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Build Cost Name

2 Basic Armor Use


3;4;5 Armor Efficency
3 Leather Armor Use
4 Mail Armor Use
5 Plate Armor Use
2 Stalwart
2;3;4;5 Resiliant
5;5 Adaptation

2 Buckler Fighter
4 Shield Fighter

3 Free Hand Swashing

3 Blindfighting
5 Diehard
3;3 Endurance
5 Unfazed

3 Lie
3 Appraise
3;3;3 Knowledge
Use Simple Device
2 [USD]
Use Complex Device
4 [UCD]

3 Racial Health
3;4;5;6;7.... Stamina

Build Cost Name


2 Basic weapon use
2;3;4 Weapon Training

3 Dual Weapon Use

5 Dual Weapon Expert


3;4;5 Weapon Proficiency

5 Titan Grip

4 Duelist

3;4;5 Backstab

6 Twin Fangs

4 Keen Eye

5 Berserk
5 Boiled Blood
2 Control Rage

8;8 Strength

3;4;5 Favored Foe


Defensive/Tactical Perms
Function Type
Can wear any armor for half its total AP value Armor
Gain +5 AP on Chest pieces and +1 AP on all other Armor pieces Armor
Can wear leather armor Armor
Can Wear Mail armor Armor
Can Wear Plate Armor Armor
When AP is depleted gain + 10 Non-healable Health Armor
+5 Natural Armor Armor
Gain an ER 5 to One Damage Type (not Normal, Force, or Divine)

Can use a shield up to 18" Shield


Can use a shield up to 36" Shield
Can use off hand when wearing a shield to use throwing weapons and packets for spells
and alchemy. Shield

Can still use all feats while blinded (still cannot see past reach) Status
Cannot be Coup de graced or killing blowed Status
+1 min in second death count Status
Immune to stun effects Status

Can lie without detection (beats sense motive) Tactical


Can tell the base/relative value of any item when known its properties Tactical
Gain a knowledge Tactical

Ability to use simple devices such as flintlocks and traps Tactical

ability to use complex engineered devices Tactical

Permanently Gain your racial heath amount Health


Gain +5 permanent Health Health

Offensive Perms
Function Type
Can wield any weapon for base damage only; but can use feats with them Weapon
Gain the ability to wield another weapon group Weapon

Ability to wield a one handed weapon and a small weapon Weapon

Ability to wield a one handed weapon in each hand Weapon


gain +1 dmg with one weapon type (i.e. One handed, small, Fists); cannot be taken for
the same weapon type Weapon

Gain +1 dmg when wielding a weapon with 2 hands Weapon

Gain +1 dmg when wielding only a single one handed or small weapon. No shield Weapon
Gain +1 dmg to strikes delivered from behind the opponent with small or one handed
weapons. Weapon

Gain +1 dmg when wielding two small wepons, fists, or/and claws Weapon

Gain +2 Damage with Thrown, Bows, and Crossbows Weapon

Can enter a rage once per period for 5 minutes, gain DR/2 and +2 damage; cannot tell
friend from foe and are immune to will effects, except divine will effects; can be
activated in first death stage and while under a dominant effect (breaks effect). Can be
Done once per Period.
Body
Each Killing blow you inflict resets Berserk Duration Body
You can control the first minute of your rage Body

Gain +1 Strength Body

Gain +2 dmg against a single creature type. Taken Individually. Tactical


Prereq

Leather Armor Use


Leather Armor Use

Buckler Fighter

Know: Tech and USD

Prereq

Dual weapon use


Weapon Training [type]
Weapon Proficency
[pole,bastard,or 2hd]
Weapon Proficency
[1hd or small]
Weapon Proficency
[small]
Weapon Proficency
[small or fist]
Weapon Proficency
[thrown/bow]

Beserk
Beserk

Knowledge Concerning
Creature type
Build Cost Name

2 Channeler

2;3;4 Magi School

2;2;2 Spell Focus

6;6 School Specialization

5 Warmage

6 Spell Song

2;2;2.... Magic Memory

4 Weaponcast

3 Combat Caster
Spell Caster Perms
Function Type Prereq

Can channel Health Between targets at a rate of 1HP per second;


does not work on targets in death count Caster

Gain access to one magi school list Caster


Chosen Magi Spell gains +1 Damage or +1 min duration for spells
with durations. Can only be chosen once per spell Caster Magi School

