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Additional Gifts
As with any type of Exalted, the Dragon-Blooded bring with themselves unique ways of manifesting essence and weaving it into the power of Charms which no other type of Exalt can wield, safe perhaps for truly dedicated Eclipse or Moonshadow Castes who wish (for some reason) to learn the way of the least of the Exalted. Some of these Gifts aren't much of use against Anathema (Solar, Lunar and Abyssal) and thus are less likely to show up in the random table and would be a better choice as gifts bought with spare points to 'round up' a character's toolkit.
Aegis of Mela (On Turn)
Commit Effort for the Day. For the rest of the scene, you take 1 fewer point of damage from spells and the abilities and Gifts of Spirits. This is an Air or Occult Gift.
All-Encompassing Earth Sense (Constant)
You cannot be surprised as long as your body touches the ground. You are instantly aware of the general position of those around you in a 200feet radius unless they are deliberately trying to hide themselves with Gifts and miracles in which case they gain a free Spirit Saving Throw. This is an Earth or Awareness gift.
Dragon Skin Repel the Blade (On Turn)
Commit Effort. You have an invincible defense against normal melee weapons and can take no more than 1 point of damage per hit from magical ones. Only actual weapons such as swords, hammer or even fists are affected by this, not spells or magical effects.
Spirit-Chaining Strike (On Turn)
Commit Effort. Any Spirit hit by an attack from the Terrestrial cannot dematerialize or use any Gifts or ability which would allow it to escape (such as the 'Hurry Home' Gift possessed by Gods, which let them go back to their Sanctum) until it pass a Spirit Saving Throw.
Spirit-Rending Might (On Turn)
Commit Effort for the day and target a Spirit (God, Elemental, Demon or Ghost). For the rest
of the scene, that target has AC 9 versus the Exalted's attacks. In addition, always suffer at least 1 point of damage on Spirits.
Vengeful Gust Counterattack (On Turn)
Commit Effort for the scene. For the rest of the scene, whenever you are hit by a ranged attack, you get an Instant normal attack in return at the culprit which always inflict at least 1 point of damage.This is an Air or Thrown gift.
(Element) Bolt Attack (On Turn)
Commit Effort. You wield your element as a weapon, either limning a blade in it or using projections of it as a magical weapon with a 200 foot range and 1d10 damage die. These are, in actuality, five different Gifts, one for each element which grant a different passive benefit:
- Air: Swift and free as the wind, Air Bolt Attack gain a range of 600 feet.
- Earth: As the earth remembers, Earth Bolt Attack automatically hit a target which has successfully harmed the wielder within the last round.
- Fire: Fueled by the destructive powers of fire, Fire Bolt Attack always inflict at least 1 point of damage.
- Water: Guided by the shifting water, Water Bolt Attack ignores cover between the target and user.
- Wood: Infused with poisonous nature, Wood Bolt Attack inflict one point of damage the round after a hit land.
Creating the Warrior
First Word - The Elemental Aspect
As previously rolled, the Dragon-Blooded has an Elemental Aspect which inform what element they wield and what their baseline powers are. The Elemental Aspect gives:
- They are Bound to either the Word of Fire, Earth, Sea, Sky or Wood (The Word of Wood replaces Birth Blessing with Scent the Prey but is otherwise identical to Fertility). They also receive the innate benefit of binding this Word.
- They gain the Incandescent Aspect trait which also cause damage. (See Godbound: Deluxe Edition page 228).
- Finally, choose two Lesser Gift related to the elemental Word. The (Element) Bolt Attack gifts are part of their respective Word.
Additional Gifts
Created fresh out of these tables, a Dragon-Blooded would have six Gifts: two from their Elemental Word, two from their first fighting style and two more from their second with any redundant result being turned into another Lesser Gift of choice. However, this is far from the peak of their power, limited as it may be compared to other Exalted. Dragon-Blooded NPC gain an extra Gift point per tw
For simplicity's sake, the table from last time is brought back here.
D6
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Fighting Style A
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Fighting Style B
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1
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Melee: The Dragon-blooded fights in the thick of combat with a melee weapon.
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Reroll on Fighting Style A
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2
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Archery: The Dynast prefer to fight from away with a bow weapon.
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3
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Thrown: Chakram, daggers and other thrown weapons this Dynast weapons.
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Defensive: Fighting defensively, this Dynast use charms to stay in the fight.
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4
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Martial Arts: This Dragon-blooded fight with Terrestrial Martial Arts.
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Combat Master: This Dragon-blooded is an expert at controlling the flow of battle.
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5
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Sorcery: The secrets of Sorcery are this Dynast main weapon.
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Commander: A skilled tactician, the Dragon-Blooded bolster mortal troops with War charms.
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6
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Elemental: This Dynast fight in an unorthodox manner, preferring to wield the elements directly.
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Trickster: The Dragon-blooded fights with subterfuge and manipulation.
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MELEE: Gain the passive benefits of the Sword Word.
