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| paths:unbreakable_path [2026/02/27 01:40] – [Additional Talents] vondor | paths:unbreakable_path [2026/03/23 23:30] (current) – [Armor Maintenance Trail] vondor | ||
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| ==== Dodge Training 1 ==== | ==== Dodge Training 1 ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| Worn armor has its max Dexterity bonus increased by 2. | Worn armor has its max Dexterity bonus increased by 2. | ||
| </ | </ | ||
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| ==== Dodge Training 2 ==== | ==== Dodge Training 2 ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| Worn armor has its max Dexterity bonus raised by 4. | Worn armor has its max Dexterity bonus raised by 4. | ||
| </ | </ | ||
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| ==== Dodge Training 3 ==== | ==== Dodge Training 3 ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| Worn armor has its max Dexterity bonus raised by 6. | Worn armor has its max Dexterity bonus raised by 6. | ||
| </ | </ | ||
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| ==== Dodge Training 4 ==== | ==== Dodge Training 4 ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| Worn armor has its max Dexterity bonus raised by 8. | Worn armor has its max Dexterity bonus raised by 8. | ||
| </ | </ | ||
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| ==== Dodge Training 5 ==== | ==== Dodge Training 5 ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| Worn armor has its max Dexterity bonus raised by 10. | Worn armor has its max Dexterity bonus raised by 10. | ||
| </ | </ | ||
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| ==== Durability Training 1 ==== | ==== Durability Training 1 ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain additional Armor Points based on your worn armor and Hit Dice. | You gain additional Armor Points based on your worn armor and Hit Dice. | ||
| * Light Armor, 1 AP per HD | * Light Armor, 1 AP per HD | ||
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| ==== Durability Training 2 ==== | ==== Durability Training 2 ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain additional Armor Points based on your worn armor and Hit Dice. | You gain additional Armor Points based on your worn armor and Hit Dice. | ||
| * Light Armor, 2 AP per HD | * Light Armor, 2 AP per HD | ||
| Line 79: | Line 79: | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Durability Training | + | ==== Durability Training |
| - | * **Requirements: | + | * **Requirements: |
| You gain additional Armor Points based on your worn armor and Hit Dice. | You gain additional Armor Points based on your worn armor and Hit Dice. | ||
| * Light Armor, 3 AP per HD | * Light Armor, 3 AP per HD | ||
| Line 87: | Line 87: | ||
| * Heavy Armor, 9 AP per HD | * Heavy Armor, 9 AP per HD | ||
| </ | </ | ||
| + | <WRAP round box> | ||
| + | ==== Awakened Armor ==== | ||
| - | ===== Trail of the Ironclad ===== | + | * **Requirements: |
| + | You may now use your Armor' | ||
| + | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Ironclad Reactions | + | ==== Attuned Armor ==== |
| - | + | ||
| - | * **Requirements: | + | |
| - | Once per round, by spending 4TP, you may add your armor's AC bonus to a single Reflex save. This must be added before the roll is made. Character must be wearing Medium or Heavy armor for this talent | + | * **Requirements: |
| + | Your armor now gives you Energy Resistance (Chosen Type) equal to its DR to Wounds. This talent may be selcted multiple times, each time choosing a different energy type. | ||
| </ | </ | ||
| + | ===== Conditioning Trail ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Ironclad Sacrifice | + | ==== Conditioning 1 ==== |
| - | * **Requirements: | + | * **Requirements: |
| + | Reduce worn armor Check penalty by 2 and increase armor max move speed by 10ft. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Conditioning 2 ==== | ||
| - | Whenever you would take wounds damage to your head or Body, you may instead spend 6 TP and choose for one of your Legs or arms to be hit instead. You reduce the damage taken by the AC bonus of your armor. | + | * **Requirements: |
| + | Reduce worn armor Check penalty by 4 and increase armor max move speed by 20ft, as well increase | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Conditioning 3 ==== | ||
| + | * **Requirements: | ||
| + | Reduce worn armor Check penalty by 6 and increase armor max move speed by 30ft, as well increase your land speed by 10ft when wearing armor. | ||
| </ | </ | ||
| - | |||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Ironclad Fortification | + | ==== Conditioning 4 ==== |
| - | * **Requirements: | + | * **Requirements: |
| + | Reduce worn armor Check penalty by 8 and increase armor max move speed by 40ft, as well increase your land speed by 15ft when wearing armor. | ||
| + | </ | ||
| - | Whenever a character with this talent is subject to a critical hit there is a 50% chance that is is instantly resolved as a regular hit instead . Character must be wearing Medium or Heavy armor for this talent | + | ===== Armor Maintenance Trail ===== |
| + | <WRAP round box> | ||
| + | ==== Basic Maintenance ==== | ||
| + | * **Requirements: | ||
| + | Any armor worn restores AP each hour equal to your HD passively. | ||
| </ | </ | ||
| - | |||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Ironclad Fortune | + | ==== Group Maintenance |
| - | + | ||
| - | * **Requirements: | + | |
| - | + | ||
| - | Whenever a character with this talent is subject to a critical hit and Ironclad Fortification failed, they may spend 8 TP to change it from a Wound critical to a multiplier critical. Character must be wearing Medium or Heavy armor for this talent | + | |
| + | * **Requirements: | ||
| + | You may select up to your Secondary bonus in armors that restores AP each hour equal to your HD passively. | ||
| </ | </ | ||
| - | |||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Bronze Vitality | + | ==== Hardened Armor ==== |
| - | + | ||
| - | * **Requirements: | + | |
| - | You gain a barrier equal to your Secondary Ability Modifier (up to 3) per HD you have while wearing | + | * **Requirements: |
| + | When wearing | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Iron Vitality | + | ==== Last Measure Improvements |
| - | * **Requirements: | + | * **Requirements: |
| - | + | Your worn armors DR to Wounds are increased by 50%, rounding | |
| - | You gain a barrier equal to your Secondary Ability Modifier (up to 5) per HD you have while wearing Medium or Heavy Armor. This Barrier fully recovers every hour | + | |
| </ | </ | ||
| - | |||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Steel Vitality | + | ==== It'll Buff Out ==== |
| - | * **Requirements: | + | * **Requirements: |
| - | + | As a Swift Action you may spend TP equal to half your HD. When TP is spent in this manner | |
| - | You gain a barrier | + | |
| </ | </ | ||
| - | |||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Mithril Recovery | + | ==== Not Even a Scratch |
| - | * **Requirements: | + | * **Requirements: |
| - | + | After taking AP damage | |
| - | The Barrier gained from Bronze, Iron, or Steel Vitality now recovers in 30 minutes. In addition | + | |
| </ | </ | ||
| - | |||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Adamant Resolve | + | ==== Field Rebuild |
| - | + | ||
| - | * **Requirements: | + | |
| - | As an immediate | + | * **Requirements: |
| + | As a Full Round action, if you have 0 AP remaining, | ||
| </ | </ | ||
| ===== Additional Talents ===== | ===== Additional Talents ===== | ||
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| You now count as one [[game_systems: | You now count as one [[game_systems: | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Bulkiness ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You now count as Two [[game_systems: | ||
| </ | </ | ||