Evocation - Gain +2 Spell Damage for Evo spells


Conjuration - Conjured weapons last for a period and do not have to
remain in hand; but must be in contact. Conjured Weapons are also
unbreakable
Enchantment - Your enchantment spells effect animals and undead.
Simple state [Verbals] [Enchantment Spell] AFFECTED! to an undead
or animal target. Caster Magi School

Can Wear leather armor and still cast magi spells Caster Magi School

Do not need to throw packet, but target needs to be in sight and


you must play/sing/dance a song for a 10 second duration and you
can perfect aim a spell. Duration Spells cast this way remain in
effect so long as you remain still and point at target. Damage Spells
can be reapeted every 10 second interval but still expend a use. Caster

Chose one magi spell; you no longer need spell verbals to cast that
spell. Caster Magi School

Channeler + Magi
Can weapon cast any single target magi spell you can cast Caster School

Do not get interuppted while casting magi spells. Does not apply to
spellsongs. Caster
Race Build Cost Name

Fey 0 Aether Born

Fey 1 Ancient Knowledge

Fey 2 Arcane Crafters


Fey 3

Fey 4 Innate Bond

Fey (Alfar) 0 Fount Linked

Fey (Draear) 0 Undestined

Throw Some Gold at


Fey (Goblin) 0 It

Fey (Norrai) 0 Shadow Touched


Human 0 Never at Peace
Human 1 Educated

Human 2 Talented
Human 3 Shifty Trader
Human 4 Scars of War

Human (Apex) 0 Spirit of All

Human (Azir) 0 Spirit of Astra


Human (Nomad) 0 Spirit of Mira

Human (Praetori) 0 Spirit of Iron


Primal 0 Kytons' Blessing

Primal 1 Bane Adaptation

Primal 2 Elemental Crafters


Primal 3 Innate Affinity

Primal 4 Elemental Charge

Primal (Efrie) 0 Pyras Blaze

Primal (Eredge) 0 Mithra's Blessing

Primal (Kenders) 0 Zephrin's Gust

Primal (Maiad) 0 Vellum's Purity

Primal (Tree) 0

A Mother's
Risen 0 Mourning
Knowledge of the
Risen 1 Immortals

Risen 2 Years of Practice


Risen 3
Risen 4
Risen (Vae'Tal) 0

Risen (Gravekin) 0

Risen (Carrion) 0
Racial Permanants
Function Type

Gain Access to one spell to purchase from any Magi School spell lists

Gain a knowledge of choice even a lost knowledge

Gain a crafting efficiency according to race


Alfar - Scholar; Norrai - Scholar; Draear - Alchemist; Goblin - Artisan
(Engineer); or +5 HP

Creatures of type are not naturally hostile towards you (Must be


shown by clearly visable symbol or facial marking) For benefit also
state that you have it and present symbol to NPC
AlfarMagical Beasts; Draear-Void; Norrai-Umbral/Shadow;
Goblins-Constructs/Gilded
Alfar Heavenly Power; Draear-Dragon Eye; Norrai-
Vehemic Courts; Goblin-Gear

Can Change any spell damage into Magic damage; Gain Access to
one spell to purchase from the Primal Spell List (Always Deals Magic
Damage) You do not need verbals for this spell

Can Change any spell to void damage; Gain access to one spell to
purchase from the Nabrax Spell list. You do not need verbals for this
spell

A Goblin can use a basic component to count as two basic


components when crafting an item while using no other skills or
passives (Such as ToT, Enhanced, Reinforced, etc); Gain Access to
one spell to purchase from the Averdias Spell List You do not need
verbals for this spell

Can change any spell damage into Dark damage; Gain Access to one
spell to purchase from the Vidar Spell List You do not need verbals
for this spell
Gain an Additional weapon style
Gain a knowledge of choice even a lost knowledge
Gain a crafter efficency of choice (each profession Artisan taken
individually)
Gain Appraise and Lie
Gain Racial Heath

Access to Purchase one ability from any Racial Path list

Access to Purchase one spell from any divine spell list


Gain an ER 5 of choice from (Fire, Terra, Spark, Cold, Nature)

Gain a Weapon Proficency. Must be same as the weapon type


chosen from Never at Peace.
Gain ER 5 to your Races Element

Gain ER 5 to your races opposed element, still take bane from it

Eredge-Artisan(Engineer);Efrie-Artisan(Blacksmith); Kenders-
Artisan(Sartors);Maia-Artisan(Jeweler); Tree- Alchemist; or +5 HP
Take Minimal From your races element

You can Change any spell you cast into your elemental damage

Immune to Fear Effects. Gain Access to one spell to purchase from


the Primal List. Only does Fire Damage. You do not need verbals

Immune to Movement Effects. Gain Access to one spell to purchase


from the Primal List. Only does Terra Damage. You do not need
verbals

Immune to Bind Effects. Gain Access to one spell to purchase from


the Primal List. Only does Spark Damage. You do not need verbals.

