Warrior (Ergon Peoples): Warriors are the defenders of their wandering tribes. While they can coordinate in groups, they are far more individual fighters due to differing cultural goals and fighting styles influenced by their powerful Elixirs.
Lion Warriors are the champions of any fighting force. They seek out the most dangerous foes and take them down. Some do it for glory and honor, but many do not. The Ergon are not as numerous as the Conduit City folk and every life lost is felt. Lion Warriors shoulder the burden of fighting the enemy's strongest so that more of their comrades may return home.
Starting Skills: Armor Proficiency, Weapon Proficiency (Spear), Weapon Focus (Spear), Shield Proficiency (Small Shield), Survival (Home Biome), Weapon Proficiency (Choice)
Starting Equipment: Buff Coat, Spear, Small Shield, other weapon of choice.
Path Level | Ability Gained |
---|---|
1 | Challenge |
5 | Extra Attack |
10 | Bear the Brunt |
15 | Extra Attack |
20 | Revelation of Character |
Challenge: As a Special Action, spend 2 EP to challenge a single enemy within hearing. The next attack made by the Lion Warrior against this enemy has ADV. In addition, add the Earth modifier to AP for attacks against this enemy. If using a weapon imbued with Earth, this AP bonus stacks. This effect lasts for a number of rounds equal to your Earth modifier.
Bear the Brunt: As a Special Action, spend 1 EP to increase DR by your Earth modifier until the beginning of your next turn. This DR is used before DR from normal armor and once lost is not regained. However, this DR remains active even if the Lion Warrior is Incapacitated, Paralyzed, or otherwise helpless.
Revelation of Character: As a Special Action, spend 1 EP for each Incapacitated or dead ally. For each EP spent this way, add 1 Heart of temporary HP, number of attacks per round, and critical threat range of your weapon(s). This lasts for a number of rounds equal to your Earth modifier.
Fast and mobile, these warriors are not meant to hold ground. They strive to live up to their namesake, diving into the heart of an engagement to remove commanders or just to sow confusion. Hawk Warriors also excel at extracting themselves, staying always on the move and never presenting a clear target.
Path Level | Ability Gained |
---|---|
1 | First Strike |
5 | Extra Attack |
10 | Behind the Lines |
15 | Extra Attack |
20 | The Unseen Talon |
First Strike: During the Hawk Warrior's first turn in combat, they may spend 3 EP to make a First Strike against a single target. During a First Strike, the character's movement speed is increased by 5 x Air modifier and enemies have DISADV on Attacks of Opportunity against them. The first melee attack made against the target is made with ADV and the AP of their weapon is increased by their Air modifier. If First Strike is used during a Surprise round, no Attacks of Opportunity may be made against the character performing the First Strike, and if the first melee attack against the target hits, it is automatically a critical hit.
Behind the Lines: As a Special Action at the beginning of their turn, the Hawk Warrior may spend 3 EP. All attacks against the Hawk Warrior have DISADV and Attacks of Opportunity cannot be made against the Hawk Warrior until the start of their next turn. This effect is canceled if, for any reason, the Hawk Warrior ends their turn less than 20 ft from where they started that turn.
The Unseen Talon: Attacks of Opportunity cannot be made against the Hawk Warrior. The Hawk Warrior may spend 1 EP each time when declaring a melee attack during a First Strike. If they do so and the attack hits, it is automatically a critical hit.
There is an aura of mystery surrounding these men and women. Known as Spirit Warriors by the Ergon or Berserkers by everyone else, each of them was visited in a dream at some point in their martial training by an ancestor spirit. This spirit instructed them in the Ritual of Communion. This ritual allows the Spirit Warrior to call on the ancestor during battle and greatly enhances their abilities for a short time. The communion is taxing, however, and fatigue is always close behind. Many believe that Spirit Warriors are those individuals that were close to being Shamans, but did not have quite the right temperament. Others maintain that Spirit Warriors are the reborn comrades of the ancestors who commune with them and this recognition is necessary for the communion to function. None are certain, however, and Shamans claim that the spirits are silent as to this mystery.
Path Level | Ability Gained |
---|---|
1 | Ritual of Communion 1/Rest, Danger Sense |
5 | Extra Attack |
10 | Ritual of Communion 2/Rest, Discern Weakness |
15 | Extra Attack |
20 | Ritual of Communion 3/Rest, Onslaught |
Ritual of Communion: Spend 3 EP to commune with your ancestor spirit. The communion lasts for a number of rounds equal to your Water modifier. Afflicted with Fatigue II when the communion ends if that is the last communion available for the day.
During communion, raise DR, to hit, number of attacks, and all saving throws by your Water modifier. In addition, raise ER by the appropriate modifier and ignore injuries taken until the communion has ended. The Spirit Warrior cannot speak coherently or follow new instructions during the communion, though they do know friend from foe in most circumstances. They are unable to use Defend, Disengage, Bandage, Stabilize, or Ready actions while the communion is active.
Danger Sense: When an enemy scores a critical hit against the Spirit Warrior, they may spend 2 EP to roll a d20 and add their Water modifier. If the roll is 20 or greater, it turns into a normal hit.
Discern Weakness: On a critical hit, spend 2 EP to add your Water modifier to the damage.
Onslaught: While Ritual of Communion is active, the Spirit Warrior may spend 2 EP at the beginning of their turn. If they do, their Water modifier is added to damage for all attacks until the beginning of their next turn.