Spheres of Power

Dreadnought

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Less flighty than the typical bravo, a dreadnought is a hulking mass of scar tissue and sheer stubbornness that refuses to drop. Whereas a bravo dodges and weaves out of the way of enemy attacks, a dreadnought can simply decide to withstand it.

Saving Throws

The dreadnought has good Fortitude and Will saves, and poor Reflex saves.

This alters saving throws.

Tenacious Determination

Instead of moving away from attacks, the dreadnought bears the brunt of it.

At 2nd level, instead of gaining a dodge pool, he instead gains an endurance pool.

Whenever the dreadnought would be attacked or attempt a saving throw against an effect that causes hit point damage, he can expend an attack of opportunity to allow the attack to hit regardless of its result—or forgo the saving throw—and attempt to withstand the damage. The dreadnought gains a 50% base withstand chance, and can reduce his endurance pool in increments of 5% to further improve this chance—roll 1d%.

If the result is equal to or below the withstand chance, the damage is halved (which cannot be redirected). The attack is still treated as a hit for other purposes (although any damage dealt is also halved), but is considered as avoiding an attack using cunning celerity for his class features.

If the result is at least half of the withstand chance (for example, rolling 25 or less with a 50% chance), he halves the damage again as well as treating it as a miss for all other purposes (including subsequent damage or poisons).

If the result is higher than the withstand chance, the damage is dealt as normal, and his endurance pool replenishes half the expended amount.

This otherwise functions as cunning celerity, with any effects that affect dodge pool instead altering the dreadnought’s endurance pool.

This alters cunning celerity and quicksilver celerity.

Enduring Tenacity

At 3rd level, whenever the dreadnought suffers damage due to his tenacious determination class feature, he gains temporary hit points equal to half his operative modifier (minimum 1) until the end of his next turn, which stack with itself a number of times equal to the dreadnought’s operative modifier (minimum 2).

At 9th level, these temporary hit points instead last for 2 rounds.

This replaces careful footwork.

Incredible Tenacity

At 7th level, whenever the dreadnought successfully withstands a successful critical hit using tenacious determination, he can spend an additional 20% from his endurance pool as an immediate action to reduce the critical hit to a normal hit and regain his martial focus.

Additionally, he reduces any reductions to his movement or any forced movement he is subject to (such as a bull rush, but not teleportation) by 5 feet (minimum 5 feet); the dreadnought can expend an attack of opportunity to reduce this by +5 feet (minimum 0 feet).

This replaces dynamic dodge.

Withstand Force

At 9th level, whenever the dreadnought attempts a Reflex saving throw for half damage, he can spend an immediate action (or expend his martial focus to do so as a free action usable outside of his turn) and 20% from his endurance pool to instead attempt a Fortitude saving throw against the effect (using the same DC).

This replaces sudden shift.

Inexorable

The dreadnought can use the capricious class feature against Fortitude saves, not Reflex saves.

This alters capricious.

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