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View Full Version : Pathfinder The Templar (WIP) (TOB Inspired Homebrew)



N. Jolly
2014-12-06, 11:30 AM
Sup all, just finishing off the triad of TOB classes that I made, with the Strategist (http://www.giantitp.com/forums/showthread.php?387038-The-Strategist-(WIP)-(TOB-Inspired-Homebrew)) and Strider (http://www.giantitp.com/forums/showthread.php?356181-The-Strider-(WIP)-(TOB-inspired-class)), feel free to check them out, they don't run exactly like TOB classes (no stances, and moves called 'assaults'), let me know that you think though.


The Templar
“They say faith is something only for times of trouble or war; a little secret to be kept in your back pocket just in case things go wrong. So few people realize the power of just a little faith, a little belief in something they can’t see. But once they challenged me, they were scrambling to find a god to take mercy on their souls. Unfortunately for them, while a little faith can change the course of a battle, my faith can change the course of history.” Gene Vale, Grand Enforcer of the Noble Blade temple.

There exist those who serve a power higher than themselves, ones who excel at channeling the ephemeral power of the gods themselves into a tangible form and wield it as though they themselves were gods. Templars are soldiers of the divine, avatars of divinity given form on the material plane. Warriors first and foremost, those who answer the calling of the Templar are often inspirational figures on the battlefield, inspiring allies on to greater heights as well as shattering the morale of those who would challenge them. The sight of a Templar is often enough to make others reconsider engaging in combat.

Aided by the outer planes, Templars serve as many gods as exist, each one striving towards a different goal. While gods of battle and war are often the patrons of Templars, all gods have their own soldiers of faith who champion their message through the song of steel. But Templars do not require a divine patron, some devoted to ideals or other concepts, each one empowering the Templar as though they had the support of a deity. The most brash among them are supported purely by belief in themselves, although these are the most rare of their ilk.

Templars find good company with Inquisitors and Clerics, although they prefer the former for their more tactical view on faith and encounters, both of which enjoying the support of the others. Only those who follow the path of good and law spend time with Paladins, as the conflicts of interest that arise otherwise can cause even the most level headed of Templars to come to blows. Having a bit of a distaste for the arcane, Templars have a begrudging respect for Wizards, for some reason finding more in common with Sorcerers for their inborn power.

Often employed by kings and high clergy, Templars are exemplary commanders of large forces, able to rally many behind their banner, as well as keeping their charges alive. Those serving under a Templar believe themselves to have the luck of the gods themselves, although it rarely leads to reckless actions. Above all else, a Templar strives for their goals, whether divinely inspired or more human in nature.

Role: The duty of most Templars falls to support those around them, either through revitalizing their body or invigorating their spirit. Always capable of providing aid to their fellows, the Templar knows the importance of teamwork in battle, able to rally even the most inexperience force to victory. Adept at combat, Templars often focus on one opponent at a time, especially those of whom find themselves opposed to the Templar’s staunch beliefs.

Abilities: Charisma is very important to a Templar, needing it both to rally others and to strengthen their bond between themselves and their divine bond. Strength is also important, needing to be able to take down their foes in a timely fashion, while many also favor Constitution to be able to take the blows of others and continue to provide aid to their fellows.

Alignment: Any non true neutral. The devotion of a Templar requires one to take a stand in some way, abhoring completely neutrality. While good Templars work to secure lands and enlighten others, evil Templars provide aid to their more cruel brethren, most often those whose dark powers would limit their own ability to supply their own divine succor. Lawful Templars are often found in temples, providing a strong arm of order and justice, while chaotic Templars are more likely to travel, often spreading their message in whatever way they find most appropriate.

Hit Die: d10

Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Strategist’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis),Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis)

Skill points per level: 4 + Int mod



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Techs Known
Style Points


1st
+1
+2
+0
+2
Beginner Tier, Templar’s Calling, Divine Inspiration
3
3


2nd
+2
+3
+0
+3
Divine Grace
4
4


3rd
+3
+3
+1
+3
Style Dabbling
4
4


4th
+4
+3
+1
+3
Sacred Reflexes
5
4


5th
+5
+4
+1
+4
Intermediate Tier
6
5


6th
+6/+1
+5
+2
+5
Chosen Nemesis
6
5


7th
+7/+2
+5
+2
+5
Style Dabbling
7
5


8th
+8/+3
+6
+2
+6
Resolute Faith
8
6


9th
+9/+4
+6
+3
+6
Sanctified Healing
8
6


10th
+10/+5
+7
+3
+7
Expert Tactics
9
6


11th
+11/+6/+1
+7
+3
+7
Transcendent Defense
10
7


12th
+12/+7/+2
+8
+4
+8
Style Dabbler
10
7


13th
+13/+8/+3
+8
+4
+8
Immaculate Recovery
11
7


14th
+14/+9/+4
+9
+4
+9
Glorious Empower
11
8


15th
+15/+10/+5
+9
+5
+9
Master Tier
12
8


16th
+16/+11/+6/+1
+10
+5
+10
Perfect Nemesis
13
8


17th
+17/+12/+7/+2
+10
+5
+10
Style Dabbler
13
9


18th
+18/+13/+8/+3
+11
+6
+11
Glorious Maximize
14
9


19th
+19/+14/+9/+4
+11
+6
+11
Unshakable Faith
15
9


20th
+20/+15/+10/+5
+12
+6
+12
True Divinity
15
10



Class Features

Weapon and Armor proficiencies
Templar are proficient with all simple and martial weapons, Templar are also proficient with light, medium, and heavy armor as well as shields (excluding tower shields).

Beginner Tier (EX)
Unlike other martial characters, the Templar brings a whole new flair to combat, their fighting style uniquely tailored to whatever battle they’re in, able to change tactics at a moment’s notice. the Templar may select a number of techniques listed on the table above, being able to select techniques from the Iron Defender, Clarion Commander, Titan Fist, or Steel Gospel styles.

At 4th level, and every two levels afterwards, the Templar may exchange one technique for another, as long as they are able to qualify for it. They may exchange a technique of any level they wish, but may only take a new technique that they would qualify for at the time of the exchange. They may use the exchanged technique to qualify for the new technique (Ex: as Templar could exchange Scarlet Style for Advanced Scarlet Style, even if Scarlet Style was their only known Scarlet Bravo technique). The Templar may only exchange one technique at any given time.