Immune To Pain Effects. Gain Access to one spell to purchase from


the Primal List. Only does Cold Damage. You do not need verbals

Immune to Stun Effects. Gain Access to one spell to purchase from


the Primal List. Only does Nature Damage. You do not need verbals

Risen Races do not pass through the Crows Eye, but instead enter a
coma like state for 5 minutes and are revived They may Spend this
time as a Spirit, unless dispelled.

Gain any knowledge Even a lost knowledge


Gain a Crafting Proficency; Vaetal Physician; Gravekin Choice;
Carrion Alchemist; or +5 HP
Prereq

Pointed Ears

Geometric Blue Lines and


Markings

Three Green and or Gold Circles


on face/cheek; Gold or Green
Geometric Symbols

Geometric Black and Silver Lines


and Cresent Moon Symbol
None (Be Human?)

No Costuming
Facial Tattoos of Stars, Full
Moons, and/or Suns
Tribal Markings of Earthly Browns
and Greens

Tattoo in the shape (Vague or not)


of a weapon or tool

Small Horns. Flame Symbol on


Face. Red and Orange Tribal
Marks and Swirls. Pointed Ears
Optional

Large Horns. Runic Earth Symbol


on Face. Geometric Brown and
Green marks. Pointed Ears
Optional. Small Horns if perfered

Long Ears. White and Yellow


Swirls and Tribal Marks

Sea Elf/Rigid Ears. Water Drop or


Wave Symbol on Face. Blue Swirls
and Tribal Marks
Black Veins and Black around
Eyes, with Black lines coming
down from eyes. Optional White
Face; Pointed Ears; Fangs; Black
Scars

Green Veins and Green around


Eyes, with red lines coming down
from eyes. Optional White Face;
Green decay spots and bruises;

Red Veins and Red around Eyes,


with red lines coming down from
eyes. Optional White Face;
Cracked Skin, like Bone; Red spots
like muscle and cartalidge; Bone
like Plate Prostetics on body
Level Type Feat Name
1 def Block
1 def Retain
1 def Flash Bomb
1 def Skirt
1 def Balance
1 off Disarm*
1 off Switch
1 off Stun*
1 off Trip*
1 off Rend 1
1 off Mighty Strike*

1 Off Knockback
1 tact Sense Motive

1 tact Follow Through

1 tact Charm
1 tact Distract

1 tact Stablize
1 tact Sense Affinity

2 Def Dodge
2 def Vault
2 def Leap
2 def Willpower
2 off Crit Strike*
2 off Enfeeble*

2 off Grab

2 off Cleave
2 off Demorilize

2 tact Hide

2 tact Taunt
2 tact Motivate

2 tact Snap out of it


2 tact Powerhouse
3 def Parry

3 def Intercede

3 def Shield Bash


3 def Smoke Bomb
3 def Cleave Magic

3 off Backstab
3 off Pin*
3 off Whirlwind
3 off Sunder
3 off Hamstring
3 off Knockback 2
3 off Rend 2
3 off Cheap Shot*

3 off Throw
3 off Headbutt
3 Tact Throat Shot

3 tact Riposte

3 tact Lock Weapon

3 tact Form Ranks


3 tact Adreniline Rush

3 tact First Aid

3 tact Fearsome Roar

4 def Resilience

4 def Defensive posture


4 def Evade

4 def Jump
4 off Waylay
4 off Wound*

4 off Shield Charge

4 off Vital Strike


4 off Power Strike*

4 off Break Limb

4 off Sever Limb


4 tact Sneak Attack

4 Tact Offensive posture


4 tact Bypass armor
Function Prereq
Block a single melee attack from the front
Negate a disarm attempt from the front
Blind target for 5 sec
Block a single ranged attack from the front
resist a movement effect
Weapon struck or target struck in arm must drop weapon.
Switch places with struck target
Stun target for 5 seconds
Target takes a trip effect
Destroys 5 armor points
Attacke does +1 Dmg

