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Path of the Unbreakable

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:


Dodge Trail

Dodge Training 1

  • Requirements: CST 2, Athletics 5, 5 EXP

Worn armor has its max Dexterity bonus increased by 2.

Dodge Training 2

  • Requirements: CST 4, Athletics 7, Dodge Training 1, 5 EXP

Worn armor has its max Dexterity bonus raised by 4.

Dodge Training 3

  • Requirements: CST 8, Athletics 10, Dodge Training 2, 10 EXP

Worn armor has its max Dexterity bonus raised by 6.

Dodge Training 4

  • Requirements: CST 10, Athletics 12, Dodge Training 3, 10 EXP

Worn armor has its max Dexterity bonus raised by 8.

Dodge Training 5

  • Requirements: CST 12, Athletics 15, Dodge Training 4, 15 EXP

Worn armor has its max Dexterity bonus raised by 10.

Durability Trail

Durability Training 1

  • Requirements: CST 6, 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: CST 12, 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 1

  • Requirements: CST 20, 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

Trail of the Ironclad

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

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.

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

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

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, CST 5, 15 EXP

You now count as one Size Category higher for determining your total Wounds.