Templars may treat every two non Templar levels as a technician level for the purposes of their effective technician level, which tier of techniques for which they would qualify, and saves for their techniques (Ex: A 3rd level Templar / 6th level Fighter would be able to select Intermediate Tier Techniques, have their techniques treated as though they were being used by a 6th level Templar for effects, and calculate saves as though they were a 6th level Templar.)

If the Templar would receive style points from another class, those style points are not added to those given by the Divine Inspiration class feature, and are expended or burned separately. The saves for a Templar’s techniques are 10 + ½ the Templar’s effective technician level + their Charisma modifier (minimum 1).

The most basic of the Templar’s tools, all Templar begin knowing three techniques chosen from the Beginner Tier list, gaining more as they increase in level.

Templar’s Calling (EX or SU)
The path of a Templar is always unique to themselves, always finding a particular style of combat in which they excel beyond all others. As the Templar takes their first level, they must select one style to specialize in. The Templar may access the mastery ability of the techniques of that style as well as gaining the following benefits:

Iron Defender
Key Ability: Constitution

At 1st level, an Iron Defender gains proficiency with heavy armor and tower shields. At 3rd level, and every three levels after, they receive an additional +3 hit points. At 6th level, an Iron Defender’s speed is no longer modified by armor or encumbrance.

Clarion Commander
Key Ability: Charisma

At 1st level, a Clarion Commander gives a +1 morale bonus to all attack rolls and saves made against mind affecting effects to all allies within 10 feet of them. At 4th level, and every four levels after, the radius of this ability increases by 5 feet. At 5th level, and every five levels after, this bonus increases by 1.

Titan Fist
Key Stat: Strength

At 1st level and every level after, the Titan Fist gains Improved Unarmed Strike as a bonus feat. They also receive the unarmed damage progression of a monk of their level. They may use this damage while wielding a gauntlet, spike gauntlet, brass knuckles or a cestus in addition to their unarmed strikes. At 5th level, a Titan Fist may add their Strength ability to their Constitution to determine when they would die, at 10th level they are not treated as disabled or dying while they are at or below 0 hit points, and at 15th level they become immune to non lethal damage

Steel Gospel
Key Ability: Wisdom

At 1st level, the Steel Gospel may select one component of their alignment, allowing any weapon they wield to count as that alignment for the purposes of damage reduction. At 2nd level, when the Steel Gospel chooses to burn a Style point to receive a bonus to attack and damage rolls, they may select one target to gain these bonuses against. If they do, the bonuses lasting for an additional number of rounds equal to ½ the Steel Gospel’s level. At 15th level, all weapon the Steel Gospel wields is treated as either Holy, Unholy, Axiomatic, or Anarchist based on which alignment they selected at 1st level.

Divine Inspiration (EX)
Gifted with the powers of the almighty themselves, the Templar is a beacon of strength and succor in battle, able to use their holy combat prowess to lead others to victory. At 1st level the Templar gains 3 Style points at the beginning of the day. At 2nd level, and every three levels after, they gain an additional style point.

The Templar relies on their style points to use their many various techniques. The Templar must expend 1 Style point to use any technique they know. Whenever a point is expended, it may be recovered by resting for 5 minutes.

The Templar may also decide to ‘burn’ a style point, including an expended style Point, as a free action to receive a bonus on their attack and damage rolls equal to their Charisma modifier (minimum +1) until the beginning of their next round. A Style point that is burned is unavailable for the rest of the day, require the Templar to rest for 8 hours to regain it.

Divine Grace (SU)
At 2nd level, a Templar gains a bonus equal to their Charisma bonus (if any) on all Saving Throws.

Style Dabbler (EX)
The skills of most Templars are far more open to change than others, able to accept new ideas and strategies over time and adapt their way of fighting to encompass such changes. They may select one technique, gaining access to the technique’s mastery ability. At 7th level, and every five levels after, the Templar may pick a new tactic of any tier (beginner, intermediate, expert, master) of which they can access.

Sacred Reflexes (EX)
Rare is the opponent a Templar can’t best in combat, always vigilant. At 4th level, a Templar receives Combat Reflexes as a bonus feat, instead being able to determine the amount of additional attacks of opportunity with their Charisma modifier.

Intermediate Tier (EX)
At 5th level, the Templar may select their techniques from the Intermediate Tier list.

Chosen Nemesis (SU)
Some challenges require the direct intervention of the Templar, especially those of direct opposition to their own beliefs. At 6th level, when the Templar burns a Style point to gain a bonus on attack and damage rolls, if the Templar makes an attack against a target whose alignment opposes there on at least one axis, these bonuses last for 1 additional round against that target (Ex: If a lawful good Templar were to attack a chaotic neutral target, they could attack the target again next round, still receiving their Charisma bonus to attack and damage rolls).

Resolute Faith (SU)
Strengthened beyond normal capacities, Templars leave behind the frailty of lesser warriors. At 8th level, a Templar is immune to diseases and curses.

Immaculate Healing (SU)
Aware of their own limits, a Templar can aid themselves even as they assist others. At 9th level, whenever a Templar uses a technique that heals an ally, they heal themselves a number of hit points equal to ⅓ their Templar level + their Charisma modifier (minimum 1).

Expert Tier (EX)
At 10th level, the Templar may select their techniques from the Expert Tier list.

Transcendent Defense (SU)
Aware of their own mortality, Templars take care to survive no matter the cost. At 11th level, whenever a Templar burns a Style point to increase their attack and damage rolls, they also receive a sacred bonus to AC equal to their Charisma modifier (minimum 1) for the duration of their attack and damage bonus.

Glorious Recovery (SU)
Drawing strength from their sacrifice, a Templar is always able to continue the fight. At 13th level, whenever a Templar burns a Style point, they also heal an amount of hit points equal to twice their Charisma modifier (minimum 2).

Glorious Empower (SU)
Templars are capable of miracles when needed most. At 14th level, whenever a Templar uses a technique that heals an ally, they may empower the amount of healing the target receives.

Master Tier (EX)
At 15th level, the Templar may select their techniques from the Master Tier list.