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D4
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Gift A
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Gift B
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1-2
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Steel Without End
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Furious Counterstrike
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3
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Thirsting Razor
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Dragon Skin Repel the Blade
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4
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Unerring Blade
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Gain a passive +1 to hit and damage with all melee weapons. If Level 8 or above, gain +2 to hit and damage instead.
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ARCHERY: Gain the passive benefits of the Bow Word but limited to Bow-type weapons.
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D4
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Gift A
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Gift B
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1-2
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Feathered Tempest
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Trained Aim
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3
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The Seeking Flight
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None Beyond Reach
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4
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Omnipresent Reach
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Gain a passive +2 to hit with all bow weapons. If Level 8 or above, gain +4 to hit instead.
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THROWN: Gain the passive benefits of the Bow Word, but limited to Throw weapons.
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D4
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Gift A
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Gift B
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1-2
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Feathered Tempest
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Vengeful Gust Counterattack
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3
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The Seeking Flight
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Bar the Red Descent
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4
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Trained Aim
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Gain a passive +2 to hit with all thrown weapons. If Level 8 or above, gain +4 to hit instead.
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MARTIAL ARTS: All unarmed attacks deal 1d10 and count as magical weapons.
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D4
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Gift A
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Gift B
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1
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Thirsting Razor
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The Storm Breaks
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2
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Unerring Blade
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Dragon Skin Repel the Blade
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3
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Through A Red Forest
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Artful Sidestep
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4
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Hand Full of Venom
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Sinews of the Serpent
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SORCERY: Gain the ‘Adept of the Gate’ gift aka Terrestrial Circle Sorcery and know two spells.
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D4
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Gift A
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Gift B
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1-2
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The Will That Burns
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(Element) Bolt Attack
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3
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Aegis of Mela
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The Subtle Eye of Knowing
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4
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Spirit-Chaining Strike
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Spirit-Rending Might
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ELEMENTAL: Gain the (Element) Bolt Attack gift and in addition to this one, roll A and B on the matching element table.
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D4
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Gift
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1-2
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Divine Wrath
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3
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Corona of Fury
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4
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Blood for Blood
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AIR
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D4
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Gift A
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Gift B
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1
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Sapphire Wings
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Light as Air
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2
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Flickering Advance
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3
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The Clouds Below
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Omnipresent Reach
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4
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Rain of Lightning
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Veiled Step
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EARTH
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D4
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Gift A
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Gift B
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1
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Know The Terrain
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Earthwalker
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2
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Rebellion of the Soil
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3
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Elemental Scorn
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All-Encompassing Earth Sense
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4
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Obduracy of Stone
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Intrinsic Health
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FIRE
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D4
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Gift A
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Gift B
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1
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Nimbus of Flame
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Perfect Rhythm
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2
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All Direction At Once
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3
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Firestorm
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Terrifying Mien
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4
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Unerring Blade
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Artful Sidestep
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WATER
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D4
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Gift A
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Gift B
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1
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Roll on Martial Arts table.
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Know The Inner Truth
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2
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Passing Sight Unseen
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3
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Mist On Water
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Secrets of the Deep
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4
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Off The Walls
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Trained Aim
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WOOD
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D4
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Gift A
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Gift B
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1
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Touch of Green Restraint
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A Chorus Like Thunder
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2
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Eyes of the Cat
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3
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Hands Full of Venom
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A Second Spring
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4
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Swift Progress
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DEFENSIVE: Gain the passive benefit of the Word of Protection.
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D4
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Gift A
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Gift B
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1-2
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Braced for Impact
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Furious Counterstrike
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3
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Defy The Iron
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Intrinsic Health
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4
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Dragon Skin Repel the Blade
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Bar the Red Descent
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COMBAT MASTER: Gain the passive benefit of the Word of Luck.
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D4
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Gift A
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Gift B
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1
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The Storm Break
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Gain the passive ability: instead of doing damage, you can choose to lower the foe’s AC to 9. Worthy Foes gain a Spirit Saving Throw each turn to cancel this.
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2
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A Second Spring
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Gain the passive ability: instead of doing damage you can choose to inflict upon the victim 1d6 damage each turn until they pass a Hardiness Saving Throw.
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3
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Surge of Strength
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Gain the passive ability: instead of doing damage you can choose to force the victim to make a Hardiness saving throw or lose their next action.
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4
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Contempt of Distance
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Gain the passive ability: instead of doing damage you can choose to ‘pin’ the target into place until it succeed a Spirit Saving Throw.
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COMMANDER: Gain the passive benefit of the Word of War
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D4
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Gift A
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Gift B
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1
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Voice of Command
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General’s Escort
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2
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Hope of Dawn
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Guards! Seize Him!
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3
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The Soldier’s Faithful Heart
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The Soldier’s Faithful Heart
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4
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Citadel of Courage
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Shield of Phobos
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TRICKSTER: Gain the passive benefit of the Word of Murder
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D4
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Gift A
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Gift B
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1
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Passing Sight Unseen
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Read The Signs
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2
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A Trustworthy Face
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Off The Walls
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3
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Liar’s Flawless Grace
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Perfect Masquerade
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4
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A Knife in the Dark
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Flickering Advance
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