Target struck in torso moves back 5 steps. Simple state 'Knockback 5'
Sense if target is lying
Reuse a failed/blocked feat within 5 sec of using it. Simple state follow
through [feat name]

Target is charmed to you for 1 minute (must be withing sight/ hearing)


Target hit from behind takes a taunt effect
As long as you remain in contact with target, target pauses their death
count
Sense touched targets number of affinity points

Avoid a single ranged attack or spell packet (non-AOE) from the front Skirt
Teleport behind Target Struck Switch
Move 5 steps in any directions. State 'Leap 5' Balance
Negate a will effect
target takes x2 weapon damage Mighty Strike
Limb struck cannot be used for 1 minute Stun

Target struck in chest or on each arm with fists or two eapons is


incapacitated as long as you retain the hold. You are also consided
incapacitated. A target with higher strength can break out.

Blocked attack must be blocked again. If not target takes base weapon
damage. Example: I strike someone with my sword and they call 'Block', I
say 'Cleave' and they must eithe call another 'Block' or take damage.
Same applies to a strike blocked by a weapon or shield. Follow Through
Target struck cannot use Offensive feats for 1 minute.
You can use this skill to remain undetected except by abilities that can
see hidden targets.
Target struck with melee or spell packet must attack you. This is
considered a Fear effect.
a single ally within weapon distance strikes for +1 damage for 1 minute
Dispel a Fear,Charm, and/or Sleep effect on an ally within weapons
distance
Gain +1 strenght for strength tests
Block any attack from front and back Block
You can defend against a physical attack against a target within weapon
distanc

Target takes a knockback 5 and stun effect. State 'Shield bash 5 trip'
Throw packet at feet to immediately enter a hide Hide
Negate a spell from the front Including AOEs

Strike the back of a target to deal x 3 damage with a small weapon Crit strike
Bind limb struck with a ranged or thown weapon
Deal weapon damage to everyone within weapon distance
Reduce the hardness of a weapon by 1
Cause target to move heel to toe until fixed Enfeeble
target struck in torso gets knockbacked 10 feet Knockback 1
Target takes 10 AP damage Rend 1
target cannot use defensive feats for 1 minute
Target struck in chest or on each arm with two fists or two weapons is
thrown 10 feet in your chosing Grab
You strike a target in the torso and both of you take a waylay.
Target in under a silence effect for 1 minute
Redirect melee attack back at target or to another target within weapons
distance
Struck weapon cannot be used. Both weapons must remain within
physical contact with eachother
Target ally within sight and hearing can move within weapons distance of
you. They do not take any damage or spell effects.
Gain +1 strength for 1 minute powerhouse

You can use this skill to heal a character 5 Health for every 30 seconds
you remain in contact with them. First Aid stops and removes any Bleed
Effect and pauses all death count . Stabilize

every creature within weapons distance takes a disarm and stun effect Taunt

Can be used to negate any single damage melle ranged or spell; not AOEs Parry
You can gain DR 1 as long you do not move from your current position for
1 minute.
Can avoid any attack even AOEs and 'Divine' Dodge

Can move 10 steps in any direction without taking any effects or damage Leap
Target struck in back is incapacitated for 1 minute
You next attack deals damage and a bleeding wound

Packet thrown represents you charging the target. The target struck must
take a stun effect. You move towards target and do not take any damage
or effects Shield Bash
Target struck in back with small weapon takes x2 weapon dmg and a
bleeding wound Backstab
Target takes x3 weapon dmg Crit Strike
You strike a target in the limb and they cannot use it indefinitely until
fixed. Must be delivered with a blunt weapon. Sunder
You can remove the limb of a target. Must be delivered with a bladed
weapon Cleave
You may make an attack while in hide and remain hidden.
You can deal +1 damage as long as you do not move from your current
position for 1 minute
Your attack bypasses all the targets armor.
*=Invoked

