1. Notes

War Hound

A million bruises, a thousand cuts, a hundred arrows, and a hundred more. And yet we live, my warriors, through the ravings of war.

Character Creation

+1 Toughness

Assign 3 points between

Strength, Toughness, Agility,  Perception, Presence


Path Skills
 Bastionlore, Leadership, Intimidation,  Mending, Traversal, Vanguard

Character Path Progression

Proficiencies

Equipment


Path Progression

LevelDefence BonusBattle FocusFeatures
1st+1d4Rook Defense, Taunt
2nd+1d4Hold the Line
3rd+1d6
4th+2d6Killer's High
5th+2d8
6th+2d8
7th+3d10
8th+3d10
9th+3d12

Battle Focus

The Battle Focus Die is tied to many of the War Hound’s abilities. it grows in intensity as you gain levels. 

War Hound’s Difficulty Level (DL)

Some of your abilities will refer to your Warrior DL. It is equal to your 4 + Level + Toughness

1 - Rook Defense

 1  Rook Defense

PASSIVE 

You can use any unused base movement outside of your turn to reach an ally and take their place, displacing them to your last occupied space on your way there.

Act before you think. Regrets are the worst of wounds.

Taunt

  1  Taunt

BOLD ACTION | 1d4 FOG

On your turn, target an enemy within 4 paces of you.  It must Defy your War Hound DL to target someone else than you. Regardless of success, its next attack's damage is reduced by your Battle Focus die.

lore

2 - Hold the Line

  2  Hold the Line

BOLD ACTION | 1d6 FOG

Attack one enemy moving in or out of your area of influence. For this attack, your Battle Focus die replaces the base d12.

lore blurb

4 - Killer’s High

 4  Killer’s High

PASSIVE 

When you reduce an enemy’s Health Pool, to zero, roll your battle focus die and regain that much stamina.

War is like love, and we are really passionate folks.

6 - Ironclad

 6  Ironclad

BOLD ACTION | 1D10 FOG

Until the beginning of your next turn, All enemies within a 2-pace radius of you suffer a -2 penalty to their attack rolls. If they attack an ally within this range, you can choose to Brace against the attack. If you succeed, the enemy suffers the damage it dealt and becomes Hindered (cannot use base movement) for the rest of the round.