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Generic Martial Tradition

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LevelPassivesActives
1Basic Endurance TrainingExerted Attack
2Basic Combat TrainingDesperate Strike
3Close Quarters CombatTactical Reposition
4Move It!Double Time
5Group TacticsTactical Push
6Tactical FormationBunker Down
7Strike HardAdrenaline Surge
8To The LimitTrained Reflexes
9Accurate AttackerRelentless Reactions
10Pushing ThroughBulk Up
11I Can Do This All DayFollow Through

Generic Martial Abilities


Basic Endurance Training – 1

You treat your Constitution modifier as being a number of points higher equal to half of your Highest Martial Rank bonus for the purposes of calculating HP gained from Vitality.

Exerted Attack – 1

You can spend Stamina to gain a bonus to any Offensive martial skill check that you make at a 1:1 ratio.

Basic Combat Training – 2

You gain a bonus to Stamina equal to half of your Highest Martial Rank bonus.

Desperate Strike – 2

You may spend 2 Stamina to deal 50 percent more damage on your next attack.

Close Quarters Combat – 3

You gain half of your Highest Martial Rank bonus to CMD.

Tactical Reposition – 3

You may spend 1 Stamina to take a movement Basic Action as a Quick Action.

Double Time – 4

You may spend 2 Stamina to Run as a Basic Action.

Move It! – 4

You gain a bonus to Endurance checks to Hustle and Forced March equal to your Highest Martial Rank bonus

Group Tactics – 5

You increase any total Tactical bonuses that you receive by +1.

Tactical Push – 5

You may spend 1 Stamina to double any Tactical bonus that you provide to friendly creatures for one round.

Bunker Down – 6

You may spend 2 Stamina and both Basic Actions to make all adjacent squares now provide partial cover until you take a Short Rest.

Tactical Formation – 6

You gain Partial Cover from adjacent friendly creatures between you and a hostile attack or effect.

Adrenaline Surge – 7

You may spend 1 Stamina to gain an amount of Temporary Hit Points equal to your Constitution + Spirit score. These Temporary Hit Points last until you take a Short Rest and do not stack with each other.

Strike Hard – 7

You choose a weapon group that you are trained in, the damage multiplier of those weapons damaging Attribute is increased by 50 percent.

To The Limit – 8

You reduce Wound penalties by 1.

Trained Reflexes – 8

You may spend 2 Stamina as an Immediate Action to reroll a Body Save or force a Maneuver against you to be rerolled.

Accurate Attacker – 9

You reduce Iterative penalties by 1.

Relentless Reactions – 9

You may spend 3 Stamina as a Quick Action to have unlimited Attacks of Opportunity, Parries, and Repels until the start of your next turn.

Bulk Up – 10

You may spend 2 Stamina to double your DR from physical sources such as Armor and non-magical talents until the start of your next turn.

Pushing Through – 10

You can no longer be Fatigued by self-inflicted abilities such as Stamina/Rage/etc.; In addition, you have Advantage on checks and Saves related to Endurance and Fatigue.

Follow Through – 11

You may spend 3 Stamina to make a second All-Out Attack action on the same turn, resetting any Iterative penalties you have in the process.

I Can Do This All Day – 11

You take half, rounded down, nonlethal damage. Additionally, your current nonlethal damage must be double your current Hitpoints to knock you Unconscious.

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