Conqueror

Bannered Allegiance

CavalierWarden

"You may bow, or you may perish. By my authority, this war will end.”

~ Armana, the First Emporer

It is rare to meet someone with an actual vision, someone who can carve a new future from the remains of what used to be. Is that someone worth dying for? The makers and breakers of Salt are always looking for an angle to forge something new, a creation made in their image.

As the hybridization of the Cavalier and Warden Base Classes, the Conqueror is a rallying melee defender who empowers their nearby comrades to improve their combat performance while dominating the battlefield. The trademark of a Conqueror is the Battle Standard they carry as a source of inspiration for their comrades. The Conqueror can embolden nearby allies, create an impassable arena, and call on their friends for support.

Historically Speaking

While great leaders and military commanders have risen and fallen throughout history, the original Conqueror of Salt was Armana, the First Emperor of Armistice. The Halls of Valor recount the innumerable tales of allies won, battles fought, and enemies crushed under the might of her collective armies. Armana famously understood that kindness was not weakness and cruelty was not strong. Armana did what was thought impossible in a time of constant warfare: she united her lands under a single banner—her banner. She was a passionate sovereign and brilliant military commander who continues to inspire her people and those who have a thirst for conquest the world over, even centuries after her death.

The Modern Conqueror

Following the trails blazed by leaders before them, Conquerors today continue to vie for influence, power, and control. Many look to recruit soldiers and specialists with a significant focus on tactical efficacy and strategic value. A true Conqueror never stops looking for their subsequent potential victory. Modern Conquerors often run their own adventuring Companies or assume other roles based on their leadership potential, tactical dominance, and personable influence. A Conqueror would find a fit career as a commander, officer, or warlord. At times, unscrupulous Conquerors led bands of ravenous cutthroats, wreaking havoc and pillaging unprotected settlements throughout the Frontierland.

Class Features

The Conqueror's Class Features focus on enhancing nearby allies, tearing down opponents, and controlling the battlefield. In addition, the Conqueror Class benefits from having high Will, Charm, and Grit Attributes.

Vitals

Hit Points Per Rank: +9

Action Points Per Rank: +3

Equipment Training

Weapons: Blade, Hammer, Polearm, Staff, Thrown, Unarmed, Warhammer

Armor: Heavy Armor, Plate Armor, Energy Shield, Heavy Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Conqueror Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Culture/Intimidation

They gain a bonus to Class Ability Checks equivalent to half (½) of their Conqueror Rank. An additional Class Ability from the following list is chosen at Conqueror Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Athletics, Deception, Drive, Investigation, Perception, Tact

Conqueror Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

The Conqueror gains the most benefit from a high Will Attribute, improving Class Features such as United We Stand, enhancing Force Armor, Effect Duration, and Initiative, and increasing any Apothicine, Investigation, Nature, or Perception Ability Checks. Conqueror players can also benefit from high Grit and Charm Attributes, improving Class Features such as Inspiration, allowing them to assume the role of the Company face, pumping up their Total Hit Points and Total Essence, providing a bonus to their Healing Modifier, and benefiting their Culture, Deception, Intimidation, and Tact Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Grit (+2), Power (+1), Will (+1)—Inspiration, Standard Bearer

Rank Two (2). Pick (+1), Skill (+1)

Rank Three (3). Grit (+1), Charm (+1)—Regality

Rank Four (4). Pick (+1), Focus (+1)

Rank Five (5). Power (+1), Grit (+1), Charm (+1)—Dominion

Rank Six (6). Pick (+1), Skill (+1)

Rank Seven (7). Grit (+1), Charm (+1)—United We Stand

Rank Eight (8). Pick (+1), Focus (+1)

Rank Nine (9). Power (+1), Will (+1)

Rank Ten (10). Grit (+2), Power (+1), Skill (+1), Charm (+1)—Arm of the People

Inspiration

Beginning at Conqueror Rank One (1), the Conqueror Provide Cover no longer offers a Cover Condition bonus to Armor, instead providing one of four Rally Enhancement bonuses for affected comrades based on the Conqueror's chosen Battle Tactics. As a Move Action, the Conqueror can alter their selected Battle Tactics from the following list:

Battle Tactics

Assault. Provide Cover improves Attack and Damage Rolls.

