Castigator

Castigator

Base

Praetorian Guardsmen, Apiostatic Jaegers, and Ballistic Operators all share one thing in common. The unwillingness to just die. Heavy fighters since the day they emerged, Castigators live for combat, live for adrenaline. With thick skin and higher highs, the Castigators excel with long duration battles with their rapidly accelerated adrenaline gain and powerful pain tolerance.
Hit Dice: d8

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor, Ballistic Armor
Melee Weapons: Heavy Melee, Ballistic Melee
Ranged Weapons: Rifles, Sidearms, Machine Guns, Ballistic Ranged, Shotguns
Saves: Strength & Constitution
Skills: Athletics (STR), Physical Intimidation (STR)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
Guns start with a full mag and enough bullets for 2 full reloads.

Rank Acquires

Rank Castigator Rage Points Proficiency
1 Thick Hide + Pulverize 1 +2
2 Berserker | Juggernaut 1 +2
3 ASI 2 +3
4 Main Feat 2 +3
5 Spec 1 2 | Spec 2 2 2 +4
6 ASI 3 +4
7 Main Feat 3 +5
8 Spec 1 3 | Spec 2 3 3 +5
9 Ability Upgrade + ASI (2) 4 +6

Rank 1

Thick Hide

+1 AC while in Heavy Armor or Ballistic Armor, While in no armor, add CON to AC rather than DEX

Pulverize

In combat, you have the opportunity to earn Rage Points, which reset out of combat, these points may be spent on a huge list of different things, including:

Methods of gaining Rage Points do not stack, if you get multiple occurrences in one moment, you merely take the higher value. You can gain Rage Points through:


Rank 2

Specialty Selection

Berserker

Rage fills your lungs more than air itself in combat. You shrug off hits, and throw back your own, 2 times harder. Your only weakness is not being able to hit fast enough to kill more.

Primal Rage

As your adrenaline skyrockets, your blows begin to hit harder and your crunches get crunchier. When taking damage or losing lifeforce in various ways, you strengthen your next melee attack, in addition, a single Rage Point may be consumed to force a dice to roll maximum value when added to the extra damage pool.

When an ally within 30ft or yourself makes an attack, you may make the damage rolls reroll on a 2 or lower for 1 Action Point as a Reaction.

Juggernaut

Turning your anger into armor, you rely on using Adrenaline tactically, allowing this rage to fill you and keep you from going down. When killing or harming enemies you regenerate this natural shield.

Warding Fury

Being a tough nut to crack, you have now gained a permanent Tutelary Health Bar, equal to half of your maximum HP. TP (Tutelary Points) can be restored through dealing damage, and when these checks are met, you may additionally consume 1 Rage Point to double the restored dice. may be restored by:

You may shield a creature within 30ft from you from taking an attack, for 1 Action Point as a Reaction, you can choose to take all of the damage from the attack yourself. If doing this, roll 2d4, subtracting the rolled number from your taken damage.


Rank 3

ASI

Stat Enhancement
2 allocatable stat points

Expertise
Choose one Expertise/Mastery (Permanent Passive Ability)


Rank 4

Ability

text


Rank 5

Specialty Upgrades

Spec1 - Ability
Ability

text

Spec2 - Ability
Ability

Methods of gaining Rage Points have strengthened for your path, while nullifying for the other.


Rank 6

ASI

Stat Enhancement
2 allocatable stat points

Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)


Rank 7

Ability

text


Rank 8

Specialty Upgrades

Spec1 - Ability
Ability

text

Spec2 - Ability
Ability

text


Rank 9

Ability Upgrade - Ability

Ability

text

ASI (2)

Stat Enhancement
4 allocatable stat points

Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)

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