This is an old revision of the document!
Path of the Unbreakable
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:
- Knowledge (INT) (Nobility)
The Armored Trail
Light Armor Training
- Requirements: HD 1, Athletics 5, 10 EXP
You are trained in the proper use of Light Armor. Your movement is never impeded by wearing 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.
When you gain this Talent, or any other Armor Training Talents, you may freely refund the EXP cost of the Armor Proficiency Universal Talents, if you have them.
Armored Defenses
- Requirements: HD 3, 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.
Medium Armor Training
- Requirements: HD 5, Athletics 10, Light Armor Training, 20 EXP
You are trained in the proper use of Medium Armor. Your movement is never impeded by wearing 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.
Heavy Armor Training
- Requirements: HD 7, 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, Your movement is never impeded by wearing Heavy Armor, 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.
Armored Perfection
- Requirements: Heavy Armor Training, HD 13, Athletics 15, 40 EXP
You are trained in the proper use of All types of Armor. Your movement is never impeded by wearing any type 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.
Bravery
- Requirements: HD 3, 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.
Courage
- Requirements: HD 7, 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.
Valiance
- Requirements: HD 11, 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.
Trail of the Bulwark
Bulwark Stance
- Requirements: HD 3, BaB 3, 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.
Mobile Fortress
- Requirements: HD 7, 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.
Mobile Stronghold
- Requirements: HD 10, 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.
Trail of the Ironclad
Ironclad Reactions
- Requirements: Medium Armor Training, 20 EXP
Once per round, by spending 3TP, when you are the subject of an attack of opportunity, you may take the brunt of the hit with your armor as an Immediate Action by spending 5 TP. This causes the damaging effect to hit your armor, inflicting damage to it directly instead of yourself. You must be wearing at least Medium Armor to use this ability.
Ironclad Fortification
- Requirements: Ironclad Reactions, 25 EXP
You may now use Ironclad Reactions against damage-dealing effects which allow a Reflex save for half damage. When used in this way, your armor takes full damage from the effect as if you had failed the Reflex saving throw.
Ironclad Fortune
- Requirements: Heavy Armor Training, Ironclad Fortification, 30 EXP
You may now use Ironclad Reactions to negate a critical hit or sneak attack. When Ironclad Reactions is used in this way, your armor takes the full damage of the effect. In addition, the damaging effect ignores half your armor’s hardness when used in this way.
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
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
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
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.
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.
Additional Talents
Toughness
- Requirements: CON 14, HD 3, 15 EXP
You gain one additional HP for every point you have invested into your HD. You may buy this Talent up to five times. Each time you do, the EXP cost doubles, to a maximum of 240 EXP for the fifth purchase of this Talent.
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, you may add your armor’s AC bonus to your Touch AC against firearms. For each day which you fail to maintain your armor, this bonus decreases by one. You must be wearing Medium Armor or better to gain the benefits of this Talent.
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.

