Ability Paths
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Ability Paths
An ability path is a list of five items (usually abilities) that when taken in the order presented gives a benefit (called a completion bonus). Each path is supposed to represent an archetype of character--such as a thief or healer. Ability paths are completely optional. You can have none or as many as you want. The only requirement is that the abilities be taken in the order presented. This occasionally means that abilities must be taken multiple times for no other benefit than path completion. Abilities that appear on multiple paths do not need to be taken separately for each path unless the required order is in conflict.
You may gain these ability paths as many times as you wish to, so long as regain all abilities for the path in the correct order. You may gain certain ability paths for different specific abilities (such as Fighter or Blast Mage) concurrently so long as the variable ability is within the first four path slots. Any ability slot that allows for player's choice, either by ability or an ability's focus, may be considered to branching points for concurrently taken paths. You cannot gain the ability path for multiple variable abilities if the ability slot that would vary takes the fifth slot on the list.
There are eight different kinds of ability paths: Advanced (Ad), Mage (Mg), Stealth (St), Summoner (Su), Support (Sp), Transport (Tp), Utility (Ut), and Warrior (Wr). These types are generalities that primarily exist for identification purposes. The ability paths may belong to more than one type. The different groups are explained on the table below.
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You may gain these ability paths as many times as you wish to, so long as regain all abilities for the path in the correct order. You may gain certain ability paths for different specific abilities (such as Fighter or Blast Mage) concurrently so long as the variable ability is within the first four path slots. Any ability slot that allows for player's choice, either by ability or an ability's focus, may be considered to branching points for concurrently taken paths. You cannot gain the ability path for multiple variable abilities if the ability slot that would vary takes the fifth slot on the list.
There are eight different kinds of ability paths: Advanced (Ad), Mage (Mg), Stealth (St), Summoner (Su), Support (Sp), Transport (Tp), Utility (Ut), and Warrior (Wr). These types are generalities that primarily exist for identification purposes. The ability paths may belong to more than one type. The different groups are explained on the table below.
Ability Path Types | ||
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These paths build on other paths. Oftentimes, they have criteria other than abilities as part of the path such as other paths or a level requirement. A path can get this designation for having multiple abilities that require abilities not on the path as well. If multiple ability paths are required for the path, they will always be listed in alphabetical order. They need not be completed in that order for the purposes of gaining the completion bonus. All paths must be completed before the other abilities are gained. | ||
These paths increase a character’s capability with Magical Attacks or magical effects. They primarily use the Attribute Magic. | ||
These paths focus on taking an enemy by surprise or preventing enemies from finding targets. The Attribute primarily used is Magic. | ||
These paths focus on bringing or creating creatures to fight on your side. The Attribute they primarily use is Magic. | ||
These paths focus on abilities that help a character’s interaction with allies. The typical Attribute used is Resistance, though Defense gets its fair share of focus. Magic, through the category Utility Powers, sees a few usages by these abilities paths as well. | ||
These paths focus on using motion and actions to their best advantage. They primarily use the Attribute Swiftness. | ||
These ability paths focus on improving a character’s general capabilities or their usage of defensive abilities only. The Attributes most used by these paths are Defense and Resistance, though some are made up of abilities from all Attributes. | ||
These paths increase a character’s capability with Physical Attacks. The Attribute primarily used is Attack. |
Last edited by Fate on Fri Dec 21, 2012 5:58 pm; edited 9 times in total
Re: Ability Paths
Abjurer (Ut)
Arcane Disciple (Mg)
Archer (Wr)
Armor Smith (Ut)
Army Maker (Mg/Su)
Artificer (Ut)
Artist (Sp)
Assassin (Mg)
Augmenter (Sp)
Bard (Mg/Sp)
Battle Expert (Tp/Ut)
Berserker (Ad/Wr)
Blackguard (Wr)
Blast Mage (Mg)
Bodyguard (Sp)
Brawler (Wr)
Chronomancer (Ut)
Crafter (Sp)
Dancer (Tp/Ut)
Death Messenger (Wr)
Defender (Ut)
Druid (Mg/Sp)
Elemental Disciple (Mg)
Enhancer (Ut)
Exorcist (Sp)
Fencer (Wr)
Fighter (Wr)
Firearm Specialist (Wr)
Guru (Ad/Wr)
Gymnast (Ut)
Healer (Sp)
Herald (Ad/Mg/Sp)
Hex (St/Mg)
Hunter (Ut/Wr)
Illusionist (Mg)
Juggernaut (Ad/Wr)
Knight (Wr)
Light Mage (Mg)
Martial Artist (Wr)
Medic (Ad/Sp)
Mender (Ad/Sp)
Mentalist (Ad/Mg)
Necromancer (Su)
Ninja (St/Wr)
Paladin (Wr)
Pawn Crafter (Su)
Potion Maker (Sp)
Prophet (Ad/Sp)
Psychic (Mg)
Puppetmaster (Mg)
Ranger (Ut)
Resister (Ut)
Rhythmic Master (Ut)
Rogue (St/Wr)
Ronin (Wr)
Sadist (Mg)
Samurai (Wr)
Savage (Wr)
Seal Master (Ad/Sp)
Sentai (Sp/Ut)
Shade (Ad/St/Wr)
Shade Master (Su/Ut)
Shadow Mage (Mg)
Shield Master (Ut)
Skulk (Ad/Mg/St/Wr)
Sniper (St/Ut)
Spellsword (Mg/Wr)
Stalker (St)
Sword Master (Wr)
Temporal Mage (Ad/Tp/Ut)
Thief (St/Wr)
Trap Artist (Ad/Ut/Wr)
Trap Smith (Ut/Wr)
Veneficus (Ad/Mg)
Wall Breaker (Wr)
Wall-Maker (Ad/Sp)
Warder (Sp)
Warrior-Priest (Sp/Wr)
Weapon Master (Wr)
Weapon Smith (Wr)
Willbender (Mg)
Zero (Ut)
Last edited by Fate on Fri Dec 21, 2012 6:02 pm; edited 1 time in total
Re: Ability Paths
ARCHER (Wr)
Description: Archers were highly valued in medieval combat for their ability to get the drop on an opponent without being killed themselves. However, many archers saw combat as close as the front lines, and so only the best survived long enough to gain prestige with their chosen weapon.
Path
1. Bow and Arrow
2. Sniper's Eye
3. Strong Attack
4. Archery
5. Enhance Weapon
Completion Bonus
You gain +4 on all Attack rolls with the Bow and Arrow.
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Description: Archers were highly valued in medieval combat for their ability to get the drop on an opponent without being killed themselves. However, many archers saw combat as close as the front lines, and so only the best survived long enough to gain prestige with their chosen weapon.
