Gladius

Gladius

Base

Medium grade fighters across Elpis and possibly the system all adopt the Gladius style, forging a mix of defense and offense, this tactical class excels in getting the most possible benefits out of a singular turn.
Hit Dice: d6

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor
Melee Weapons: Light Melee, Heavy Melee
Ranged Weapons: Bows, Machine Guns, Rifles, Shotguns, Sidearms, Snipers, Submachine Guns
Saves: Strength & Dexterity
Skills: Athletics

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 Gladius Proactions Proficiency
1 Combat Style + Proaction 2 +2
2 Marauder | Tactician 4 +2
3 ASI 7 +3
4 Steadied Strike 10 +3
5 Chain Savvy | Drop Call 14 +4
6 ASI 18 +4
7 Reactive Shots 23 +5
8 Mutiny & BC | Ultima 28 +5
9 Overwhelm + ASI (2) 34 +6

Rank 1

Combat Style

Always Active
You may choose a Combat Style to claim as your own.

Proaction

As a Gladius, you have an innate ability to act faster in short bursts. You have a pool of rank * 2 Proactions. Proactions may be spent to add additional Action Points to a singular turn. You may only spend up to Actions / 2 Proactions, rounded up.

Proactions regenerate on a Short Rest.


Rank 2

Specialty Selection

Marauder

Learning from the teachings of old Black Lion teachings, Marauders follow the way of taking what they want, when they want. Following Jean Brown's principles and techniques, Marauders excel in heavy weapon fire and close quarter combat.

Swashbuckler

Once per turn, after making a One-Handed melee attack, you may take a single shot towards the same target with a Light gun in the offhand at no Action Point cost. The melee and ranged weapon must be in the same Loadout Slot.

Ranged weapons (With the exception of Ballistic Ranged, Snipers, Bows, and Machine Guns) all now possess the Close Shot modifier when wielded by you.

Tactician

Expert Gladius are almost always trained with the role of Tactician in mind. Be Cælum Dominion, Nova Rheon, or even Qiyah, tacticians are important members in any military.

Stratagems

As it goes for tacticians of your caliber, you know a thing or two about out-flourishing your opponent to claim victory. In exchange for a proaction point or tactical point, you may use one learned Stratagem to your advantage. You may learn 3 Stratagems on acquisition of this ability, and two Stratagems on each subsequent tactition upgrade. You possess PROF tactical points.

Stratagems can be retrained over a Long Rest


Rank 3

ASI

Stat Enhancement
2 allocatable stat points

Expertise
Choose one Expertise/Mastery (Permanent Passive Ability)


Rank 4

Steadied Shot

Whenever making a shot, you may choose to consume up to 3 Proactions to add up to +3 to attack and damage rolls (+1 per point). This applies to every attack in a turn, though must be reapplied if going from Action to Reaction or Vice Versa.

+1 Action Point


Rank 5

Specialty Upgrades

Marauder - Chain Savvy
Chain Savvy

When making multiple shots with a weapon, additional shots receive a +1 to attack rolls.

Or, you can choose to receive a stacking -1 to attack rolls per shot. If active, every shot after the first gains +2 damage per shot. (2nd shot receives +2, 3rd receives +4, so on)

Tactician - Drop Call
Drop Call

Once per turn, you may interlink to a wireless missile launcher, call down a small missile to strike the area in front of you. You may choose to spend from 3-8 Proactions for this attack, with the power and reach scaling up with Proactions spent. The center of the drop call will be where a singular missile is dropped upon. If a creature is on the chosen spot for the center of the drop, they must succeed a Dexterity Saving Throw or take Impact Damage. Every creature within the range will take Heat Damage on a failed Dexterity Saving Throw, or half as much on a success.
Proactions spent:
3. 10ft range, 1d8 Impact Damage + 1d6 Heat Damage, dc15
4. 15ft range, 1d8 Impact Damage + 2d6 Heat Damage, dc16
5. 20ft range, 2d8 Impact Damage + 3d6 Heat Damage, dc17
6. 25ft range, 2d8 Impact Damage + 4d6 Heat Damage, dc19
7. 30ft range, 3d8 Impact Damage + 6d6 Heat Damage, dc21
8. 35ft range, 4d8 Impact Damage + 8d6 Heat Damage, dc24


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

Reactive Shot

When wielding a weapon that deals Physical Damage or with the Chaotic modifier (so long as the random damage is Physical Damage), you may choose to swap to any other Physical Damage type.

Your attacks ignore Physical Damage resistance of any kind.

+1 Action Point


Rank 8

Specialty Upgrades

Marauder - Dead Man's Waltz & Blood Chain
Dead Man's Waltz

When scoring a critical hit with a Ranged Weapon or Melee Weapon, you may make an additional attack with the opposite weapon. EX: scoring a critical hit with a melee allows you to make an additional Light ranged weapon attack from your off hand and Vice Versa.

Blood Chain

You may sacrifice 1 Action Point to continue Chain Savvy's ability into the next turn, this Action Point may be sacrificed from the current or next turn's AP pool.

Additionally, on a chain breaking miss, you may lose one level of Enervation to instead not break the chain. Preserving the chain in this way does not stack benefits or negatives for that specific turn.

Tactician - Ultima
Ultima

Once per Medium Rest, you may spend 8 Proactions to fire a heat seaking orbital decimator, Allowing you to pick a 20ft radius location each turn for 3 turns, dealing 5d6 Ionic Damage to each creature within the radius on a failed Dexterity Saving Throw, or half as much on a success. The DC of this save is equal to Proactions spent + Proficiency + rank/2 (round up). You may choose to spend additional Proactions to increase the DC of this attack.


Rank 9

Ability Upgrade - Overwhelm

Overwhelm

You now score critical hits at a roll of 19 or above, this ability does not apply if a better benefit exists. On a critical hit, restore 1d4 Proactions.

+1 Action Point

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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