minutes before disappearing.
These additional Hounds have half their normal HP and cannot use Howl of Terror or Howl of Havoc.
Dire Evolution
Your Loyal Hound gains +50 HP, 10 Magic resistance, and 20 Physical resistance.