Path
1. Bow and Arrow
2. Sniper's Eye
3. Strong Attack
4. Archery
5. Enhance Weapon
Completion Bonus
You gain +4 on all Attack rolls with the Bow and Arrow.
Re: Ability Paths
ARMOR SMITH (Ut)
Description: The fire of the forge burns within your soul. You learn to harness that power to craft your armor, even on the fly.
Path
1. Heavy Armor, Light Armor, or Medium Armor
2. Metal Armor (Any)
3. Shifting Armor
4. Metal Armor (Any Other)
5. Toughen Armor
Completion Bonus
You may apply two metals to your armor at the same time.
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Description: The fire of the forge burns within your soul. You learn to harness that power to craft your armor, even on the fly.
Path
1. Heavy Armor, Light Armor, or Medium Armor
2. Metal Armor (Any)
3. Shifting Armor
4. Metal Armor (Any Other)
5. Toughen Armor
Completion Bonus
You may apply two metals to your armor at the same time.
Re: Ability Paths
ARMY MAKER (Mg/Su)
Description: You are the charismatic leader of an army…even if you have to make that army yourself.
Path
1. Enchanting Presence
2. Animate Pawn (Any) or Mind Control
3. Extra Pawns
4. Strong Will
5. Extra Pawns
Completion Bonus
You may control an additional four pawns at any given time.
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Description: You are the charismatic leader of an army…even if you have to make that army yourself.
Path
1. Enchanting Presence
2. Animate Pawn (Any) or Mind Control
3. Extra Pawns
4. Strong Will
5. Extra Pawns
Completion Bonus
You may control an additional four pawns at any given time.
Last edited by Fate on Thu Nov 01, 2012 4:06 am; edited 1 time in total
Re: Ability Paths
ASSASSIN (Mg)
Description: Slinking in the shadows is a threat like no other. Those who learn the art of murder should be feared. It doesn’t matter if their motives are pure or just for the money.
Path
1. Silence
2. Stealth
3. Any Physical Attack of the Weapon-Based subcategory
4. Poisoned Weapon
5. Death Attack
Completion Bonus
You gain +4 with abilities of the Instant Death subcategory.
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Description: Slinking in the shadows is a threat like no other. Those who learn the art of murder should be feared. It doesn’t matter if their motives are pure or just for the money.
Path
1. Silence
2. Stealth
3. Any Physical Attack of the Weapon-Based subcategory
4. Poisoned Weapon
5. Death Attack
Completion Bonus
You gain +4 with abilities of the Instant Death subcategory.
Re: Ability Paths
ENHANCER (Ut)
Description: Through secret rede and forgotten lore, these individuals have mastered a number of subjects. They use this knowledge to make themselves greater in power.
Path
1. Enhance Resistance
2. Enhance Magic
3. Enhance Weapon
4. Enhance Armor
5. Precognition
Completion Bonus
You may combine any two Enhance abilities in the same cycle.
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Description: Through secret rede and forgotten lore, these individuals have mastered a number of subjects. They use this knowledge to make themselves greater in power.
Path
1. Enhance Resistance
2. Enhance Magic
3. Enhance Weapon
4. Enhance Armor
5. Precognition
Completion Bonus
You may combine any two Enhance abilities in the same cycle.
Last edited by Fate on Sat Sep 08, 2012 12:09 am; edited 1 time in total
Re: Ability Paths
BARD (Mg/Sp)
Description: It is said that music is magic. The bard has learned to harness the power of sound, both for their own benefit and for others. In time, many bards become heroes in their own right, standing as a symbol of hope to the oppressed, and begin singing their own legendary deeds.
Path
1. Enchanting Presence
2. Silence
3. Defensive Chant
4. Battle Hymn
5. Battle Cry
Completion Bonus
You gain +4 with abilities of the Sound-Based subcategory.
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Description: It is said that music is magic. The bard has learned to harness the power of sound, both for their own benefit and for others. In time, many bards become heroes in their own right, standing as a symbol of hope to the oppressed, and begin singing their own legendary deeds.
Path
1. Enchanting Presence
2. Silence
3. Defensive Chant
4. Battle Hymn
5. Battle Cry
Completion Bonus
You gain +4 with abilities of the Sound-Based subcategory.
Re: Ability Paths
BATTLE EXPERT (Tp/Ut)
Description: Some call it paranoia. Others say you just have good reflexes. Whatever the reason, you have trained yourself for quick reactions to danger which in turn makes you quick in battle.
Path
1. Dexterous
2. Awareness
3. Physical Awareness
4. Improved Awareness
5. Lightning Reactions
Completion Bonus
You roll initiative twice. You go on both turns. For the purposes of activating and using abilities, these two turns are considered different cycles.
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Description: Some call it paranoia. Others say you just have good reflexes. Whatever the reason, you have trained yourself for quick reactions to danger which in turn makes you quick in battle.
Path
1. Dexterous
2. Awareness
3. Physical Awareness
4. Improved Awareness
5. Lightning Reactions
Completion Bonus
You roll initiative twice. You go on both turns. For the purposes of activating and using abilities, these two turns are considered different cycles.
Re: Ability Paths
BERSERKER (Ad/Wr)
Description: You learned how to whip yourself into a rage and still be deadly. Now you further your skill under the veil of anger. You can keep your head even while you are losing control.
Path
1. Must have completed the Savage ability path
2. Dragon Scale Armor, Hide Armor, Light Armor, or Reinforced Clothing
3. Battle Focus
4. Razor's Edge (Weapon Chosen for Savage Path)
5. Improved Rage
Completion Bonus
You gain +4 to all defensive rolls while Rage is active.
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Description: You learned how to whip yourself into a rage and still be deadly. Now you further your skill under the veil of anger. You can keep your head even while you are losing control.
Path
1. Must have completed the Savage ability path
2. Dragon Scale Armor, Hide Armor, Light Armor, or Reinforced Clothing
3. Battle Focus
4. Razor's Edge (Weapon Chosen for Savage Path)
5. Improved Rage
Completion Bonus
You gain +4 to all defensive rolls while Rage is active.
Re: Ability Paths
BLACKGUARD (Wr)
Description: Countless legends concern those singular individuals who, at the behest of a higher power or fate itself, are driven toward the depths of corruption. These champions of darkness are a force to be reckoned with for those whose ideologies oppose their own. The first thing a paladin must do is learn to defend himself against those who would strike him down. He then learns to combat the forces of good on their own terms.
Path
1. Any ability of the Weapon-Based subcategory
2. Any ability of the Armor subcategory
3. Negative Weapon (Selected Weapon-Based ability)
4. Negative Defense (Selected Armor ability)
5. Evil Fury
Completion Bonus
You gain +4 with all abilities of the Dark subcategory.