Perfect Nemesis(SU)
At 16th level, when the Templar burns a Style point to gain a bonus on attack and damage rolls, if the Templar makes an attack against a target whose alignment opposes there on two axises, these bonuses last until that target is reduced to 0 or lower hit points (Ex: If a lawful good Templar were to attack a chaotic evil target, they could attack the target again next round, still receiving their Charisma bonus to attack and damage rolls until that target was reduced to 0 or fewer hit points).

Glorious Maximize (SU)
The level of dedication a Templar has to their allies is impossible for lesser warriors to understand, allowing them to draw out amazing levels of potential. At 18th level, whenever a Templar uses a technique that heals an ally, they may also maximize the amount of healing the target receives. This ability may not be used with Glorious Empower.

Unshakable Faith (SU)
Standing against even the greatest trials, a Templar’s mind is beyond the ken of those who dare stand against them. At 19th level, a Templar is immune to mind affecting effects of their choosing.

True Divinity (SU)
Standing above all others, a Templar becomes more than mortal. At 20th level, a Templar is transformed into an Outsider (native), being treated as though they was any alignment they wish or whichever would be most beneficial at the time. All techniques that the Templar uses which heals a target have their healing automatically empowered.


Technician Basics
The user of a technique is known as a technician. All saves for techniques are determined by the class using them. The saves for each technique are 10 + ½ the technician’s effective technician level + their Intelligence modifier (for Strategist), Wisdom modifier (for Striders), or Charisma modifier (for Templars). All techniques are extraordinary (EX) abilities unless stated otherwise.

Technicians may treat every two non levels as technician level for the purposes of their effective technician level, which tier of techniques for which they would qualify, and saves for their techniques

Example: A 3rd level Strider / 6th level Fighter would have an effective technician level of 6, be able to select Intermediate Tier Techniques, have their techniques treated as though they were being used by a 6th level Strider for the purposes of their effects, and require saves for their techniques as though they were a 6th level Strider.)

In the same way, if a character takes levels in several different technician classes, each one is treated as a non technician in regards to the other class.

Example: A 4th level Strider / 6th level Strategist would be able to select Intermediate Tier Techniques for both Strategist and Strider techniques. The technician would have their Strider techniques treated as though they were being used by a 7th level Strider for effects and their Strategist techniques would treated as though they were being used by an 8th level Strategist. The technician’s Strider techniques would require saves as though they were a 6th level Strider, and the technician’s Strategist techniques would require saves as though they were an 8th level Strategist.

N. Jolly
2014-12-06, 11:31 AM
Technique Primer

All techniques have their own unique abilities, and some require certain circumstances to perform, or cannot be done with certain forms of attacks. Techniques may have the following tags:

(Melee/Ranged) A technique with this tag may only be done as either a melee or ranged attack, or will only benefit such kinds of attacks in case of an augment.

(SU) A technique with this tag is a supernatural ability.

(Mind Affecting) A technique with this tag is a mind affecting effect.

(Curse) A technique with this tag is a curse effect.

(Negative Energy) A technique with this tag is a negative energy effect.

All techniques come in one of four different types, each one requiring different actions to activate:

Assault: Assaults may be done as either an attack as a standard action, as the first attack in a full round attack, an attack of opportunity, or at the end of a charge, but may not be used in combination with a Tactic. The listed ability of an assault only activates with a successful attack roll, and must deal at least 1 damage to activate. If an assault is used as a ranged attack, it must be used in the weapon’s first range increment.

Tactic: Tactics require either a move, standard, or full round action as stated in their description, having a large variety of effects.

Augment: Augments are done as a swift action, affecting either the technician or their allies for one round unless otherwise stated in the technique’s description. A creature may only benefit from one augment from each tier (beginner, intermediate, expert, master) at a time unless an augment allows you to ignore this rule.

Counter: Counters are done as immediate actions in response to actions done by others, often requiring an opposed attack roll.

Mastery: All techniques will have an additional effect, which may only be used if the technician's chosen calling matches the style of the technique (Ex: Only a technician which selects the Titan Fist calling may ignore all damage reduction and hardness at 5th level with the Stone Shattering Fist technique), or if it has been selected with the technician’s Style Dabbler class feature

Technique List

Beginner Techniques

Iron Defender

Buffering Shield
Strategist, Templar 1
Tactic (Melee)

As a standard action, the technician may make an attack with both a weapon and a shield. At 3rd level, if the technician successfully makes an attack with a shield, they may make a free bull rush attempt without provoking an attack of opportunity.

Mastery: At 5th level if an Iron Defender’s CMB check exceeds their opponent’s CMD, they may push their target back an additional 5 feet.

Siblings in Steel
Strategist, Templar 1
Counter

When the technician is next to an ally who would take damage, they may intercede, taking ½ of the damage of the attack themselves.

Mastery: At 3rd level an Iron Defender may take all of the damage from an oncoming blow.

Distracting Offense
Strategist, Templar 1
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the target takes a penalty to all attack rolls that don’t include the technician technician as a target equal to ½ the technician’s Constitution modifier (minimum -1) for one round. At 3rd level, this penalty increases to the technician’s Constitution modifier.

Mastery: At 5th level the duration of this penalty increases to one round per technician level.

Maze of Steel
Strategist, Templar 1
Augment

For one round per technician level, the technician may treat all squares that they threaten as difficult terrain. At 3rd level, a caster may no longer cast defensively in any squares the technician threatens.

Mastery: At 5th level entering any square an Iron Defender threatens provokes an attack of opportunity.

Numbing Armor
Strategist, Templar 1
Counter

When the technician receives damage from an attack, they may delay the onset of the hp loss for one round, instead receiving it at the beginning of their next round.

Mastery: At 3rd level, an Iron Defender may delay this damage a number of rounds equal to the technician’s Constitution modifier (minimum 1), and may treat it as nonlethal damage.

Clarion Commander

Dizzying Offense
Strategist, Templar 1
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the technician's target takes a -2 to AC and CMD to attacks from anyone except the technician for one round. At 3rd level, these penalties last for a number of rounds equal to the technician’s level (minimum 1).

Mastery: At 5th level, a clarion Commander may increase this penalty to -4.

Unity’s Roar
Strategist, Templar 1
Counter (Mind Affecting)

Whenever the technician or any ally within 30 feet of them attempts a saving throw, the technician may give a morale bonus on this saving throw equal to ½ the technician’s Charisma modifier (minimum +1). At 3th level this increases to the technician’s Charisma modifier.

