Veteran

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You have seen more combat in more environments than most people see in a lifetime.

Battlefield Remedy

You have learned a variety of different ways to treat combat injuries in the field. When you succeed on a Treat Injury check to administer First Aid, the tended creature also moves +1 step on the condition track.

  • Prerequisite: Trained in Treat Injury.

Grizzled Warrior

You can draw upon your extensive battlefield experience to encourage your comrades and drive your enemies before you (and potentially crush them). You can use each of the following actions once per encounter as a standard action:

    • Defy the Odds: Make a single melee or ranged attack. You immediately gain a number of bonus hit points equal to your Constitution score.
    • Double the Pain: When you use the Aid Another action to provide an ally within 6 squares of you a bonus to his or her attack roll, add one-half your character level to the ally’s damage roll if the attack is successful.
    • Guarded Assault: Make a single melee or ranged attack. You gain a +2 dodge bonus to your Reflex Defense against all attacks until the start of your next turn.
  • Prerequisites: Seen It All, Tested in Battle

Reckless

You know from first-hand experience that victory goes to those willing to take a chance. You can add your Wisdom bonus (minimum +1) to the damage roll when you make a successful charge attack.

  • Prerequisite: Tested in Battle

Seen It All

You have seen more action in more places than most people know exist, and little gets you rattled. Any character using a fear effect on you must roll twice, keeping the lower result on any skill checks and attack rolls.

  • Prerequisites: Tested in Battle, Trained in Initiative

Tested in Battle

When you catch a second wind (SECR 154), you move +2 steps on the condition track in addition to regaining hit points.