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Description: Countless legends concern those singular individuals who, at the behest of a higher power or fate itself, are driven toward the depths of corruption. These champions of darkness are a force to be reckoned with for those whose ideologies oppose their own. The first thing a paladin must do is learn to defend himself against those who would strike him down. He then learns to combat the forces of good on their own terms.
Path
1. Any ability of the Weapon-Based subcategory
2. Any ability of the Armor subcategory
3. Negative Weapon (Selected Weapon-Based ability)
4. Negative Defense (Selected Armor ability)
5. Evil Fury
Completion Bonus
You gain +4 with all abilities of the Dark subcategory.
Re: Ability Paths
BLAST MAGE (Mg)
Description: The blast mage is a martial-minded arcanist who believes strongly in the raw chaos of magic, and uses his knowledge of this power to summon forth mighty displays of magical prowess. In addition to creating magical attacks, he learns to defend against them and, eventually, to alter the way they work altogether.
Path
1. Any Magical Attack of the Damage-Dealing subcategory
2. Enhance Resistance
3. Enhance Magic
4. Careless Caster
5. Contingency (must be combined with Magical Attack selected for this path)
Completion Bonus
You gain +4 on all rolls concerning the Magical Attack selected for this path.
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Description: The blast mage is a martial-minded arcanist who believes strongly in the raw chaos of magic, and uses his knowledge of this power to summon forth mighty displays of magical prowess. In addition to creating magical attacks, he learns to defend against them and, eventually, to alter the way they work altogether.
Path
1. Any Magical Attack of the Damage-Dealing subcategory
2. Enhance Resistance
3. Enhance Magic
4. Careless Caster
5. Contingency (must be combined with Magical Attack selected for this path)
Completion Bonus
You gain +4 on all rolls concerning the Magical Attack selected for this path.
Re: Ability Paths
BODYGUARD (Sp)
Description: Some make their living by taking the lives of others, and the bodyguard was invented as a response to this threat. Brave, tough individuals trained to put their lives on the line to protect the lives of others, bodyguards are often found in the company of important officials, and are well rewarded for their services.
Path
1. Bodyguard
2. Any ability of the Armor subcategory
3. Strong Defense
4. Enhance Armor
5. Expert Bodyguard
Completion Bonus
You never take damage from attacks to your ward. Attacks against you specifically take damage as normal.
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Description: Some make their living by taking the lives of others, and the bodyguard was invented as a response to this threat. Brave, tough individuals trained to put their lives on the line to protect the lives of others, bodyguards are often found in the company of important officials, and are well rewarded for their services.
Path
1. Bodyguard
2. Any ability of the Armor subcategory
3. Strong Defense
4. Enhance Armor
5. Expert Bodyguard
Completion Bonus
You never take damage from attacks to your ward. Attacks against you specifically take damage as normal.
Re: Ability Paths
BRAWLER (Wr)
Description: An urban tough with a penchant for getting into trouble, the brawler has seen many a bar-room brawl, and knows how to find his way in, around, and to the top of the heap. He may be unpolished, but say that to his face and you'll be getting yours fixed up before you know what hit you.
Path
1. Fists of Fury
2. Metal Plating (Fists of Fury)
3. Strong Attack
4. Knockout Blow
5. Wrestling
Completion Bonus
You gain +4 on Attack rolls with Knockout Blow and Fists of Fury.
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Description: An urban tough with a penchant for getting into trouble, the brawler has seen many a bar-room brawl, and knows how to find his way in, around, and to the top of the heap. He may be unpolished, but say that to his face and you'll be getting yours fixed up before you know what hit you.
Path
1. Fists of Fury
2. Metal Plating (Fists of Fury)
3. Strong Attack
4. Knockout Blow
5. Wrestling
Completion Bonus
You gain +4 on Attack rolls with Knockout Blow and Fists of Fury.
Last edited by Fate on Sun Dec 11, 2011 1:29 am; edited 1 time in total
Re: Ability Paths
CHRONOMANCER (Ut)
Description: Time is simple to manipulate if you do it right. And you have learned how to do it right.
Path
1. Steady Hand
2. Uncanny Defense
3. Lucky Spell
4. Shake It Off
5. Last Minute Movement
Completion Bonus
You gain +4 with all abilities being affected by abilities of the Temporal subcategory.
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Description: Time is simple to manipulate if you do it right. And you have learned how to do it right.
Path
1. Steady Hand
2. Uncanny Defense
3. Lucky Spell
4. Shake It Off
5. Last Minute Movement
Completion Bonus
You gain +4 with all abilities being affected by abilities of the Temporal subcategory.
Re: Ability Paths
DANCER (Tp/Ut)
Description: Dancing is a thing of beauty, a source of exercise, and a mode of expression for us all, but to some, it is something more: a source of magic and empowerment and a way to keep in touch with ancient roots. The dancer collects not only dances, but the secrets found within them, becoming a formidable and beautiful adversary to behold.
Path
1. Speed Demon
2. Dervish Dance
3. Acrobatics
4. Gypsy Magic
5. Gypsy Protection
Completion Bonus
You may combine these abilities with one movement mode and each other in the same cycle.
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Description: Dancing is a thing of beauty, a source of exercise, and a mode of expression for us all, but to some, it is something more: a source of magic and empowerment and a way to keep in touch with ancient roots. The dancer collects not only dances, but the secrets found within them, becoming a formidable and beautiful adversary to behold.
Path
1. Speed Demon
2. Dervish Dance
3. Acrobatics
4. Gypsy Magic
5. Gypsy Protection
Completion Bonus
You may combine these abilities with one movement mode and each other in the same cycle.
Re: Ability Paths
DEATH MESSENGER (Wr)
Description: In the depths of night, the shadows of day, the death messenger creeps along waiting for the chance to strike and shed blood to the razor sharp edge of her scythe. Death messengers often worry for no one but themselves in regards to life.
Path
1. Stealth
2. Scythe
3. Any ability of the Armor subcategory
4. Defensive Fighter
5. Deadly Scythe
Completion Bonus
You gain +4 on all Attack rolls with the Scythe ability.
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Description: In the depths of night, the shadows of day, the death messenger creeps along waiting for the chance to strike and shed blood to the razor sharp edge of her scythe. Death messengers often worry for no one but themselves in regards to life.
Path
1. Stealth
2. Scythe
3. Any ability of the Armor subcategory
4. Defensive Fighter
5. Deadly Scythe
Completion Bonus
You gain +4 on all Attack rolls with the Scythe ability.