Mastery: At 5th level, the target of a Clarion Commander’s Counter may roll twice for their saving throw, selecting whichever result they desire.

Leader’s Charge
Strategist, Templar 1
Tactic (Melee) (Mind Affecting)

As a full round action, the technician may make a charge attack against one creature. If this attack is successful, the next person to attack the target receives a morale bonus to their attack roll equal to the technician’s Charisma modifier (minimum +1). At 3rd level, they also receive a bonus to damage equal to the technician’s Charisma modifier (minimum +1).

Mastery: At 5th level a Clarion Commander receives a morale bonus to their attack roll equal to their Charisma modifier (minimum +1).

Pack Hunter’s Tactics
Strategist, Templar 1
Augment

For a number of rounds equal to the technician’s level, if the technician is flanking a target with an ally, they may increase the flanking bonus by the technician’s Charisma modifier (minimum +1) until the beginning of their next round.

Mastery: At 4th level, the Clarion Commander also deal additional damage equal to their Charisma modifier (minimum +1) with any attack they make while flanking.

Unbalancing Blow
Strategist, Templar 1
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the target may not make not make attacks of opportunity for 1 round. At 3rd level, this increases to ½ the technician’s Charisma modifier (minimum +1).

Mastery: At 5th level A Clarion Commander may increase the duration of this Assault to the technician’s Charisma modifier (minimum 2 rounds).

Titan Fist

Stone Shattering Fist
Strategist, Strider, Templar 1
Augment (Melee)

Until the beginning of the technician's next round, they may ignore damage reduction or hardness of 10 or less when making a melee attack. At 3rd level, this increases to 20.

Mastery: At 5th level, a Titan Fist's melee attacks ignore all hardness and damage reduction for a number of rounds equal to the Titan Fist's level).

Fluid Defenses
Strategist, Strider, Templar 1
Counter

For every attack made against the technician, the target takes a -1 to all attack and damage rolls against the technician for a number of rounds equal to ½ the technician's level (minimum 1).

Mastery: At 4th level, this penalty increases to -2 for attacks made against the Titan Fist.

Lighting Flash Combo
Strategist, Strider, Templar 1
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, the technician may make an additional attack at a -4 penalty against the target.

Mastery: At 4th level, the Titan Fist's second attack only takes a -2 penalty to it's attack roll.

Leaning into the Blow
Strategist, Strider, Templar 1
Counter (Melee)

Whenever the technician is targeted in combat by a melee attack, they may give their attack a +3 to attack and damage rolls, receiving the same bonuses on all melee attack rolls they make against the target. They must make the decision to use this counter before their target rolls. At 3rd level, the technician is able to make an additional attack against the target immediately after the triggering attack at a -5 penalty.

Mastery: At 5th level, the Titan Fist's addition attack is now made at a -2 penalty instead of a -5.

Giant Haymaker
Strategist, Strider, Templar 1
Tactic (Melee)

As a full round action, the technician may make a single melee attack roll with a -2 penalty against one target, dealing two times as much damage as normal. After this attack resolves, the technician provokes an attack of opportunity, with the opponent receiving a +3 to attack and damage rolls. If this attack misses, the technician is staggered for one round.

Mastery: At 3rd level, a Titan Fist's attack no longer takes a penalty, as well as only provokes an attack of opportunity if their attack misses.

Steel Gospel

Acolyte Strike
Templar 1
Assault (SU)

Whenever the technician makes a successful attack roll against their target with this Assault, the technician may select one ally within 30 feet, healing that target 1d8 + the technician’s Wisdom modifier (minimum 1).

Mastery: At 3rd level, the Steel Gospel may increase the amount healed to 2d8 + the Steel Gospel’s Wisdom modifier (minimum 1), and may remove the fatigued, shaken, or sickened conditions from the target.

Divine Focus
Templar 1
Tactic (SU)

As a standard action, the technician may make an attack roll against one opponent. If this attack roll is successful, the technician gains a bonus on attack and damage rolls equal to their Wisdom modifier against that target for a number of rounds equal to the technician’s level. While this bonus is in effect, they take a -2 to all attack rolls against all other targets, being allowed to dismiss this bonus as a free action on their round

Mastery: At 3rd level, the Steel Gospel’s may grant this bonus to one ally within 30 feet of themselves for one round.

False Faith
Templar 1
Assault (SU)

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a Will save or have one component of their alignment changed to the technician’s opposed alignment for a number of minutes equal to ½ the technician’s level (minimum 1).

Mastery: At 3rd level, the Steel Gospel’s target also glows as if affected by Faerie Fire for the duration of this assault.

Intelligent Grip
Templar 1
Augment (Melee)

For a number of rounds equal to the technician’s level, the technician may chose to ignore the reach quality of any weapon they wield. They must make the decision at either the beginning or end of their round to decide if they wish to use reach as a free action.

Mastery: At 3rd level, a Steel Gospel may attack adjacent squares to themselves with a reach weapon, as well as being able to add the brace quality to any reach weapon they wield.

Ephemeral Chains
Templar 1
Counter (Melee) (SU)

When the technician is targeted by a successful melee attack roll, the target must make a Reflex save. If this save is unsuccessful, for a number of rounds equal to ½ the technician’s level (minimum 1), for every 5 feet the target moves from the technician, they receive damage equal to the technician’s Wisdom modifier (minimum 1).

Mastery: At 3rd level, whenever the Steel Gospel’s target takes damage from this technique, they have their base land speed reduced by 5 feet.

Intermediate Techniques

To select an Intermediate Tier Technique from a style, the technician must have at least one other Technique from that style.

Iron Defender

Slowing Sledgehammer
Strategist, Templar 5
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the target is forced to make a reflex save or be rooted to the spot, unable to take a move action for one round.

Mastery: At 8th level, if the target fails their save against the Iron Defender, they are also dazed for one round.

Steel Purge
Strategist, Templar 5
Counter

Whenever the technician is affected by the following conditions, they may negate the condition, as well as any extraordinary, supernatural, spell-like ability, or spell that caused it: bleed, confused, dazed, dazzled, deafened, fatigued, shaken, sickened, staggered.

