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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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This section describes ''creature types'' in t20. Note that this system is a departure from standard d20, and invokes some 4e elements.
! colspan="9;" style="background:#FAEBD7; border:1px solid silver;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Warlord</font></div>
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|-
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| colspan="2"|&nbsp;
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| colspan="4" style="background:#FBEFDF;"|'''Maneuvers'''
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|-
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|width="10%"|'''Level'''
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|width="30%" align="left"|'''Special'''
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|width="15%"|''Strategy''
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|width="15%"|''Max Maneuver Grade''
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|width="15%"|''Schools''
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|width="15%"|''Maneuvers Known''
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|-
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|1 || align="left"|Inspire || +1 || Basic || 1 || 4
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|-style="background:#FCF3E6;"
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|2 || align="left"|Art of War || +2 || Basic || 1 || 6
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|-
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|3 || align="left"|&nbsp; || +3 || Lesser || 1 || 7
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|-style="background:#FCF3E6;"
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|4 || align="left"|Art of War || +4 || Lesser || 1 || 8
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|-
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|5 || align="left"|&nbsp; || +5 || Lesser || 2 || 10
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|-style="background:#FCF3E6;"
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|6 || align="left"|Art of War || +6 || Lesser || 2 || 11
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|-
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|7 || align="left"|&nbsp; || +7 || Lesser || 2 || 12
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|-style="background:#FCF3E6;"
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|8 || align="left"|Art of War || +8 || Expert || 2 || 14
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|-
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|9 || align="left"|&nbsp; || +9 || Expert || 2 || 15
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|-style="background:#FCF3E6;"
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|10 || align="left"|Warlord Talent || +10 || Expert || 2 || 16
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|-
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|11 || align="left"|&nbsp; || +11 || Expert || 3 || 18
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|-style="background:#FCF3E6;"
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|12 || align="left"|Warlord Talent || +12 || Expert || 3 || 19
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|-
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|13 || align="left"|&nbsp; || +13 || Greater || 3 || 20
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|-style="background:#FCF3E6;"
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|14 || align="left"|Warlord Talent || +14 || Greater || 3 || 22
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|-
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|15 || align="left"|&nbsp; || +15 || Greater || 3 || 23
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|-style="background:#FCF3E6;"
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|16 || align="left"|Warlord Talent || +16 || Greater || 3 || 24
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|-
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|17 || align="left"|&nbsp; || +17 || Greater || 3 || 26
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|-style="background:#FCF3E6;"
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|18 || align="left"|Warlord Talent || +18 || Master || 3 || 27
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|-
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|19 || align="left"|&nbsp; || +19 || Master || 3 || 28
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|-style="background:#FCF3E6;"
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|20 || align="left"|Warlord Talent || +20 || Master || 3 || 30
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|}
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&nbsp;
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=Creature Origins and Types=
 +
Creatures are classified into groups based on their ''origin'' - where or how they came into existence - and their ''type'', which is more descriptive of what they are. Many creatures also have a ''subtype'', which further defines them.
  
=Warlord=
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==Origins==
[[Image:Warlady_iconic.jpg|thumb|325px|right|Agrias, iconic warlord]]
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The following are the possible ''origins''.
: ''"Heed my words, and know victory!"''
+
  
Trinity has, many times in its history, known war. And though the presence of powerful individuals often tips the scales of balance, the actions of those select groups are often made possible by the actions of armies, whose purpose in this world is not to be the primary force, but the secondary: an alternative should those with significant personal power fail in their endeavors.
+
; Aberrant : Unnatural creatures, aberrants are those things that should not be. Whether they be from some far-flung part of the material plane, or from some utterly alien realm of existence, these creatures are bizarre in appearance and behavior, and are clearly not native to the worlds of Trinity.
 +
; Elemental : Their essence composed primarily of one "element," elementals vary from living incarnations of the concept of fire itself to those races native to Trinity that are naturally suffused with the energies of a Force.
 +
; Immortal : Denizens of planes other than the prime material, immortals are beings that embody concepts like "good" or "law." They are closer to the denizens of the worlds of Trinity in that these entities come from recognized nearby outer planes. Immortals do not age and cannot die of natural causes.
 +
; Natural : Creatures born into the worlds of Trinity that have no unusual qualities about them are considered natural, and are part of the natural order of the world.
  