Re: Ability Paths
DEFENDER (Ut)
Description: Sometimes there are those that go beyond simply mastering on armor. These people start with learning to block melee attacks and move onto mastering their physical responses to attacks and damage.
Path
1. Any ability of the Armor subcategory
2. Enchanted Cloak
3. Strong Defense
4. Toughen Armor
5. Second Wind
Completion Bonus
You gain +4 on all Defense rolls.
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Description: Sometimes there are those that go beyond simply mastering on armor. These people start with learning to block melee attacks and move onto mastering their physical responses to attacks and damage.
Path
1. Any ability of the Armor subcategory
2. Enchanted Cloak
3. Strong Defense
4. Toughen Armor
5. Second Wind
Completion Bonus
You gain +4 on all Defense rolls.
Re: Ability Paths
DRUID (Mg/Sp)
Description: Seeped in reverence for the natural world, a druid learns to channel an elemental force and how to heal. Then they learn the true secret of focusing energy which leads to great power.
Path
1. Any ability of the Damage-Dealing subcategory
2. Elemental Alignment (Any; selected Damage-Dealing ability)
3. Heal Hit Points Alpha
4. Druidic Knowledge
5. Heal Attribute
Completion Bonus
Any bonus to the Damage-Dealing ability chosen for this path applies to any ability of the Magical Healing subcategory that you have.
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Description: Seeped in reverence for the natural world, a druid learns to channel an elemental force and how to heal. Then they learn the true secret of focusing energy which leads to great power.
Path
1. Any ability of the Damage-Dealing subcategory
2. Elemental Alignment (Any; selected Damage-Dealing ability)
3. Heal Hit Points Alpha
4. Druidic Knowledge
5. Heal Attribute
Completion Bonus
Any bonus to the Damage-Dealing ability chosen for this path applies to any ability of the Magical Healing subcategory that you have.
Re: Ability Paths
ELEMENTAL DISCIPLE (Mg)
Description: This disciple studies the elements that make up living creatures. With each element, they grow stronger and gain a deeper understanding of the world.
Path
1. Any ability of the Damage-Dealing subcategory
2. Elemental Alignment (Earth; selected Damage-Dealing ability )
3. Elemental Alignment (Water; selected Damage-Dealing ability)
4. Elemental Alignment (Wind; selected Damage-Dealing ability)
5. Elemental Alignment (Fire; selected Damage-Dealing ability)
Completion Bonus
You gain +4 on all rolls concerning abilities of the Elementally-Aligned subcategory.
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Description: This disciple studies the elements that make up living creatures. With each element, they grow stronger and gain a deeper understanding of the world.
Path
1. Any ability of the Damage-Dealing subcategory
2. Elemental Alignment (Earth; selected Damage-Dealing ability )
3. Elemental Alignment (Water; selected Damage-Dealing ability)
4. Elemental Alignment (Wind; selected Damage-Dealing ability)
5. Elemental Alignment (Fire; selected Damage-Dealing ability)
Completion Bonus
You gain +4 on all rolls concerning abilities of the Elementally-Aligned subcategory.
Re: Ability Paths
FENCER (Wr)
Description: The fighter masters a weapon. The fencer masters an art. Highly skilled with her weapon of choice, the rapier, the fencer is not only an able combatant, but a charming presence outside battle as well. Grace and finesse in all things.
Path
1. Rapier
2. Awareness
3. Strong Attack
4. Enchanting Presence
5. Fencing
Completion Bonus
You gain an additional +4 to Defense rolls whenever the bonus to Defense from Rapier would apply.
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Description: The fighter masters a weapon. The fencer masters an art. Highly skilled with her weapon of choice, the rapier, the fencer is not only an able combatant, but a charming presence outside battle as well. Grace and finesse in all things.
Path
1. Rapier
2. Awareness
3. Strong Attack
4. Enchanting Presence
5. Fencing
Completion Bonus
You gain an additional +4 to Defense rolls whenever the bonus to Defense from Rapier would apply.
Re: Ability Paths
FIGHTER (Wr)
Description: All members of a party knows their duty to the rest of the group. The fighter is no exception, knowing that it is his duty to be the one to beat the enemy into pulp while living long enough to tell the tale, and this is a job he does well.
Path
1. Any Physical Attack
2. Any Ability of the Armor subcategory
3. Strong Attack
4. Any Fighting Style for the selected Physical Attack
5. Enhance Weapon
Completion Bonus
You gain +4 on all Attack and Defense rolls with the weapon and armor selected for this path.
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Description: All members of a party knows their duty to the rest of the group. The fighter is no exception, knowing that it is his duty to be the one to beat the enemy into pulp while living long enough to tell the tale, and this is a job he does well.
Path
1. Any Physical Attack
2. Any Ability of the Armor subcategory
3. Strong Attack
4. Any Fighting Style for the selected Physical Attack
5. Enhance Weapon
Completion Bonus
You gain +4 on all Attack and Defense rolls with the weapon and armor selected for this path.
Re: Ability Paths
GURU (Ad/Wr)
Description: You have furthered your journey of self improvement. Your disciplined mind and body makes you even deadlier with both body and weapon.
Path
1. Must have completed the Martial Artist ability path
2. Razor's Edge (Weapon-Based ability chosen for Martial Artist)
3. Strong Will
4. Physical Awareness
5. Improved Fists of Fury
Completion Bonus
You do not start accumulating the penalty for multiple Attack rolls in the same turn until your fourth Attack roll.
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Description: You have furthered your journey of self improvement. Your disciplined mind and body makes you even deadlier with both body and weapon.
Path
1. Must have completed the Martial Artist ability path
2. Razor's Edge (Weapon-Based ability chosen for Martial Artist)
3. Strong Will
4. Physical Awareness
5. Improved Fists of Fury
Completion Bonus
You do not start accumulating the penalty for multiple Attack rolls in the same turn until your fourth Attack roll.
Re: Ability Paths
GYMNAST (Ut)
Description: Your ability to handle anything that comes your way is amazing. You are so limber, in fact, that you have leaned to do the impossible.
Path
1. Acrobatics
2. Magic Shield
3. Tough as Nails
4. Dexterous
5. Evade
Completion Bonus
Any time you successfully use Magic Shield, the damage is negated instead of halved.
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Description: Your ability to handle anything that comes your way is amazing. You are so limber, in fact, that you have leaned to do the impossible.
Path
1. Acrobatics
2. Magic Shield
3. Tough as Nails
4. Dexterous
5. Evade
Completion Bonus
Any time you successfully use Magic Shield, the damage is negated instead of halved.
Re: Ability Paths
HEALER (Sp)
Description: The healer is the glue that holds her team together. Typically a kind soul, she is also a peace-maker, and prefers to never have to see others suffer in the first place, but prepares the necessary abilities to keep the injured going just in case.