Mastery: At 8th level, an Iron Defender may add the following conditions to the list that they are able to negate: blinded, cursed, energy drained, exhausted, frightened, grappled, nauseated, paralyzed, poisoned, stunned.

Agile Iron Defense
Strategist, Templar 5
Augment

For one round per technician level, the technician may increase their defenses, receiving a dodge bonus to AC equal to their Constitution modifier (minimum +1).

Mastery: At 8th level an Iron Defender receives temporary hit points equal to double their Constitution modifier (minimum +2).

Skin of the Golem
Strategist, Templar 5
Augment

For one round per technician level, the technician gains DR-/X equal to their Constitution modifier (minimum DR 1/-). This DR stacks with all other DR except other Augments, regardless of source.

Mastery: At 8th level, the Iron Defender’s DR increases to twice their Constitution modifier (minimum DR 2/-).

Punishment Eater
Strategist, Templar 5
Counter

Whenever the technician loses hit points from any source, they may reduce the hit point loss by ½.

Mastery: At 8th level, the Iron Defender may channel the force behind that attack, receiving a +1 dodge bonus to AC for every 5 damage reduced with this ability until the end of their next turn.

Clarion Commander

Quicksilver Momentum
Strategist, Templar 5
Tactic

As a move action, the technician may grant any ally within 30 feet an additional move action to be taken on the target’s round.

Mastery: At 8th level, the Clarion Commander may instead grant an additional standard action to their ally

Victory’s Herald
Strategist, Templar 5
Augment (Mind Affecting)

Whenever the technician connects with an attack this round, all allies within 60 feet gain a cumulative +1 morale bonus to attack rolls until the beginning of the technician’s next round, up to a maximum bonus equal to the technician’s level . At 7th level, this bonus also applies to damage rolls.

Mastery: At 9th level the Clarion Commander’s morale bonus last for a number of rounds equal to 1/2 the technician’s level.

Coordinated Charge
Strategist, Templar 5
Tactic (Melee)

As a full round action, the technician may select one ally within 30 feet of them, allowing both their ally and themselves to make a charge attack against the same foe.

Mastery: At 8th level, both characters receive a morale bonus on their attack and damage rolls equal to the technician’s Charisma modifier (minimum +1).

True Steel Technique
Strategist, Templar 5
Augment

The technician may increase the weapon damage of all allies within 30 feet by one step for a number of rounds equal to the technician’s Charisma modifier (minimum +1).

Mastery: At 8th level, the Clarion Commander may increase the weapon’s damage die by two steps.

Bolstering The Troops
Strategist, Templar 5
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the technician may give any ally within 30 feet of them temporary hit points equal to the technician’s level.

Mastery: At 8th level, the number of temporary hit points granted by this assault increases to twice the Clarion Commander’s level.

Titan Fist

Lighting Crash
Strategist, Strider, Templar 5
Tactic (Melee)

As a full round action, the technician makes a charge attack against their opponent. If this charge attack is successful, the target is pushed back 5 feet and knocked prone. At 7th level, the target must also make a Fortitude save or be dazed for one round.

Mastery: At 9th level, the Titan Fist's charge attack deals double damage.

Foolhardy Defense
Strategist, Strider, Templar 5
Augment

Until the beginning of the technician's next round, the technician takes a -4 to AC and Reflex saves, and all damage dealt to the technician is considered to have rolled minimum damage on all variables such as weapon damage dice and spells (Ex: A Fireball spell from a 6th level caster would deal 6 damage, three on a successful save).

Mastery: At 8th level, the Titan Fist's Augment last for a number of rounds equal to ½ the Titan Fist’s level.

Mobile Footwork
Strategist, Strider, Templar 5
Augment (Melee)

For a number of rounds equal to the tactician's level, the tactician may increase their natural reach by 5 feet.

Mastery: At 8th level, the Titan Fist may make a five foot step even in a round in which they have already made a move action.

Calculated Risk
Strategist, Strider, Templar 5
Counter (Melee)

Whenever the technician is declared the target of a melee attack, they may allow the target to forego the attack roll, instantly letting the attack connect. If they do this, the technician receives an insight bonus on attack rolls against the target equal to the technician’s Strength modifier (minimum 1) until the end of their next round.

Mastery: At 8th level, the Titan Fist's insight bonus to attack rolls double, as well as applying to damage as well.

Overpowering Defense
Strategist, Strider, Templar 5
Counter (Melee)

Whenever the technician is the target of a melee attack, they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, the target's attack is deflected and the technician deals damage as though they made a successful melee attack roll.

Mastery: At 8th level, whenever the Titan Fist's attack roll exceeds the target's, the target is unable to make another attack against the Titan Fist until the beginning of their next round.

Steel Gospel

Cardinal Strike
Templar 5
Assault (SU)

Whenever the technician makes a successful attack roll against their target with this Assault, the technician may select one ally within 40 feet, healing that target 3d8 + the technician’s Wisdom modifier (minimum 1).

Mastery: At 3rd level, the Steel Gospel may increase the amount healed to 4d8 + the Steel Gospel’s Wisdom modifier (minimum 1), and may remove the dazed or staggered conditions from the target.

Bulwark of Faith
Templar 5
Augment (SU)

For a number of minutes equal to ½ the technician’s level, the technician is treated as though under the effects of a Protection from (their opposed alignment) spell.

Mastery: At 8th level, the bonuses provided by this technique are increased by the Steel Gospel’s Wisdom modifier (minimum +1).

Spiritual Sever
Templar 5
Assault (SU)

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a Will save or be unable to recover hit points from positive or negative energy for a number of minutes equal to the technician’s level.

Mastery: At 8th level, the Steel Gospel’s target is instead damaged by both positive and negative energy, regardless of how they would normally react to it.

Wings of the Servant
Templar 5
Augment (SU)

For a number of rounds equal to the technician's level, the technician grows a pair of wings of any kind they wish, gaining a fly speed of 30 feet with average maneuverability. At 7th level, this increases to 40 feet and good maneuverability.

Mastery: At 9th level, the Steel Gospel’s wings may now be used as secondary natural attacks, and the duration of this augment is now a number of minutes equal to the Steel Gospel’s level

Field of Sanctity
Templar 5
Tactic (SU)

As a standard action, the technician may make an attack roll against one target. If this attack roll is successful, all allies within 30 feet of the templar gain fast healing 5 for a number of rounds equal to ½ the technician’s level.

