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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 3

  • 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

Awakened Armor

  • Requirements: CST 20, 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: CST 10, 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: CST 4, Athletics 3, 10 EXP

Reduce worn armor Check penalty by 2 and increase armor max move speed by 10ft.

Conditioning 2

  • Requirements: CST 7, 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: CST 10, 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: CST 15, 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: CST 2, Craft (Mundane) 3, 5 EXP

Any armor worn restores AP each hour equal to your HD passively.

Group Maintenance

  • Requirements: CST 4, Craft (Mundane) 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: CST 12, Craft (Mundane) 10, 10 EXP

When wearing armor, half all bonus damage taken from Armor Piercing, Savage and Felling weapon traits.

Last Measure Improvements

  • Requirements: CST 12, Craft (Mundane) 10, 10 EXP

Your worn armors DR to Wounds are increased by 50%, rounding up.

It'll Buff Out

  • Requirements: CST 12, Craft (Mundane) 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: CST 15, Craft (Mundane) 12, 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: CST 20, Craft (Mundane) 12, 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, CST 5, 15 EXP

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

Bulkiness

  • Requirements: CON 14, CST 10, Toughness 15 EXP

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