Path
1. Heal Hit Points Alpha
2. Remove Poison
3. Remove Disease
4. Seal Soul
5. Resurrection
Completion Bonus
You gain +4 with abilities of the Magical Healing subcategory.
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Description: The healer is the glue that holds her team together. Typically a kind soul, she is also a peace-maker, and prefers to never have to see others suffer in the first place, but prepares the necessary abilities to keep the injured going just in case.
Path
1. Heal Hit Points Alpha
2. Remove Poison
3. Remove Disease
4. Seal Soul
5. Resurrection
Completion Bonus
You gain +4 with abilities of the Magical Healing subcategory.
Re: Ability Paths
HEX (Mg/St)
Description: At an early age, the hex realizes she is somehow different. New skills come easily to her when they shouldn’t come at all, while those around her seem prone to misfortune. In time, she learns to harness her magical skills, becoming as dangerous to a mage as a highwayman to a traveling merchant.
Path
1. Silence
2. Stealth
3. Borrow Power
4. Antitheft Ward
5. Enhance Magic
Completion Bonus
You gain +4 on all Magic rolls made by surprise, whether it be under the effects of Invisibility, Silence, Stealth, or a trap the enemy didn't expect.
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Description: At an early age, the hex realizes she is somehow different. New skills come easily to her when they shouldn’t come at all, while those around her seem prone to misfortune. In time, she learns to harness her magical skills, becoming as dangerous to a mage as a highwayman to a traveling merchant.
Path
1. Silence
2. Stealth
3. Borrow Power
4. Antitheft Ward
5. Enhance Magic
Completion Bonus
You gain +4 on all Magic rolls made by surprise, whether it be under the effects of Invisibility, Silence, Stealth, or a trap the enemy didn't expect.
Re: Ability Paths
HUNTER (Ut/Wr)
Description: There are those who hunt the various types of creatures for just as varied reasons. Out of practical reasons, these people deck themselves out in that creatures’ greatest weakness.
Path
1. Any Physical Attack of the Weapon-Based subcategory
2. Metal Weapon (Any)
3. Heavy Armor, Light Armor, or Medium Armor
4. Metal Armor (Same as Above)
5. Metal Boots (Same as Above)
Completion Bonus
You gain +4 on all rolls against characters of the racial type that is favored by the metal chosen for this path.
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Description: There are those who hunt the various types of creatures for just as varied reasons. Out of practical reasons, these people deck themselves out in that creatures’ greatest weakness.
Path
1. Any Physical Attack of the Weapon-Based subcategory
2. Metal Weapon (Any)
3. Heavy Armor, Light Armor, or Medium Armor
4. Metal Armor (Same as Above)
5. Metal Boots (Same as Above)
Completion Bonus
You gain +4 on all rolls against characters of the racial type that is favored by the metal chosen for this path.
Re: Ability Paths
ILLUSIONIST (Mg)
Description: Forever questioning the thin line between fantasy and reality, the illusionist believes the two often overlap, and seeks to teach others this lesson by bringing figments of the unreal into the real world. Extremely skilled at conjuring things from realms best forgotten or barely remembered, the illusionist can make himself appear bigger than he really is.
Path
1. Invisibility
2. Stealth
3. Awareness
4. World of Illusion
5. Enhance Magic
Completion Bonus
You gain +4 on all rolls against opponents under the effects of World of Illusion.
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Description: Forever questioning the thin line between fantasy and reality, the illusionist believes the two often overlap, and seeks to teach others this lesson by bringing figments of the unreal into the real world. Extremely skilled at conjuring things from realms best forgotten or barely remembered, the illusionist can make himself appear bigger than he really is.
Path
1. Invisibility
2. Stealth
3. Awareness
4. World of Illusion
5. Enhance Magic
Completion Bonus
You gain +4 on all rolls against opponents under the effects of World of Illusion.
Re: Ability Paths
JUGGERNAUT (Ad/Wr)
Description: Sometimes a simple fighter becomes more than someone to beat the enemy to a pulp. He becomes a formidable enemy who's capable of surviving most anything thrown at him.
Path
1. Must have completed the Fighter ability path
2. Razor's Edge (Physical Attack selected for the Fighter path)
3. Deadly Focus
4. Enhance Armor
5. Improved Defensive Fighter or Improved Strong Attack
Completion Bonus
You gain +4 on all Attack and Defense rolls with the Physical Attack and Armor ability selected for the Fighter path.
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Description: Sometimes a simple fighter becomes more than someone to beat the enemy to a pulp. He becomes a formidable enemy who's capable of surviving most anything thrown at him.
Path
1. Must have completed the Fighter ability path
2. Razor's Edge (Physical Attack selected for the Fighter path)
3. Deadly Focus
4. Enhance Armor
5. Improved Defensive Fighter or Improved Strong Attack
Completion Bonus
You gain +4 on all Attack and Defense rolls with the Physical Attack and Armor ability selected for the Fighter path.
Re: Ability Paths
KNIGHT (Wr)
Description: Bound to the code of chivalry, the knight is a noble soul who seeks to protect his lord and all those he deems to fall under the tenants of his code. He learns how to wield his weapon, successfully fight in armor. Finally, when he is at last ready for knighthood, he learns how to protect himself and others with his will alone, as if by magic.
Path
1. Any ability of the Weapon-Based subcategory
2. Any ability of the Armor subcategory
3. Charge
4. Enhance Weapon
5. Enhance Armor
Completion Bonus
You gain +4 on all rolls while using the ability Charge.
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Description: Bound to the code of chivalry, the knight is a noble soul who seeks to protect his lord and all those he deems to fall under the tenants of his code. He learns how to wield his weapon, successfully fight in armor. Finally, when he is at last ready for knighthood, he learns how to protect himself and others with his will alone, as if by magic.
Path
1. Any ability of the Weapon-Based subcategory
2. Any ability of the Armor subcategory
3. Charge
4. Enhance Weapon
5. Enhance Armor
Completion Bonus
You gain +4 on all rolls while using the ability Charge.
Re: Ability Paths
MARTIAL ARTIST (Wr)
Description: These aesthetic warriors train their minds and bodies as one, harnessing an inner power known as ki to accomplish nearly superhuman feats of agility and power. The martial artist's body is his greatest weapon, so he begins by learning how to use it effectively. He then learns how to perceive and intercept the attacks of his opponent. Finally, he puts these skills to use, mastering the same techniques he has learned with his body anew with a weapon of his choice, which becomes an extension of his limbs.