Mastery: At 8th level, all of the Steel Gospel’s allies are also immune to fear for the duration of this tactic.

N. Jolly
2014-12-06, 11:32 AM
Expert Techniques

To select an Expert Tier Technique from a style, the technician must have at least two other techniques from that style.

Iron Defender

Incorruptible Aura
Strategist, Templar 10
Counter

Whenever the technician is included as a target by a spell, if they make a successful saving throw, they may force the spell back upon the caster, the DC of the spell becoming 10 + ½ the technician’s level + their Constitution modifier (minimum +1). At 12th level, the technician gains a morale bonus to this saving throw equal to the technician’s Constitution modifier (minimum +1).

Mastery: At 14th level, the target takes a penalty to their saving throw equal to the Iron Defender’s Constitution modifier (minimum -1).

Heart of Sacrifice
Strategist, Templar 10
Augment (Melee)

Leaving themselves seemingly vulnerable to all opponents, the technician may give all attacks against them a +4 bonus on attack and damage rolls against them until the beginning of their next turn, but every attack against the technician provokes an attack of opportunity from them, which is resolved prior to resolving the triggering attack. At 12th level, this tactic last an additional number of rounds equal to the technician’s Constitution modifier (minimum +1).

Mastery: At 14th level whenever the Iron Defender makes a successful attack of opportunity, the creature that triggered the attack of opportunity takes a cumulative -2 to all attack rolls until the beginning of their next round.

Mystic Sealing Strike
Strategist, Templar 10
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the technician's target must make a will save or be unable to cast any spells, or use any spell-like or supernatural abilities for a number of rounds equal to the technician’s Constitution modifier (minimum 1).

Mastery: At 13th level, the target takes twice as much damage from the Steel Defender's attack if they have used a spell, spell-like ability, or supernatural ability within one round of this assault.

Near Death Vigor
Strategist, Templar 10
Counter

Whenever the technician takes damage from an attack, they may receive a +2 dodge bonus to their AC for every 5 damage they take until the beginning of their next round, this bonus lasting until the end of their next round.

Mastery: At 13th level, thee Iron Defender also receive a cumulative DR 2/- for every 5 damage they take.

Loyalty beyond Death
Strategist, Templar 10
Counter

Whenever the technician would take enough damage to lower their hit points below 0, they may make a fortitude save (DC is the amount of damage they took), surviving the attack with 1 hit points.

Mastery: At 13th level, the Iron Defender may continue to make saves against all damage until the beginning of their next round.

Clarion Commander

Iron Smith’s Hammer
Strategist, Templar 10
Augment

Until the beginning of the technician’s next round, whenever they make a successful attack roll, the target of their attack takes a cumulative -2 to AC and reflex saves for a number of rounds equal to ½ the technician’s level

Mastery: At 13th level, the target also takes a -5 penalty to all of its movement speeds for each successful attack the Clarion Commander makes against them.

Warlord’s Scythe
Strategist, Templar 10
Tactic (Melee)

As a standard action, the technician may make a single attack against one target, dealing two times as much damage. If this attack reduces the target to 0 or few hit points, the technician may make a five foot adjustment and make another attack, also dealing double damage. At 12th level, if this attack reduces the target to 0 or fewer hit points, they may make a third such attack, being able to make another 5 foot adjustment

Mastery: At 14th level, the Clarion Commander deals twice as much damage with attacks made with this Tactic.

Generous Set Up
Strategist, Templar 10
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, all allies may increase the threat range of their weapons by 1 on attacks against the technician's target until the beginning of the technician’s next round.

Mastery: At 13th level, the Clarion Commander’s Assault instead increases ally’s weapon threat range by 2.

Golden Dragon’s Gift
Strategist, Templar 10
Augment

All allies within 30 feet of the technician gain a morale bonus on attack and damage rolls equal to 1/2 the technician’s Charisma modifier (minimum +1) for two rounds. At 12th level, they also receive a morale bonus to saving throws equal to the technician’s Charisma modifier (minimum +1)

Mastery: At 14th level, the Clarion Commander’s allies may also re roll a saving throw once per round as a free action.

Unbalancing Feign
Strategist, Templar 10
Counter (Melee)

Whenever the technician is hit by an attack, the attacker must make a will save or they will provoke attacks of opportunity whenever they make a standard, move, swift, or full round action until the end of the target’s next turn.

Mastery: At 13th level, whenever the target is hit by an attack of opportunity, they take a penalty to all attack and damage rolls equal to the Clarion Commander’s Charisma modifier (minimum 1) until the end of their next round.

Titan Fist

Merciless Onslaught
Strategist, Strider, Templar 10
Tactic (Melee)

As a full round action, the technician may either make a full round attack or make a charge attack as if they had pounce, choosing to make a number of additional attacks up to a number equal to their Strength modifier (minimum 1). For each additional attack the technician chooses to make, they receive a cumulative -3 penalty to all attack rolls until the beginning of their next round.

Mastery: At 13th level, the penalties for a Titan Fist making additional attacks are reduced by 1.

Maximum Impact
Strategist, Strider, Templar 10
Augment (Melee)

For a number of rounds equal to ½ the technician's level, all attacks including the technician as a target do maximum damage to them (Ex: a 6th level wizard casting a Fireball that included the technician as a target would do 36 damage to the technician). In exchange, all melee attacks made by the technician are likewise maximized.

Mastery: At 13th level, only the first attack in a round made against a Titan Fist by a target does maximum damage.

Knock Out Blow
Strategist, Strider, Templar 10
Tactic (Melee)

As a standard action, the technician may make a melee attack roll against one target, dealing two times as much damage as normal. If the attack roll is successful, the target must make a Fortitude save or be knocked unconscious for a number of rounds equal to ½ the technician's level. After this attack resolves, the technician is staggered until the end of their next round. At 12th level, the technician may choose between knocking an opponent unconscious and stunning them.

Mastery: At 14th level, a Titan Fist's attack ignores all damage reduction, forcing the target to make another Fortitude save or dealing intelligence and Wisdom damage equal to the Titan Fist's Strength modifier (minimum 1).

