Ronin

While Mercs, guns-for-hire, corporate thugs, and shocktroopers are a dime a dozen, Ronin are truly deadly warriors cut above the rest. Whether working as a corporate Solo, or as a deadly assassin for a spy agency, ronin were reborn with a gun in their hand. Many Ronin deck themselves in the most dangerous of cyberware, to give them any kind of edge over their opponents.     Their focus in combat makes them exceptionally quick, resilient, and strong. They also have learned how to pass their skills on to others. They know tricks and tactics that make them truly an artist on the battlefield, and have mastered all manner of weapon. They have enchanced abilities, better than even that of a normal human. This is explained either by the byproduct of some hazardous environment, where they not only survived but thrived, some kind of enchanting ritual utilizing exotic xeno ingredients to give the user strength and power, should the survive, or the product of some kind of corpo super soldier program.    

Level 1

  Combat Ability   Combat Focus: You gain focus dice and can use them by exerting effort. The focus dice start at D6. You can use a reaction to add one of these dice to your attack rolls or to your AC when an enemy makes a successful attack against you.   Secondary Ability   Training: Take your long rest to improve the combat abilities of your allies. Once per long rest you main give an ally a d4 bonus to one of their rolls during combat.   First Pick Stat Bonus: If this is your first profession pick, you gain a +1 to Finesse or Vigor.     First Pick Bonus Skills: If this is your first profession pick, you gain proficiency in four of the following skills:   Athletics, Acrobatics, Stealth, Perception, Intuition, Intimidation, Survival, Investigation.  

Level 2

  Combat Ability   Combat Focus: You gain proficiency in all weapon types. You may pick two combat abilities from any list, whether or not it is within your originally chosen. You now gain a bonus to your physical saving throws equal to your Ronin Level.   Secondary Ability   Training: You can now give your bonus to two allies. You now can also give them a bonus to their saving throws equal to half your ronin level rounded up.    

Level 3

  Combat Ability   Combat Focus: Your focus dice now increases to a D8. You can now add your focus dice to saving throws and your initiative. You can pick another combat ability from any list.   Secondary Ability   Training: You can now give your bonus to three allies. You can now also allow the chosen allies one use of one of your combat abilities. It all has to be the same ability and they can only use it once before another long rest.   Ultimate   Super Soldier: For one minute, you gain advantage on all saving throws, +3 bonus to AC, and you can use your bonus action to make a second attack action during your turn, you gain resistance to all damage.

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