====== Path of the Unbreakable ====== {{:paths:pasted:20231117-073949.jpeg|No matter how the wind howls, the mountain cannot bow to it.}} //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]] ---- ===== Dodge Trail ===== ==== Dodge Training 1 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:athletics|Athletics]] 5, 5 EXP Worn armor has its max Dexterity bonus increased by 2. ==== Dodge Training 2 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 4, [[priority:skills:athletics|Athletics]] 7, Dodge Training 1, 5 EXP Worn armor has its max Dexterity bonus raised by 4. ==== Dodge Training 3 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:athletics|Athletics]] 10, Dodge Training 2, 10 EXP Worn armor has its max Dexterity bonus raised by 6. ==== Dodge Training 4 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:athletics|Athletics]] 12, Dodge Training 3, 10 EXP Worn armor has its max Dexterity bonus raised by 8. ==== Dodge Training 5 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:athletics|Athletics]] 15, Dodge Training 4, 15 EXP Worn armor has its max Dexterity bonus raised by 10. ===== Durability Trail ===== ==== Durability Training 1 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:athletics|Athletics]] 5, 10 EXP You gain additional Armor Points based on your worn armor and Hit Dice. * Light Armor, 1 AP per HD * Medium Armor, 2 AP per HD * Heavy Armor, 3 AP per HD ==== Durability Training 2 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:athletics|Athletics]] 10, Durability Training 1, 15 EXP You gain additional Armor Points based on your worn armor and Hit Dice. * Light Armor, 2 AP per HD * Medium Armor, 4 AP per HD * Heavy Armor, 6 AP per HD ==== Durability Training 3 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:athletics|Athletics]] 15, Durability Training 2, 30 EXP You gain additional Armor Points based on your worn armor and Hit Dice. * Light Armor, 3 AP per HD * Medium Armor, 6 AP per HD * Heavy Armor, 9 AP per HD ==== Awakened Armor ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (Arcana) 10, 20 EXP You may now use your Armor's Enchantment bonus times your HD in AP rather than the flat AP provided by the Enchantment ==== Attuned Armor ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 10 EXP 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 ===== ==== Conditioning 1 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 4, [[priority:skills:athletics|Athletics]] 3, 10 EXP Reduce worn armor Check penalty by 2 and increase armor max move speed by 10ft. ==== Conditioning 2 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 7, [[priority:skills:athletics|Athletics]] 6, Conditioning 1 10 EXP Reduce worn armor Check penalty by 4 and increase armor max move speed by 20ft, as well increase your land speed by 5ft when wearing armor. ==== Conditioning 3 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:athletics|Athletics]] 10, Conditioning 2, 15 EXP 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. ==== Conditioning 4 ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:athletics|Athletics]] 15, Conditioning 3, 20 EXP 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. ===== Armor Maintenance Trail ===== ==== Basic Maintenance ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2,[[priority:skills:repair|Repair]] 3, 5 EXP Any armor worn restores AP each hour equal to your HD passively. ==== Group Maintenance ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 4,[[priority:skills:repair|Repair]] 5, Basic Maintenance 5 EXP You may select up to your Secondary bonus in armors that restores AP each hour equal to your HD passively. ==== Hardened Armor ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 12,[[priority:skills:repair|Repair]] 10, 10 EXP When wearing armor, half all bonus damage taken from Armor Piercing, Savage and Felling weapon traits. ==== Last Measure Improvements ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 12,[[priority:skills:repair|Repair]] 10, 10 EXP Your worn armors DR to Wounds are increased by 50%, rounding up. ==== It'll Buff Out ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 12,[[priority:skills:repair|Repair]] 10, Basic Maintenance 10 EXP As a Swift Action you may spend TP equal to half your HD. When TP is spent in this manner you repair 2d6 AP per TP spent. This Ability may not be used if your AP is reduced to 0 AP. ==== Not Even a Scratch ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 15,[[priority:skills:repair|Repair]], It'll Buff Out, 15 EXP After taking AP damage you may, as an Immediate Action, spend TP up to your HD to repair 1d6 AP per TP Spent. ==== Field Rebuild ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 20,[[priority:skills:repair|Repair]], Not Even a Scratch, 25 EXP As a Full Round action, if you have 0 AP remaining, spend up to your HD in TP. When TP is spent in this manner you repair 1d6 AP per TP spent. ===== Additional Talents ===== ==== 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]]. ==== Bulkiness ==== * **Requirements:** CON 14, [[chargen:common_terms#core_stats|CST]] 10, Toughness 15 EXP You now count as Two [[game_systems:size|Size Category]] higher for determining your total [[game_systems:health#wounds_system|Wounds]].