Path
1. Fists of Fury
2. Awareness
3. Strong Attack
4. Sixth Sense
5. Any ability of the Weapon-Based subcategory
Completion Bonus
You gain an additional number of attack actions with the selected Weapon-Based ability equal to a quarter your Attack score.
=[=]=[=]=[=]=
Description: These aesthetic warriors train their minds and bodies as one, harnessing an inner power known as ki to accomplish nearly superhuman feats of agility and power. The martial artist's body is his greatest weapon, so he begins by learning how to use it effectively. He then learns how to perceive and intercept the attacks of his opponent. Finally, he puts these skills to use, mastering the same techniques he has learned with his body anew with a weapon of his choice, which becomes an extension of his limbs.
Path
1. Fists of Fury
2. Awareness
3. Strong Attack
4. Sixth Sense
5. Any ability of the Weapon-Based subcategory
Completion Bonus
You gain an additional number of attack actions with the selected Weapon-Based ability equal to a quarter your Attack score.
Re: Ability Paths
MEDIC (Ad/Sp)
Description: If a healer is the glue that holds a team together, then the medic is the bandages that bind them back together again. She can patch the injured back up faster than a healer can.
Path
1. Must have completed the Healer ability path
2. Enhance Healing
3. Heal Attribute
4. Heal Hit Points Beta
5. Must have attained 5th level or higher
Completion Bonus
You gain +4 with abilities of the Magical Healing subcategory.
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Description: If a healer is the glue that holds a team together, then the medic is the bandages that bind them back together again. She can patch the injured back up faster than a healer can.
Path
1. Must have completed the Healer ability path
2. Enhance Healing
3. Heal Attribute
4. Heal Hit Points Beta
5. Must have attained 5th level or higher
Completion Bonus
You gain +4 with abilities of the Magical Healing subcategory.
Re: Ability Paths
MENTALIST (Mg)
Description: The mentalist delves deeper into the potential of the mind, awakening even more of their gifts and pushing the boundaries of possibility just a bit farther.
Path
1. Must have completed the Psychic ability path
2. Deep Telepathy
3. Mental Barrier
4. Precognition
5. Must have attained 5th Level or higher
Completion Bonus
You gain +4 with all abilities of the Mind-Affecting subcategory and all abilities affected by said subcategory.
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Description: The mentalist delves deeper into the potential of the mind, awakening even more of their gifts and pushing the boundaries of possibility just a bit farther.
Path
1. Must have completed the Psychic ability path
2. Deep Telepathy
3. Mental Barrier
4. Precognition
5. Must have attained 5th Level or higher
Completion Bonus
You gain +4 with all abilities of the Mind-Affecting subcategory and all abilities affected by said subcategory.
Re: Ability Paths
NECROMANCER (Su)
Description: First step on this dark path is learning to contact the dead. Then he creates a basic zombie. Through that portal, he learns to make better undead that last longer.
Path
1. Seance
2. Animate Pawn (Zombie)
3. Necromancy (Skeleton)
4. Necromancy (Mummy)
5. Strength of Ages
Completion Bonus
Any Undead pawn you summon gains an additional +2 to its Endurance.
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Description: First step on this dark path is learning to contact the dead. Then he creates a basic zombie. Through that portal, he learns to make better undead that last longer.
Path
1. Seance
2. Animate Pawn (Zombie)
3. Necromancy (Skeleton)
4. Necromancy (Mummy)
5. Strength of Ages
Completion Bonus
Any Undead pawn you summon gains an additional +2 to its Endurance.
Re: Ability Paths
NINJA (St/Wr)
Description: Hailing from a distant land, the ninja is a hired assassin and spy who unswervingly carries out the duty assigned to her by the lord of her clan. The ninja first learns to conceal herself from her enemies, then how to detect them with ease, and finally, the deadly art of assassination.
Path
1. Silence
2. Stealth
3. Awareness
4. Claws, Sai, or Shuriken
5. Ninjutsu
Completion Bonus
You gain +4 on all Attack rolls while under the effects of both Silence and Stealth.
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Description: Hailing from a distant land, the ninja is a hired assassin and spy who unswervingly carries out the duty assigned to her by the lord of her clan. The ninja first learns to conceal herself from her enemies, then how to detect them with ease, and finally, the deadly art of assassination.
Path
1. Silence
2. Stealth
3. Awareness
4. Claws, Sai, or Shuriken
5. Ninjutsu
Completion Bonus
You gain +4 on all Attack rolls while under the effects of both Silence and Stealth.
Re: Ability Paths
PALADIN (Wr)
Description: Countless legends concern those singular individuals who, at the behest of a higher power or fate itself, are driven toward the heights of purity. These champions of virtue are a force to be reckoned with for those whose ideologies oppose their own. The first thing a paladin must do is learn to defend himself against those who would strike him down. He then learns to combat the forces of evil on their own terms.
Path
1. Any ability of the Weapon-Based subcategory
2. Any ability of the Armor subcategory
3. Positive Weapon (Selected Weapon-Based ability)
4. Positive Defense (Selected Armor ability)
5. Righteous Anger
Completion Bonus
You gain +4 on all abilities of the Light subcategory.
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Description: Countless legends concern those singular individuals who, at the behest of a higher power or fate itself, are driven toward the heights of purity. These champions of virtue are a force to be reckoned with for those whose ideologies oppose their own. The first thing a paladin must do is learn to defend himself against those who would strike him down. He then learns to combat the forces of evil on their own terms.
Path
1. Any ability of the Weapon-Based subcategory
2. Any ability of the Armor subcategory
3. Positive Weapon (Selected Weapon-Based ability)
4. Positive Defense (Selected Armor ability)
5. Righteous Anger
Completion Bonus
You gain +4 on all abilities of the Light subcategory.
Re: Ability Paths
PAWN CRAFTER (Su)
Description: Through hard work and careful study, you have learned how to make your pawns stronger. You have also memorized some of your best creations.
Path
1. Animate Pawn (Any)
2. Advanced Pawn
3. Knowledgeable Pawn
4. Leveled Pawn
5. Versatile Pawn
Completion Bonus
Advanced Pawn gives an additional two character points to your pawns.
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Description: Through hard work and careful study, you have learned how to make your pawns stronger. You have also memorized some of your best creations.
Path
1. Animate Pawn (Any)
2. Advanced Pawn
3. Knowledgeable Pawn
4. Leveled Pawn
5. Versatile Pawn
Completion Bonus
Advanced Pawn gives an additional two character points to your pawns.
Re: Ability Paths
PROPHET (Ad/Sp)
Description: The power of the gods is everywhere. Those who deny it do so at their peril, but for most, belief is a form of insurance against harm and a wish for prosperity. Then there are those exceptional individuals whose faith is so strong that it can actually inspire others. These are the prophets, and through their mystic insight and unshakeable belief, they are said to perform miracles.
