Leader

CLASS DESCRIPTION

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

Proficiencies

One Handed:Light and Medium weapons.
Two Handed:Light, two handed weapons.
Long Range:Bows and Crosswbows.
Short Range:Thrown weapons.
Armour:Light or Medium armour.
Shields:Light or Medium shields.

Manoeuvres

Defensive:Step Aside

Step AsideMANOEUVRE

Ever watchful or superbly agile, either way knowing the precise moment to just make the slightest move can avoid an incoming blow.


Passive: A the end of the enemy move phase, move 1 space. Gain Dodge

Primary Attack:Called Strike

Called StrikeMANOEUVRE

With confidence and authority, spur on allies to greater feats deliver vital blows.


Special Action: Instead of attacking in the attack phase, allow an ally to make an melee attack.

Secondary Attack:Called Shot

Called ShotMANOEUVRE

With authority and experience, call out an ally to make the most strategic of shots.


Special Action: Instead of attacking in the attack phase, allow an ally to make an ranged attack.

Unique:Command

CommandMANOEUVRE

To command requires trust or subservience, but it offers greater tactical options than everyone trying to do their own thing.


Passive: During the move phase, give an ally a preferred target, if they chose to attack that target they gain +1 dice.

Skills:

Leader:Negotiate

NegotiateSKILL

Masterful negotiation requires understanding the other party's objectives and their market value. It further entails a rapid assessment of whether those needs can be fulfilled while maintaining favourable terms.


When trying to get a citizen to trade or join a party, the citizen is more inclined to do so.

Compel

CompelSKILL

Confidence enables the manipulation of others into actions they are already considering, though it rarely compels them to act against their core character.


When trying to get a citizen to undertake an action, the citizen is more inclined to do so.

Class Portrait

Adventurer Leader support leader

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Artwork of Terrainia

Last updated on the 22nd July 26
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