Shieldbearer
The bulwark of any front line, Shieldbearers thrive in the heart of combat, protecting allies and anchoring positions. In ELDRA, the Shieldbearer’s value compounds as the party grows — they make everyone else harder to kill.
Root Node · 1 CLA
Shieldbearer
+1 to Fortitude for wielding a shield. Equipping or removing a shield costs 0 AP.
Path of the Guardian
T1 · 1 CLA
Sentinel
When you use your shield's Reaction ability, extend its effect to one ally within your reach. If an ally within reach is attacked and you are adjacent to the attacker, take the hit as a Reaction using your own defense.
T2 · 1 CLA
Taunt
Spending 2 AP, taunt enemies within 20m using Influence, Fight, or Fortitude (your choice), opposed by each enemy's Resolve. On success, taunted enemies suffer minus 2 to attacks not targeting you and cannot willingly move away from you if another valid target is within your reach. Duration equals margin of success in rounds.
T3 · 1 CLA
Wall of Iron
While wielding a shield, gain +2 to all defend rolls against physical attacks. Shield Reaction may be triggered twice per round. Once per scene, declare Shield Stance for 2 rounds: immune to forced movement and Prone, shield defense value doubles, melee attackers must make a Fortitude defend roll against your Fortitude or be pushed 2m.
Path of the Bulwark
T1 · 1 CLA
Shield Wall
While you are adjacent to at least one ally, you and those adjacent allies gain +1 to melee defend rolls. Once per turn after you successfully defend, you may move 1m without provoking opportunity attacks as long as you remain adjacent to an ally.
T2 · 1 CLA
Planted Guard
Once per scene, spend 2 AP to plant yourself for 3 rounds. While planted, your shield's Physical Defense is doubled against ranged attacks, enemies treat spaces adjacent to you as difficult terrain, and allies moving from one space adjacent to you to another do not provoke opportunity attacks.
T3 · 1 CLA
Phalanx Master
Once per session, spend 3 AP to form a phalanx for 3 rounds. Allies within 5m gain +2 to Physical Defense against ranged attacks and +1 to melee defend rolls. In addition, when an enemy enters your reach or an allied reach within the phalanx, you may use your Reaction to stop its movement unless it succeeds on a Fortitude defend roll against your Fortitude.
Solid required progression · Dashed optional node requires the one above it