In the course of warfare as it is known in Trinity, tactics and stratagems were slow to come to the fore, progress made in fits and spurts by individuals who saw opportunity in taking command of troops in mass combat. Those strategies, it was later found, were equally applicable to those small elite forces: warlords became known as ''force multipliers'', whether on the field of battle or in the depths of dungeons, whether they commanded a thousand men or directed the actions of a select few.
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==Types==
 +
The following are the creature ''types''.
  
Warlords forgo the specialization in equipment that most other combat-oriented classes acquire; instead, they specialize on learning how to identify openings, how to direct others, and how to improve morale. Warlords learn the basics of weapons and armor, and are able to hold their own against most others, but their martial training falls short of those more focused on taking direct action themselves. Thus, while it is not uncommon for warlords to lead the charge, most take on a support role, leading from the rear and giving direction without getting directly involved themselves.
+
; Animate :  Animates are objects given life or intelligence through an unusual process, be it magic raising the dead or technology creating sentient programs. Animate creatures do not need to breathe, eat, or sleep, regardless of their origin.
 +
; Beast : Beasts look and act like animals, although they sometimes have a bizarre or monstrous appearance. Beasts with other origins behave in the similar instinctive ways, though they are unfamiliar to ordinary people.
 +
; Humanoid : Humanoid monsters are usually bipedal, but some have monstrous or animalistic characteristics, such as the squid-like head of an illithid or the serpentine body of a yuan-ti abomination.
 +
; Monster : A monster typically looks like a beast but acts like a person. Monsters often superficially resemble animals, sometimes with a human face or head, but are more intelligent.
  
There are many styles of leadership, and different warlords take advantage of different schools of thought. Exposure to new strategies and different sorts of engagements encourages budding warlords to study other tactics, as well, giving them increasing versatility on the battlefield.
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==Subtypes==
 +
The following are some of the many ''subtypes''.
  
==Game Rule Information==
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; Animal : Animals are fairly normal non-intelligent creatures that behave in predictable ways.  
Warlords have the following game statistics.
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; Construct : Constructs are not living creatures; abilities and effects that specifically target living creatures do not work against them. Constructs do not need to breathe, eat, or sleep.
 
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; Dragon : Dragons are reptilelike creatures. Most dragons have wings as well as some kind of breath weapon.
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
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; Gigas : Giants are humanoids that are at least Large in size.
 
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; Ooze : Oozes are amorphous creatures that rely on blindsight, tremorsense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing, and can't be knocked ''prone''.
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
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; Spoken : Spoken are humanoids that are considered part of the civilized world, and are called as such because of their use of language.
 
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; Plant :  Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however.
'''Abilities:''' Intelligence and Charisma are most important for warlords, though some who lead from the front of the fight may also want to focus on Strength and Constitution.
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; Undead : Undead are not living creatures; abilities and effects that specifically target living creatures do not work against them. Undead do not need to breathe or sleep.
 
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; Vermin : Vermin are mindless beasts, usually with simple anatomies and bizarre psychologies. Vermin are immune to mind-affecting abilities.
'''Hit Points at 1st Level:''' 10 + Con score.
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'''Hit Points at Each Additional Level:''' 7 + Con modifier.
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'''Healing Surges:''' 8 + Con modifier.
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'''Defenses:''' Fort +2; Ref +2; Will +2; Det +2.
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'''Starting Age:''' Moderate.
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==Class Features==
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All of the following are class features of the warlord.
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<div id="Proficiencies">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#FAEBD7; border:1px solid silver;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
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|}
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'''Weapons:''' Any two melee, any two ranged, any one.
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'''Armor:''' Light, shields.
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'''Implements:''' None.
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<div id="Maneuvers_Feature">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#FAEBD7; border:1px solid silver;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Maneuvers</font></div>
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|}
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Warlords are warriors, and as such make use of ''maneuvers'', specific attacks or other abilities attained through rigorous training.
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To use maneuvers, warlords must expend ''gambits'', which they gain by making ''strategy checks'' to analyze the current tactical situation. Devising a ''strategy'' requires 1 round, and the warlord must make a ''strategy check'', which is equal to d20 + her strategy bonus + the highest of her Perception, Intelligence, and Bravery modifiers; you make this roll as you declare your intent to devise a strategy, and if the result is not to your liking, you can cease the attempt and expend only a move action. If the result is at least a 15, you have come up with at least part of a plan, and gain ''gambits'' according to the table below.
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&nbsp;
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{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="57;" style="background:#FAEBD7;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Warlord Schools</font></div>
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|-
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|width="10%"|'''School'''
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|width="10%"|'''Primary Ability'''
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|width="80%" align="left"|'''Description'''
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|-
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|Insightful || Per || align="left"|You lead through careful observation and a knack for predicting your enemies' actions.
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|-style="background:#FCF3E6;"
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|Resourceful || Brv || align="left"|You adapt to the mistakes and openings your enemies provide and endeavor to create opportunities.
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|-
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|Tactical || Int || align="left"|Your leadership takes the form of quick commands, cunning strategies, and tactical superiority.
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|}
+
 
