Martial Spirit (keystone)
“They were magnificent. I only hope that when it is my time, I may die with half as much dignity as I saw in their eyes in the end.”
*Pankrator: When you take any Step in Path of Martial Spirit, you gain an ability called Avoid. When you generate Block dice, you can hold onto them, granting them as a free action as desired, though Block dice held this way only last 1 round. When you use or grant a held Block die, as a reaction you can spend one die to impose disadvantage on the Blocked attack instead of rolling the Block die(s). If the die(s) would last for a duration instead of single use, the disadvantage applies to all attacks for 1 round instead.
- Spirit of Mars: You have +1 to AC/resistances. If you have at least a +8 to Endurance or Sanity, this increases to +2 and also grants +2 to hit.
- Improved Defense: When you Defend as a major action in a strife, all attacks of choice targeting or originating within your block radius for 1 round are Weakened. Your next damaging abilitech is then Empowered.
- Mountain’s Resilience: You have a special DC equal to 10+P+Endurance. When an ability imposes a negative condition(s) of duration 2 minutes or less on you, if the ability required an attack roll or skill check, check it. If it does not beat this DC, you ignore those condition(s). Additionally, you can rest for 1 minute to remove any negative conditions/effects that need a short rest or less.
- Warden’s Presence: Your block radius is increased by 10 feet, and you and your allies can add your Constitution modifier to damage done.
- Lord of War: When you Avoid, the beneficiary may additionally benefit from one of the following: Empower their next damaging abilitech, roll the Block die anyway but use it as an Aim die for Avoid’s duration, gain advantage to the next Distract roll and +1 to any bonuses gained from it.