Path
1. Seance
2. Grant Enhance Armor
3. Grant Enhance Magic
4. Grant Enhance Resistance
5. Grant Enhance Weapons
Completion Bonus
You may use the above Grant abilities on an additional four targets at any given time.
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Description: The power of the gods is everywhere. Those who deny it do so at their peril, but for most, belief is a form of insurance against harm and a wish for prosperity. Then there are those exceptional individuals whose faith is so strong that it can actually inspire others. These are the prophets, and through their mystic insight and unshakeable belief, they are said to perform miracles.
Path
1. Seance
2. Grant Enhance Armor
3. Grant Enhance Magic
4. Grant Enhance Resistance
5. Grant Enhance Weapons
Completion Bonus
You may use the above Grant abilities on an additional four targets at any given time.
Re: Ability Paths
PSYCHIC (Mg)
Description: The mind is a plane of infinite possibilities and untapped power, and the psychic makes it her business to reach into the unknown facets of the mind. They learn to wield their will like a hammer before learning the delicacies of maneuvering about another mind and affecting a physical item.
Path
1. Psychic Attack
2. Enhance Resistance
3. Enhance Magic
4. Telepathy
5. Telekinesis
Completion Bonus
You gain +4 with all abilities of the Mind-Affecting subcategory and all abilities affected by said subcategory.
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Description: The mind is a plane of infinite possibilities and untapped power, and the psychic makes it her business to reach into the unknown facets of the mind. They learn to wield their will like a hammer before learning the delicacies of maneuvering about another mind and affecting a physical item.
Path
1. Psychic Attack
2. Enhance Resistance
3. Enhance Magic
4. Telepathy
5. Telekinesis
Completion Bonus
You gain +4 with all abilities of the Mind-Affecting subcategory and all abilities affected by said subcategory.
Re: Ability Paths
PUPPETMASTER (Mg)
Description: The puppetmaster believes that the world around him is there for him to manipulate. Such individuals are evil at worst, and selfish at best, but they justify their actions by claiming that those with weak wills need to be controlled for their own good. Indeed, the puppetmaster is an expert at manipulating the minds of others, and this ability makes them exceedingly dangerous opponents.
Path
1. Enchanting Presence
2. Enhance Magic
3. Suggestion
4. Telepathy
5. Mind Control
Completion Bonus
You gain +4 on all rolls concerning abilities of the Mind-Affecting subcategory.
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Description: The puppetmaster believes that the world around him is there for him to manipulate. Such individuals are evil at worst, and selfish at best, but they justify their actions by claiming that those with weak wills need to be controlled for their own good. Indeed, the puppetmaster is an expert at manipulating the minds of others, and this ability makes them exceedingly dangerous opponents.
Path
1. Enchanting Presence
2. Enhance Magic
3. Suggestion
4. Telepathy
5. Mind Control
Completion Bonus
You gain +4 on all rolls concerning abilities of the Mind-Affecting subcategory.
Re: Ability Paths
RHYTHMIC MASTER (Ut)
Description: You are an excellent dancer. You can trade off activities without losing momentum.
Path
1. Speed Demon
2. Dancing Blade
3. Defensive Fighter
4. Rhythmic Magic
5. Willful Beat
Completion Bonus
You can combine two Rhythm abilities together in the same cycle without having to restart your bonus.
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Description: You are an excellent dancer. You can trade off activities without losing momentum.
Path
1. Speed Demon
2. Dancing Blade
3. Defensive Fighter
4. Rhythmic Magic
5. Willful Beat
Completion Bonus
You can combine two Rhythm abilities together in the same cycle without having to restart your bonus.
Re: Ability Paths
ROGUE (St/Wr)
Description: There are two kinds of fighters. There are those that rush into the light of battle, obvious to everyone. Then there are those that stick to the shadows, using the cover to surprise their enemy.
Path
1. Silence
2. Stealth
3. Any Physical Attack
4. Tough as Nails
5. Vital Blow
Completion Bonus
You get +4 on all rolls while under the effects of Invisibility, Silence, or Stealth or whenever you are within five foot of both an ally and an enemy.
=[=]=[=]=[=]=
Description: There are two kinds of fighters. There are those that rush into the light of battle, obvious to everyone. Then there are those that stick to the shadows, using the cover to surprise their enemy.
Path
1. Silence
2. Stealth
3. Any Physical Attack
4. Tough as Nails
5. Vital Blow
Completion Bonus
You get +4 on all rolls while under the effects of Invisibility, Silence, or Stealth or whenever you are within five foot of both an ally and an enemy.
Re: Ability Paths
RONIN (Wr)
Description: Traditionally, a ronin is a samurai without a master or one who does not properly follow the code of Bushidou. These wandering blades pick up many tricks along their journey that a normal samurai would deem unsuitable to his rigorous code, and so become masters of a hybrid art. Rebels in a land where tradition means more than gold, their lot is a hard one, but if you ask them, the freedom to choose one’s path is worth every insult.
Path
1. Katana
2. Any other Physical Attack
3. Any ability of the Armor subcategory
4. Strong Attack
5. Any Fighting Style requiring either of the Physical Attacks selected for this path.
Completion Bonus
You gain +4 on all Attack rolls with Katana and any Physical Attack combined with it in the same turn.
=[=]=[=]=[=]=
Description: Traditionally, a ronin is a samurai without a master or one who does not properly follow the code of Bushidou. These wandering blades pick up many tricks along their journey that a normal samurai would deem unsuitable to his rigorous code, and so become masters of a hybrid art. Rebels in a land where tradition means more than gold, their lot is a hard one, but if you ask them, the freedom to choose one’s path is worth every insult.
Path
1. Katana
2. Any other Physical Attack
3. Any ability of the Armor subcategory
4. Strong Attack
5. Any Fighting Style requiring either of the Physical Attacks selected for this path.
Completion Bonus
You gain +4 on all Attack rolls with Katana and any Physical Attack combined with it in the same turn.
Re: Ability Paths
SADIST (Mg)
Description: A sadist, by definition, enjoys hurting others as much as possible. As such, the best among them are quite skilled with poisons, which slowly drain a victim to nothing. The first task for a sadist is to develop a detailed knowledge of what poison can do and build immunities to them. Next, she learns to harness poison as a weapon, creating increasingly virulent concoctions to test on her victims.
Path
1. Remove Poison
2. Poison Resistance
3. Poison Attack
4. Any other ability of the Poison subcategory
5. Enhance Magic
Completion Bonus
You gain +4 with all abilities of the Poison subcategory.