+
&nbsp;
+
 
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Maneuvers are almost universally completely physical in nature and have no Force components; they are expressions of the mortal body pushed to its limits. Maneuvers are divided into ''schools'', which represent particular thoughts and approaches to combat, training, and martial abilities. The minimum primary ability needed to use a maneuver is indicated on the table to the right.  
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{|class="collapsible" width="20%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="3;" style="background:#FAEBD7; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Maneuver Stats by Grade</font></div>
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|-
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! width="33%"|Grade
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! width="40%"|Minimum Primary Ability
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|-
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| Basic || 10
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|-style="background:#FCF3E6;"
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| Lesser || 12
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|-
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| Expert || 14
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|-style="background:#FCF3E6;"
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| Greater || 16
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|-
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| Master || 18
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|}
+
 
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You can use any maneuver you know, of any grade you have access to, and for which you have at least one ''gambit''; you have analyzed the tactical situation enough to recognize a few different openings. You must expend a ''gambit'' to use a maneuver of that grade or lower; expending a ''gambit'' is part of the initiation time of a maneuver. If you gain a ''gambit'' for a maneuver grade you cannot access, you cannot use maneuvers of that grade, but can still use that ''gambit'' for any lower grade.
+
 
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If you have ''gambits'' remaining from a previous ''strategy'', any ''strategize'' attempt you make suffers a -2 penalty for each ''gambit'' you have remaining. Even if such a second ''strategy'' is successful, you can have no more than three ''gambits'' for a given maneuver grade at any one time, and no more than six ''gambits'' in total (if a ''strategy'' would bring you over six after the limit of three per grade, you lose ''gambits'' from highest grade to lowest).
+
 
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You can willingly lose any ''gambits'' you have as a free action on your turn.
+
 
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The warlord begins with four known maneuvers. She gains knowledge of additional maneuvers each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two maneuvers for new maneuvers from any school she can access, of any grade she can access.
+
 
+
If you would gain access to a school, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a school and already have access to three schools, you gain a bonus feat instead.
+
 
+
&nbsp;
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+
{|class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="32;" style="background:#FAEBD7; border:1px solid silver; text-align:center;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Strategy and Gambits</font></div>
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|-
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! &nbsp;
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! colspan="31" style="background:#FBEFDF;"|Strategy Check
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|-
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! width="7%"|Maneuver Grade
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| width="3%"|15
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| width="3%" style="background:#FCF3E6;"|16
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| width="3%"|17
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| width="3%" style="background:#FCF3E6;"|18
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| width="3%"|19
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| width="3%" style="background:#FCF3E6;"|20
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| width="3%"|21
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| width="3%" style="background:#FCF3E6;"|22
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| width="3%"|23
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| width="3%" style="background:#FCF3E6;"|24
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| width="3%"|25
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| width="3%" style="background:#FCF3E6;"|26
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| width="3%"|27
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| width="3%" style="background:#FCF3E6;"|28
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| width="3%"|29
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| width="3%" style="background:#FCF3E6;"|30
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| width="3%"|31
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| width="3%" style="background:#FCF3E6;"|32
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| width="3%"|33
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| width="3%" style="background:#FCF3E6;"|34
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| width="3%"|35
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| width="3%" style="background:#FCF3E6;"|36
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| width="3%"|37
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| width="3%" style="background:#FCF3E6;"|38
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| width="3%"|39
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| width="3%" style="background:#FCF3E6;"|40
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| width="3%"|41
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| width="3%" style="background:#FCF3E6;"|42
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| width="3%"|43
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| width="3%" style="background:#FCF3E6;"|44
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| width="3%"|45+
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|-
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| Basic  || 1 || 1 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 2 || 1 || 1 || - || - || - || - || - || - || - || - || - || - || - || - || - || - || - || - || -
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|-style="background:#FCF3E6;"
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| Lesser || - || - || - || - || - || 1 || 1 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 2 || 1 || 1 || - || - || - || - || - || - || - || - || - || - || - || -
+
|-
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| Expert || - || - || - || - || - || - || - || - || - || - || 1 || 1 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 2 || 1 || 1 || - || - || - || - || - || - || -
+
|-style="background:#FCF3E6;"
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| Greatr || - || - || - || - || - || - || - || - || - || - || - || - || - || - || - || 1 || 1 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 2 || 1 || 1 || - || -
+
|-
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| Master || - || - || - || - || - || - || - || - || - || - || - || - || - || - || - || - || - || - || - || - || 1 || 1 || 2 || 2 || 3 || 4 || 4 || 5 || 5 || 6 || 6
+
|}
+
 