Calm Before the Storm
Strategist, Strider, Templar 10
Augment (Melee)

Until the beginning of the technician's next round, all attacks they make target touch AC. Instead of dealing damage, each strike gives the technician a cumulative +4 on attack and damage rolls until the beginning of the technician’s next round for every successful attack made against a target.

Mastery: At 13th level, each of the Titan Fist's touch attacks deal damage equal to their Strength modifier (minimum 1).

Tornado Reversal
Strategist, Strider, Templar 10
Counter (Melee)

Whenever a technician is targeted by any attack (ranged, melee, supernatural, spell), they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, they may deflect the attack back to its source using the original attack roll, treating it as though the technician was the source of the ability.

Mastery: At 13th level, the deflected attack receives an insight bonus to attack, damage, and DC equal to the Titan Fist’s Strength modifier (minimum 1).

Steel Gospel

Crusading Strike
Templar 10
Assault (SU)

Whenever the technician makes a successful attack roll against their target with this Assault, the technician may select one ally within 50 feet, healing that target 5d8 + the technician’s Wisdom modifier (minimum 1).

Mastery: At 13rd level, the Steel Gospel may increase the amount healed to 7d8 + the Steel Gospel’s Wisdom modifier (minimum 1), and may remove the exhausted, nauseated, or frightened conditions from the target.

Iconoclastic Blade
Templar 10
Tactic (SU)

As a standard action, the technician may make a single attack roll against one target, dealing two times as much damage. If the target’s alignment is opposed to the technician’s, the target must make a will save or suffer the following effects (the technician may choose if the target qualifies for both):


One step: The target is stunned for a number of rounds equal to the technician’s Wisdom modifier (minimum 1).
Two Steps: The target receives a number of negative levels equal to the technician’s Wisdom modifier (minimum 1).

Mastery: At 13th level, the Steel Gospel’s target is treated as though they were at least one step from the Steel Gospel’s alignment

Divine Surge
Templar 10
Augment (SU)

For a number of rounds equal to the technician's level, the technician is treated as though under a Haste spell, and all damage they do with a weapon ignores all damage reduction, recovering a number of hit points equal to their Wisdom modifier (minimum 1) with each successful attack roll.

Mastery: At 13th level, a Steel Gospel also receives DR/Alignment to their opposed alignment equal to two times their Wisdom modifier (minimum 2).

Sacred Defiance
Templar 10
Counter (Melee)

Whenever the technician is the target of a melee attack roll, they may make an opposed attack roll. If the technician’s result is higher, the attack is deflected and the target takes damage as though the technician made a successful attack roll, forcing the target to make a Will save or be staggered for 1 round.

Mastery: At 13th level, the target takes a penalty to their saving throw equal to the Steel Gospel’s Wisdom modifier (minimum 1).

Aura of Resolve
Templar 10
Augment (SU)

For a number of rounds equal to ½ the technician’s level, all allies within 30 feet of the technician gain a bonus on all saving throws equal to the technician’s Wisdom modifier (minimum 1), recovering a number of hit points upon making a successful saving throw equal to the technician’s Wisdom modifier (minimum 1).

Mastery: At 13th level, the distance of this aura increases to 60 feet, and all of the Steel Gospel’s allies may also retry one saving throw during the duration of this augment.

Master Techniques

To select a Master Tier Technique from a style, the technician must have at least three other techniques from that style.

Iron Defender

Eternal Bond of Loyalty
Strategist, Templar 15
Augment

The technician may select one ally for their bond, and may only have one bond at a time, lasting for a number of rounds equal to ½ the technician’s level. The technician and their ally are both allowed to make saving throws whenever either is subjected to an effect, taking the higher result of the two. As long as the technician is still conscious and alive, the bonded ally is always considered adjacent to them, and the two may pool their hit points to determine when they would fall unconscious or die due to hit point loss

Mastery: At 18th level, as long as the technician is conscious, the Iron Defender’s bonded ally may use the Loyalty Beyond Death technique once per round as a free action, allowing both the Iron Defender and their bonded ally to make the save.

Strength from Pain
Strategist, Templar 15
Counter

When the tactician would be dealt damage, they may make a Fortitude save with a DC equal to the damage. If this save is successful, the damage is negated and the tactician gains temporary hit points equal to the amount of damage they would have received.

Mastery: At 18th level, the Iron Defender instead gains twice as many temporary hit points.

Battlefield Warlord
Strategist, Templar 15
Tactic (Melee)

As a move action, the technician may increase the radius they threaten by a number of spaces equal to their Constitution modifier (minimum 1) until the beginning of their next round. If the technician could not normally make an attack against an opponent who provoked within their expanded threatened range, they may move as a free action up to their speed, as long as they end their movement in a square that they threaten the target which provoked the attack of opportunity.

Mastery: At 18th level, every attack of opportunity the Iron Defender makes deals two times as much damage.

Crushing Magic Resonance
Strategist, Templar 15
Tactic

As a standard action, the technician may make a single attack, dealing twice as much damage. If this attack is successful, the target must make a will save or take damage equal to the technician’s Constitution modifier (minimum 1) for every level of spell currently affecting the target (Eg; a target with Haste and Beast Form I would take six times the technician’s Constitution modifier), only taking half this damage on a successful save.

Mastery: At 18th level, if the target of the Iron Defender’s Tactic failed their save, all spells affecting them are instantly dispelled.

Adamantine Halo
Strategist, Templar 15
Augment

For a number of rounds equal to ½ the technician’s level, they treat all lethal damage as non lethal. This Augment may not be used if the technician is immune to non lethal damage.

Mastery: For the duration of this Augment, the Iron Defender also receives fast healing equal to their Constitution modifier (minimum 1).


Clarion Commander

Eternal Leadership
Strategist, Templar 15
Counter

When the technician would be brought to 0 or fewer HP by an incoming attack, they may give all allies within 60 feet of them temporary hit points equal to their level, as well as a morale bonus to attack and damage rolls and saving throws equal to their Charisma modifier (minimum +1) for a number of rounds equal to ½ the technician’s level. These bonuses are halved if the technician is brought above 0 hit points.

Mastery: At 18th level, the Clarion Commander’s temporary hit points bestowed upon their allies double.