Concentrate. Provide Cover improves Impacts.

Defend. Provide Cover improves Armor.

Resolve. Provide Cover improves Saves.

Standard Bearer

Beginning at Conqueror Rank One (1), the Conqueror gains access to the following Ritual:

Craft Battle Standard

Prerequisite: Conqueror

Action Type: Ritual (2 hour)

As a Ritual at a Creative Space during a Downtime, the Conqueror spends two (2) hours crafting a unique Battle Standard, a draping flag, cloth, or banner that they can hang from a flagpole, their shoulders, or a Mount. The Battle Standard can be wielded as a Polearm Weapon or worn as Gear that the Conqueror can equip to their Back or Chest Gear Slot.

As a Move Action, the Battle Standard can be planted in the Conqueror’s current Space. While planted, the Conqueror’s Aura Radius centers on the Battle Standard rather than on the Conqueror. While worn or implanted, all comrades within the Radius of the Battle Standard’s Aura that can perceive it receive the Rally Enhancement bonuses of Inspiration. The Battle Standard loses its effect if the Conqueror leaves its Aura Radius while planted. The Battle Standard can be recovered as a Rapid Action. The Conqueror’s Aura no longer provides a Rally Enhancement bonus to Force Saves.

Regality

Beginning at Conqueror Rank Three (3), the Conqueror’s Retribution additionally causes a target to become Vulnerable to the Conqueror’s Attacks until the end of the Conqueror’s next turn. Any successful Attacks rolls made by the Conqueror against the same target within that timeframe register as automatic Critical Hits.

Dominion

Beginning at Conqueror Rank Five (5), once per Long Rest, as a Full Action, the Conqueror can Discharge an equipped Energy Shield to manifest an impassable Arena within their Aura Radius for their Effect Duration in Rounds. The border of the Aura becomes an impassable barrier for any characters, creatures, devices, or objects, preventing anything trapped within the Aura from leaving and anything outside of the Aura from entering. If the Battle Standard has been planted, Dominion is centered on the Battle Standard instead of the Conqueror. Attacks of all kinds may pass through the barrier uninhibited. If the Conqueror is killed, falls unconscious, or becomes otherwise incapacitated, Dominion immediately fails and disperses into nothingness.

United We Stand

Once at Conqueror Rank Seven (7), having allies under the Conqueror’s Battle Standard enhances the bonuses of Inspiration. Increase the Rally Enhancement bonus granted by Inspiration (+2) for each unique comrade or companion within the Aura Radius of the Conqueror's Battle Standard. United We Stand can stack a number of times equivalent to half (½) of the Conqueror’s Will Attribute.

Arm of the People

As a Master Conqueror, at Conqueror Rank Ten (10), as a Full Action, the Conqueror can perform a devastating Melee Attack with the support of their nearby comrades. If successful, any comrades within the Conqueror's Aura Radius may spend a Reaction to contribute their weapon’s Damage roll to the Conqueror’s Attack. To contribute to Arm of the People, an ally only needs to be within the Conqueror’s Aura Radius. Weapon Damage contributed by comrades in this way does not benefit from any static increases to Damage, such as from Attributes or Training, instead only applying the results of the dice rolled to the Conqueror's Damage Roll. For example, a comrade with a Rifle that deals 2D8+10 Pierce Damage would Roll 2D8, applying the results to the Conqueror’s Damage and ignoring the +10 static damage bonus.

Conqueror Perks

Fluid Inspiration

Prerequisite: Inspiration

You can now shift your Battle Tactics as a Rapid Action, down from a Move Action.

Bannerlord

Prerequisite: Standard Bearer

While planted, the Effective Radius of your Battle Standard is Doubled(2*).

Regal Persistence

Prerequisite: Regality

Increase your window to inflict a Critical Hit following a Retribution to your Effect Duration in Rounds up from during your next Turn.

Annexation

Prerequisite: Dominion

Your Dominion now persists for your Effect Duration in Minutes, up from your Effect Duration in Rounds.

Indivisible

Prerequisite: United We Stand

Increase the capacity of United We Stand to your Full Will Attribute.

One For All

Prerequisite: Arm Of The People

Your Allies within the Radius of your Aura no longer must spend a Reaction to contribute to Arm Of The People.

