This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Path of the Unbreakable ====== <WRAP center 50%> {{:paths:pasted:20231117-073949.jpeg|No matter how the wind howls, the mountain cannot bow to it.}} </WRAP> //There are those who opt for defense in place of offense, and those who assume such individuals are weak or cowards are sorely mistaken. Followers of the Path of the Unbreakable seek to master their armor, to the point of becoming one with their metal shell. These juggernauts of the battlefield advance closer and closer, never flinching and never stopping. They shrug off swords, arrows, bullets, and even fireballs. Beware the followers of this Path, for what good is an unstoppable force against an immovable object?// ---- ===== Key Skills ===== Upon selecting the Path of the Unbreakable, you gain the following Key Skills: * [[priority:skills:athletics|Athletics]] * [[priority:skills:intimidate|Intimidate]] * [[priority:skills:knowledge|Knowledge]] (Nobility) * [[priority:skills:perception|Perception]] * [[priority:skills:sense_motive|Sense Motive]] ---- ===== The Armored Trail ===== <WRAP round box> ==== Light Armor Training ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Athletics 5, 10 EXP You are trained in the proper use of Light Armor. You increase the maximum Dexterity bonus allowed by your Armor by 2, and you also reduce the check penalty of any armor you wear by 2, to a minimum of 0. Your maximum speed in any armor is increased by 10 feet. <WRAP center round info 60%> When you gain this Talent, or any other Armor Training Talents, you may freely refund the EXP cost of the Armor Proficiency [[chargen:universal_talents|Universal Talents]], if you have them. </WRAP> </WRAP> <WRAP round box> ==== Armored Defenses ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Athletics 5, 15 EXP You are trained how to evade attack while fully armored. You may add your Secondary Attribute modifier to your Armor Class as a Dexterity bonus. (This is limited by max Dex bonus from equipment) This Talent only functions when wearing Medium or Heavy armor. </WRAP> <WRAP round box> ==== Medium Armor Training ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, Athletics 10, Light Armor Training, 20 EXP You are trained in the proper use of Medium Armor. You increase the maximum Dexterity bonus allowed by your Armor by 4, and you also reduce the check penalty of any armor you wear by 4, to a minimum of 0. Your maximum speed in any armor is increased by an additional 10 feet, for a total of a 20 foot increase in your maximum movespeed. </WRAP> <WRAP round box> ==== Heavy Armor Training ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 11, Athletics 15, Medium Armor Training, 30 EXP You are trained in the proper use of Heavy Armor. You gain proficiency in Heavy Armor if you don’t already have it, you increase the maximum Dexterity bonus allowed by your Armor by 6, and you also reduce the check penalty of any armor you wear by 6, to a minimum of 0. Your maximum movespeed in any armor is increased by an additional 10 feet, for a total of a 30 foot increase in your maximum movespeed. </WRAP> <WRAP round box> ==== Armored Perfection ==== * **Requirements:** Heavy Armor Training, [[chargen:common_terms#core_stats|CST]] 20, Athletics 15, 40 EXP You are trained in the proper use of All types of Armor. You ignore the maximum Dexterity bonus allowed by your armor as if you wore normal clothing. You may also ignore the armor check penalty of all types of armor, and your maximum movespeed in any type of armor is uncapped. </WRAP> <WRAP round box> ==== Bravery ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Athletics 5, Light Armor Training, 15 EXP Your armor is your life, this is the tenant of all warriors. As long as you are wearing Light Armor or better, you gain a bonus equal to your Secondary Ability Modifier to Will and Fortitude saves, up to a maximum of +4. </WRAP> <WRAP round box> ==== Courage ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 11, Athletics 10, Medium Armor Training, 30 EXP This ability functions as Bravery, except the maximum bonus towards your Will and Fortitude saves increases to +6. You must be wearing at least Medium Armor to receive this increased benefit. </WRAP> <WRAP round box> ==== Valiance ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 17, Athletics 15, Heavy Armor Training, 40 EXP This ability functions as Bravery, except the maximum bonus towards your Will and Fortitude saves is uncapped. You must be wearing Heavy Armor to receive this increased benefit. </WRAP> ===== Trail of the Bulwark ===== <WRAP round box> ==== Bulwark Stance ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 6, Shield Proficiency, 10 EXP This is a Combat Stance. When using a Tower Shield, you may add the shield's Parry Bonus to your CMD. You may spend 1 TP to gain total cover from a Tower Shield as a Move Action instead of a Standard Action. </WRAP> <WRAP round box> ==== Mobile Fortress ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 11, Mobile Bulwark, 20 EXP This Talent acts as Bulwark Stance. Whilst using a Tower Shield, you no longer suffer the penalty to attack rolls. Additionally, you may add half the shield's Parry Bonus to your Touch AC. Whenever you use a Tower Shield to gain Total Cover, you also grant any adjacent ally total cover against attacks passing through the selected edge of your space. </WRAP> <WRAP round box> ==== Mobile Stronghold ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 15, Mobile Fortress, 30 EXP This Talent acts as the Mobile Fortress Talent. Whilst using a Tower Shield, you may now add the shield's entire Parry Bonus to your Touch AC. You may spend 3 TP to gain total cover from your Tower Shield as an Immediate Action. </WRAP> ===== Trail of the Ironclad ===== <WRAP round box> ==== Ironclad Reactions ==== * **Requirements:** Medium Armor Training, 10 EXP 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 </WRAP> <WRAP round box> ==== Ironclad Sacrifice ==== * **Requirements:** Ironclad Reactions, 20 EXP 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. </WRAP> <WRAP round box> ==== Ironclad Fortification ==== * **Requirements:** Ironclad Reactions, 30 EXP 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 </WRAP> <WRAP round box> ==== Ironclad Fortune ==== * **Requirements:** Ironclad Fortification, 35 EXP 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 </WRAP> <WRAP round box> ==== Bronze Vitality ==== * **Requirements:** Medium Armor Training, Ironclad Reactions, 25 EXP You gain a barrier equal to your Secondary Ability Modifier (up to 3) per HD you have while wearing Medium or Heavy Armor. This Barrier fully recovers every hour </WRAP> <WRAP round box> ==== Iron Vitality ==== * **Requirements:** Bronze Vitality, 40 EXP 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> <WRAP round box> ==== Steel Vitality ==== * **Requirements:** Iron Vitality, 55 EXP You gain a barrier equal to your Secondary Ability Modifier (up to 7) per HD you have while wearing Medium or Heavy Armor. This Barrier fully recovers every hour </WRAP> <WRAP round box> ==== Mithril Recovery ==== * **Requirements:** Bronze Vitality, 30 EXP The Barrier gained from Bronze, Iron, or Steel Vitality now recovers in 30 minutes. In addition you may spend 7TP to regenerate half the maximum Barrier as a full round Action. </WRAP> <WRAP round box> ==== Adamant Resolve ==== * **Requirements:** Iron Vitality, 30 EXP As an immediate action you may spend 3TP to gain a barrier equal to 5 per HD that lasts for a signle in coming damage roll. </WRAP> ===== Additional Talents ===== <WRAP round box> ==== Toughness ==== * **Requirements:** CON 14, [[chargen:common_terms#core_stats|CST]] 5, 15 EXP You now count as one [[game_systems:size|Size Category]] higher for determining your total [[game_systems:health#wounds_system|Wounds]]. </WRAP> <WRAP round box> ==== Black Powder Juggernaut ==== * **Requirements:** Medium Armor Training, Knowledge Engineering 10, 30 EXP By spending 1 hour per day fortifying and maintaining your armor, you increase its effectiveness against firearms. As long as you maintain your armor in this way, weapons with Penetration do not ignore your bonus from Armor. You must be wearing Medium Armor or better to gain the benefits of this Talent. </WRAP> <WRAP round box> ==== Immovable Object ==== * **Requirements:** Heavy Armor Training, 40 EXP You like yourself how you like your music; heavy and metal. When wearing Heavy Armor, you may add its AC bonus to your CMD against all combat maneuvers used against you. </WRAP>