Ironclad Momentum
Strategist, Templar 15
Augment

Until the beginning of the technician’s next round, whenever the technician or any of their allies within 60 feet of them makes a successful attack roll, they receive temporary hit points equal to the technician’s Charisma modifier and a cumulative +2 to attack and damage rolls. These temporary hit points last for 5 minutes, while the bonuses to attack and damage last for a number of rounds equal to ½ the technician’s level.

Mastery: At 18th level, the duration of the Clarion’s Commander's Augment now end one round later.

Resolve Shattering Blow
Strategist, Templar 15
Assault (Mind Affecting)

Whenever the technician makes a successful attack roll against their target with this Assault,The DCs of the target’s spells, spell-like abilities, supernatural abilities, and extraordinary abilities are reduced by a number equal to the technician’s Charisma modifier.

Mastery: At 18th level, if the Clarion Commander’s target attempts to use any supernatural, spell, or spell-like ability, they must make a will save or lose the action.

Warlord’s Influence
Strategist, Templar 15
Assault (Mind Affecting)

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a Will save or swear their allegiance to the technician, being treated as though they were Dominated for a number of minutes equal to ½ the technician’s level.

Mastery: At 18th level, the duration of this ability is increased to a number of hours equal to ½ the technician’s level.

Turning the Tide
Strategist, Templar 15
Tactic

As a move action, the technician may grant all allies within 60 feet an additional move action to be taken on the target’s round. All targets affected by this Tactic are unable to provoke attacks of opportunity through movement on their next round.

Mastery: At 18th level, the Clarion Commander may also grant an additional standard action. These may not be combined for a full round action

Titan Fist

No Guts, No Glory
Strategist, Strider, Templar 15
Tactic (Melee)

As a standard action, the technician may make a melee attack roll against one target, dealing four times as much damage. Until the beginning of the technician’s next round, their AC is reduced to 0 and they automatically fail all Reflex saves.

Mastery: At 18th level, the Titan Fist’s attack does five times as much damage, and the target must make a Fortitude save or take Constitution damage equal to the Titan Fist’s Strength modifier.

Channeling the Storm
Strategist, Strider, Templar 15
Augment (Melee)

For a number of rounds equal to ½ the technician’s level, whenever the technician is dealt damage, they receive a cumulative +2 insight bonus to attack and damage rolls for the duration of this augment.

Mastery: At 18th level, for every third time the Titan Fist takes damage, their critical threat range increases by 1. This increase resets once the Titan fist has landed a successful critical hit.

Diamond Shattering Fist
Strategist, Strider, Templar 15
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, the target must make a Fortitude save or take Strength, Dexterity, and Constitution damage equal to the technician’s Strength modifier (minimum 1).

Mastery: At 18th level, the target must also make a Will save or take Intelligence, Wisdom, and Charisma damage equal to the Titan Fist’s Strength modifier (minimum 1).

Hurricane Barrage
Strategist, Strider, Templar 15
Tactic (Melee)

As a full round action, the technician may make a melee attack roll against one target, dealing three times as much damage. If this attack connects, the target must make a Reflex save or be dazed for one round and allows the technician to make a second attack roll with a -5 penalty, dealing two times as much damage. If this second attack connects, the target must make another reflex save or also be paralyzed for one round and allow the technician to make a third attack roll with a -10, dealing normal damage.

Mastery: At 18th level, the Titan Fist may ignore all penalties to the second and third attack roll.

Typhoon Punishment
Strategist, Strider, Templar 15
Counter (Melee)

When the technician is the target of a melee attack, they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, the opposing attack is deflected, and technician deals two times as much damage as though they made a successful melee attack roll. The target must also make a Fortitude save or be dazed for one round.

Mastery: At 18th level, the Titan Fist’s opposed attack roll deals three times as much damage and the target must make two Fortitude saves, being stunned for one round if they fail both.

Steel Gospel

Deific Form
Templar 15
Augment (SU)

For a number of rounds equal to ½ the technician’s level, they receive regeneration equal to two times their Wisdom modifier (minimum 1) (bypassed by their opposed alignment), a fly speed of twice their base land speed with perfect maneuverability, and an additional swift/immediate action per round.

Mastery: At 18th level, the Steel Gospel’s augment last for a number of minutes equal to ½ their level.

Savior’s Strike
Templar 15
Assault (SU)

Whenever the technician makes a successful attack roll against their target with this Assault, the technician may choose to apply one of the following effects to one ally within 60 feet:


The technician may treat one ally as though they were affected by a Heal spell with a caster level equal to the technician’s level.
The technician may treat one ally as though they were affected by a Greater Ressurection spell with a caster level equal to the technician’s level. This may not affect an ally who has been dead for longer than a number of minutes equal to the technician’s level.

Mastery: At 18th level, the Steel Gospel may choose to apply both of these effects at once to a single ally.

Final Judgement
Templar 15
Tactic (SU)

As a standard action, the technician may make an attack roll against one target, dealing two times as much damage. If this attack roll is successful, the target must make a fortitude saving throw or have their soul trapped in the technician’s weapon. This soul may be expelled after one week, changing the alignment of the target to match the technician's. This does not bring the target back to life, but it does not count against time spent dead for resurrection effects. A weapon may only hold one soul at a time, and ammunition may not house a soul. This technique does not work on a target without a soul.

Mastery: At 18th level, if the Steel Gospel’s target makes a successful save, they instead gain a number of negative levels equal to the Steel Gospel’s Wisdom modifier (minimum 1), gaining another negative level for a number of rounds equal to ½ the Steel Gospel’s level

Clash of Ideals
Templar 15
Tactic

As a standard action, the technician may make an attack roll against one target, dealing three times as much damage. If this attack roll is successful, the technician may make an additional attack roll against the target for each step that the target’s alignment varies from their own.

Mastery: At 18th level, each of the Steel Gospel’s additional attacks do two times as much damage.

Aegis of the Impossible
Templar 15
Counter (SU)

Whenever the technician is targeted by an attack roll, the target must make a Will save or instead suffer all effects of their own attack, being forced to make a Fortitude save or else treating the attack as though it were a critical hit. The target receives a penalty on all saving throws related to the attack equal to the technician’s Wisdom modifier (minimum 1).

Mastery: At 18th level, the Steel Gospel also heals an amount of hit points equal to half the damage dealt by this counter.