Conqueror Heroics

Standard Retrieval

Prerequisite: Conqueror(Rank 1) 

AP Cost: 10

Action Type: Rapid Action

Range: Aura

You can retrieve your Battle Standard as a Rapid Action from anywhere within the Radius of your Aura. 

Throw Standard

Prerequisite: Conqueror(Rank 2) 

AP Cost: 20

Action Type: Ranged Weapon Attack

Range: Thrown Weapon Range

As a Standard Action, you can take your Battle Standard and use it as a Projectile for a Ranged Weapon Attack against a Target within your Thrown Weapon Range. If successful, your Attack inflicts your normal Weapon Damage as Pierce Damage with an additional 1D8 Pierce Damage for every Point of your Power Attribute. Alternatively, you can place your Standard at any unoccupied Space within your Thrown Weapon Range.

Glorious Counter

Prerequisite: Conqueror(Rank 3) 

AP Cost: 30

Action Type: Retribution

Range: Adjacent

As a Reaction to becoming the Target of Melee Weapon Attack from an Adjacent Target, you can immediately attempt a Melee Weapon Attack. If successful, in addition to your normal Weapon Damage, you apply your Retribution Class Feature to your Weapon Attack. 

Lay Claim

Prerequisite: Conqueror(Rank 4) 

AP Cost: 40

Action Type: Reaction

Effect Duration: Until Recovered

As a Reaction to landing a Killing Blow on an Adjacent Target, you can plant your Battle Standard into your Target in a defiant show of force, Doubling(2*) the bonus of your Inspiration Class Feature for Comrades within its Radius until your Battle Standard is recovered.

Eminent Domain

Prerequisite: Conqueror(Rank 5) 

AP Cost: 50

Action Type: Melee Weapon Attack

As a part of your Dominion Class Feature, Hostile Targets within the Radius of your Dominion lose their Armor bonuses from Equipment for the Effect Duration. 

Flag Drop

Prerequisite: Conqueror(Rank 6) 

AP Cost: 60

Action Type: Full Action

Range: Adjacent(Radius)

As a Full Action, while you are within the Radius of your Battle Standard, you can perform a mighty leap into the air, crashing down onto your Battle Standard’s current Space. You instantly retrieve your Battle Standard and inflict 1D10 Crush Damage for every Point of your Grit Attribute to any Creatures Adjacent to your landing. Additionally, affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½). 

Servitude

Prerequisite: Conqueror(Rank 7) 

AP Cost: 70

Action Type: Full Action

Range: Adjacent

Effect Duration: Minutes

As a Full Action, you can attempt a Physical Impact to beat an Adjacent Target into submission, inflicting your normal Weapon Damage and the Command Miscognition, forcing your Target to complete any given Commands to the best of its ability for the Effect Duration. Then, the Target can attempt a Physical Save against your Physical Impact to Negate the Miscognition. 

Paragon Assault

Prerequisite: Conqueror(Rank 8) 

AP Cost: 80

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can attempt Two(2) Melee Weapon Attacks against an Adjacent Target. If successful, you can try an additional Melee Weapon Attack as a Move Action. If successful, you can attempt an extra Melee Weapon Attack as a Rapid Action. The Target suffers a further 1D10 Slash Damage for every Two(2) Points of your Will Attribute for every successful Melee Weapon Attack. 

Emperor Charge

Prerequisite: Conqueror(Rank 9) 

AP Cost: 90

Action Type: Full Action

Range: Double(2*) Speed(Charge)

As a Full Action, you can rally your Steed into an explosive charge as it rushes forward in a straight line up to Twice(2*) its Speed as a Charge, trampling any Medium-sized or Smaller Targets in its Path of Travel for 1D10 Crush Damage for every Point of your Grit Attribute. During your Charge, you can attempt a number of Melee Weapon Attacks equal to Half(½) of your Will Attribute against any Adjacent Targets as you pass them during your Path of Travel. 

Sovereign

Prerequisite: Conqueror(Rank 10) 

AP Cost: 100

Action Type: Arm Of The People

As a part of your Arm Of The People Class Feature, you can grant a Comrade of your choice their Full Weapon Damage.