=[=]=[=]=[=]=
Description: A sadist, by definition, enjoys hurting others as much as possible. As such, the best among them are quite skilled with poisons, which slowly drain a victim to nothing. The first task for a sadist is to develop a detailed knowledge of what poison can do and build immunities to them. Next, she learns to harness poison as a weapon, creating increasingly virulent concoctions to test on her victims.
Path
1. Remove Poison
2. Poison Resistance
3. Poison Attack
4. Any other ability of the Poison subcategory
5. Enhance Magic
Completion Bonus
You gain +4 with all abilities of the Poison subcategory.
Re: Ability Paths
SAMURAI (Ad/Wr)
Description: A disciple of Bushido, the samurai has often been compared the knight. Indeed, both warriors follow a code of honor as a way of life, but while the knight focuses on the ideals of a gentleman, a path of the samurai is honor for the sake of honor, and it defies even death. A samurai must first master the daisho, and then he learn to harness his inner ki to make an already great attack nigh unbeatable.
Path
1. Katana
2. Short Sword
3. Strong Attack
4. Instant Death Protection
5. Bushido
Completion Bonus
You no longer suffer penalties for multiple Attack rolls in the same turn so long as the Attack rolls are with Katana and/or Short Sword.
=[=]=[=]=[=]=
Description: A disciple of Bushido, the samurai has often been compared the knight. Indeed, both warriors follow a code of honor as a way of life, but while the knight focuses on the ideals of a gentleman, a path of the samurai is honor for the sake of honor, and it defies even death. A samurai must first master the daisho, and then he learn to harness his inner ki to make an already great attack nigh unbeatable.
Path
1. Katana
2. Short Sword
3. Strong Attack
4. Instant Death Protection
5. Bushido
Completion Bonus
You no longer suffer penalties for multiple Attack rolls in the same turn so long as the Attack rolls are with Katana and/or Short Sword.
Re: Ability Paths
SAVAGE (Wr)
Description: Born into a barbarian clan on the fringes of society, the savage learns at an early age how to be tough, and that toughness is what eventually makes him a great warrior. In time, he learns to channel his inner fury into a mighty rage that fells his enemies with ease. Others may consider him uncouth, but none can deny his prowess on the battlefield.
Path
1. Any Physical Attack of the Melee subcategory
2. Awareness
3. Strong Attack
4. Tough as Nails
5. Rage
Completion Bonus
You gain +4 on all defensive rolls and all Attack rolls with the selected Physical Attack while under the effects of the Rage ability.
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Description: Born into a barbarian clan on the fringes of society, the savage learns at an early age how to be tough, and that toughness is what eventually makes him a great warrior. In time, he learns to channel his inner fury into a mighty rage that fells his enemies with ease. Others may consider him uncouth, but none can deny his prowess on the battlefield.
Path
1. Any Physical Attack of the Melee subcategory
2. Awareness
3. Strong Attack
4. Tough as Nails
5. Rage
Completion Bonus
You gain +4 on all defensive rolls and all Attack rolls with the selected Physical Attack while under the effects of the Rage ability.
Re: Ability Paths
SEAL MASTER (Ad/Sp)
Description: You have mastered using your will to protect others and can make it bend in unusual ways. Thus your will is stronger than it normally would be.
Path
1. Seal Soul
2. Seal Blood
3. Seal Body
4. Seal Life
5. Seal Mind
Completion Bonus
Every time you use a Seal ability, its effect lasts twice as long.
=[=]=[=]=[=]=
Description: You have mastered using your will to protect others and can make it bend in unusual ways. Thus your will is stronger than it normally would be.
Path
1. Seal Soul
2. Seal Blood
3. Seal Body
4. Seal Life
5. Seal Mind
Completion Bonus
Every time you use a Seal ability, its effect lasts twice as long.
Re: Ability Paths
SENTAI (Ut)
Description: If the power of teamwork overcomes all, it is never more boldly stated than in the case of the sentai, a member of an elite group that can accomplish amazing things through their collective power. Allied sentai must first learn to fight as a team, but later gain incredible power when working toward a common goal.
Path
1. Group Attack
2. Group Defense
3. Team Effort
4. Collective Will
5. Group Hustle
Completion Bonus
Your bonus from any ability of Cooperative subcategory is doubled.
=[=]=[=]=[=]=
Description: If the power of teamwork overcomes all, it is never more boldly stated than in the case of the sentai, a member of an elite group that can accomplish amazing things through their collective power. Allied sentai must first learn to fight as a team, but later gain incredible power when working toward a common goal.
Path
1. Group Attack
2. Group Defense
3. Team Effort
4. Collective Will
5. Group Hustle
Completion Bonus
Your bonus from any ability of Cooperative subcategory is doubled.
Re: Ability Paths
SHADE (Ad/St/Wr)
Description: You blend into the background so completely that you might as well be a shadow. You are nearly as tough as one, too. But not nearly as harmless.
Path
1. Must have completed the Rogue ability path
2. Mental Barrier
3. Stubborn Will
4. Evade
5. Improved Vital Blow
Completion Bonus
You gain +4 on all rolls while under the effects of Invisibility, Silence, or Stealth, or within five feet of both an enemy and an ally.
=[=]=[=]=[=]=
Description: You blend into the background so completely that you might as well be a shadow. You are nearly as tough as one, too. But not nearly as harmless.
Path
1. Must have completed the Rogue ability path
2. Mental Barrier
3. Stubborn Will
4. Evade
5. Improved Vital Blow
Completion Bonus
You gain +4 on all rolls while under the effects of Invisibility, Silence, or Stealth, or within five feet of both an enemy and an ally.
Re: Ability Paths
SHADOW MAGE (Mg)
Description: Darkness. Its mysterious power holds a certain allure for all, but the shadow mage learns to exploit this power, harnessing it in a weapon that aids her in her adventures. Shadow mages first learn to conceal themselves, then how to manipulate the power of Darkness, and finally, become more empowered by the Darkness itself.
Path
1. Silence
2. Stealth
3. Any Magical Attack
4. Negative Alignment (Selected Magical Attack)
5. Enhance Magic
Completion Bonus
You gain +4 with all abilities of the Dark subcategory.
=[=]=[=]=[=]=
Description: Darkness. Its mysterious power holds a certain allure for all, but the shadow mage learns to exploit this power, harnessing it in a weapon that aids her in her adventures. Shadow mages first learn to conceal themselves, then how to manipulate the power of Darkness, and finally, become more empowered by the Darkness itself.
Path
1. Silence
2. Stealth
3. Any Magical Attack
4. Negative Alignment (Selected Magical Attack)
5. Enhance Magic
Completion Bonus
You gain +4 with all abilities of the Dark subcategory.
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