+
&nbsp;
+
 
+
The warlord's key ability for her ''physical attacks'' is dependent upon the weapon she wields; when using a maneuver, if her primary ability score for the maneuver's school is greater than the ability score she would use for her weapon, she can use that instead.
+
 
+
=Design Notes=
+
Full rebuild, t20 v4.
+
 
+
[[category:Base Classes]]
+
[[category:Martial]]
+

Latest revision as of 11:58, 26 March 2017

This section describes creature types in t20. Note that this system is a departure from standard d20, and invokes some 4e elements.

Creature Origins and Types

Creatures are classified into groups based on their origin - where or how they came into existence - and their type, which is more descriptive of what they are. Many creatures also have a subtype, which further defines them.

Origins

The following are the possible origins.

Aberrant 
Unnatural creatures, aberrants are those things that should not be. Whether they be from some far-flung part of the material plane, or from some utterly alien realm of existence, these creatures are bizarre in appearance and behavior, and are clearly not native to the worlds of Trinity.
Elemental 
Their essence composed primarily of one "element," elementals vary from living incarnations of the concept of fire itself to those races native to Trinity that are naturally suffused with the energies of a Force.
Immortal 
Denizens of planes other than the prime material, immortals are beings that embody concepts like "good" or "law." They are closer to the denizens of the worlds of Trinity in that these entities come from recognized nearby outer planes. Immortals do not age and cannot die of natural causes.
Natural 
Creatures born into the worlds of Trinity that have no unusual qualities about them are considered natural, and are part of the natural order of the world.

Types

The following are the creature types.

Animate 
Animates are objects given life or intelligence through an unusual process, be it magic raising the dead or technology creating sentient programs. Animate creatures do not need to breathe, eat, or sleep, regardless of their origin.
Beast 
Beasts look and act like animals, although they sometimes have a bizarre or monstrous appearance. Beasts with other origins behave in the similar instinctive ways, though they are unfamiliar to ordinary people.
Humanoid 
Humanoid monsters are usually bipedal, but some have monstrous or animalistic characteristics, such as the squid-like head of an illithid or the serpentine body of a yuan-ti abomination.
Monster 
A monster typically looks like a beast but acts like a person. Monsters often superficially resemble animals, sometimes with a human face or head, but are more intelligent.

Subtypes

The following are some of the many subtypes.

Animal 
Animals are fairly normal non-intelligent creatures that behave in predictable ways.
Construct 
Constructs are not living creatures; abilities and effects that specifically target living creatures do not work against them. Constructs do not need to breathe, eat, or sleep.
Dragon 
Dragons are reptilelike creatures. Most dragons have wings as well as some kind of breath weapon.
Gigas 
Giants are humanoids that are at least Large in size.
Ooze 
Oozes are amorphous creatures that rely on blindsight, tremorsense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing, and can't be knocked prone.
Spoken 
Spoken are humanoids that are considered part of the civilized world, and are called as such because of their use of language.
Plant 
Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however.
Undead 
Undead are not living creatures; abilities and effects that specifically target living creatures do not work against them. Undead do not need to breathe or sleep.
Vermin 
Vermin are mindless beasts, usually with simple anatomies and bizarre psychologies. Vermin are immune to mind-affecting abilities.