Build
Cost Name
0 Magic Missle
0 Sense Magic
1 Arcane Shield*

2 Repulse*
3 Negate*

4 Protection
0 Summon Light

0 Summon Arms

1 Summon Weapon
2 Summon Mudball

3 Summon Mage Mantle


4 Summon Bands

0 Cause Bind

0 Read Thoughts

1 Charm

2 Cause Fumble

3 Cause Pain

4 Cause Sleep
0 Figid Missle

0 Detect Life
1 Frigid Bolt
2 False Life
3 Vile Blow
4 Siphon Life
0 Magic Missle

0 Flow Convolution
1 Magic Bolt

2 Elemental Shield*
3 Arcane Bolt

4 Arcane Burst
0 Magic Missle
0 Dispel Magic

1 Blink*
2 Resistance*
3 Negate*
4 Arcane Surge

0 Wild Empathy
0
1
2
3
4
Function Type(School)
Thrown packet deals 1 magic damage. This damage cannot be increased Abj
Can detect if item is magical Abj
Same function as block, does not require weapon Abj

When melee struck, stricker takes a Knockback 10 effect Movement effect. Abj
Spell targeted at you is negated Abj

Must Stand with Both Hands in Air. As long as this in up you cannot take damage,
deal damage, use spells/feats, receive spells/feats, or move. Anyone touching
you and doing the same is also under the same effects Can be broken with dispel
magic or other abilities that state so. Abj
May use a Lantern or Flashlight Conj

May use a weapon, but only deals a base one damage. Can only have one
Summon Arms at a time. If it leaves your hand it is dispelled. All weapons/shield
summoned have a hardness 1 Conj

Summon one weapon or shield that deals the weapon types base damage and
deals Magic Damage. You automatically gain training in that weapon for the
remainder of the spells duration. It is dispelled if the weapon leaves your hand.
All weapons/shield summoned have a hardness 1 Conj
Thrown Packet Blinds target for 10 seconds Conj
Caster gains 20 AR For 5 Minutes
Conj
Packet Thrown Binds and Trips Target for 1 Minute Conj
Thrown Packet. Target is under a bind effect as long as you do not move and
point at target. Mind effect Ench
Thrown Packet/Touch. Can read targets surface thoughts as long as you remain in
contact or stand still and point at target. Mind effect Ench
Thrown Packet or Touch charms target to you. They will not attack you and will
see you as friendly or indifferent. Mind Effect Ench
Target takes a disarm and trip effect . Mind effect, but can also be resisted as a
disarm and movement effect Ench
Target takes a silence effect, - 1 str and must move at a heel to toe pace. They
must roleplay being in pain. Mind effect Ench

Target is asleep/incapacitated unlessed roused by noise or damage. Mind Effect Ench


Thrown Packet Deals 1 Cold Damage Necro
Can sense how much HP a target has and what stage and time of death count
they are in Necro
Thrown Packet Deals 6 Cold Damage Necro
Target gains 15 Temperary HP. This Spell does not stack with itself Necro
Thrown Packet deals 6 Acid and a bleeding wound Necro
Packet Thrown Deals 12 Cold and on success Caster Heals amount of spell
damage Necro
Thrown packet deals 1 magic damage. This damage cannot be increased Evo

The Next damaging spell you cast damage type can be changed to Fire, Spark,
Terra, or Cold. In oder to do so you must cast this spell with full verbals and then
state the element change used and cast the spell. Exp. [Verbals] Flow
Convolution Fire, Magic Bolt - 6 Fire Evo
Thrown Packet Deals 6 Magic Damage Evo

When melee struck, striker takes 5 direct magic damage. You must take damage Evo
Thrown Packet Deals 12 Magic Damage Evo

packet thrown. 5' AOE or weapons distance from target 10 Magic Damage. Evo
Thrown packet deals 1 magic damage. This damage cannot be increased Uni
Can Dispel a Latent Spell effect or rune at a rate of 1 minute per level Uni

When Melee Struck move 10' without being harmed. May place hand on head to
signal out of combat. If used without being struck standard Verbal must be used. Uni
Resist a Pain, Mind, or Fear effect Uni
Spell targeted at you is negated Uni
5 Radius Aoe or Weapon Distance from caster 10 Magic Damage Uni

This spell is always Perfect Aimed. When cast at an animal/beast it becomes


docile until harmed; you must remain pointed at the target. You may use this
twice, one for each hand. This is the only spell allowed to do so. Wild
Wild
Wild
Wild
Wild
Wild
Prereq
Ba
Name Element First Stage (Banes)
Unfated Void Bane from Normal
Tempered Terra Bane From Spark
Emblazed Fire Bane From Terra
Unleashed Spark Bane From Cold
Abundant Nature Bane From Magic
Unsealed Acid Bane From Hollow
Awoken Hollow Bane From Acid
Enlightened Dark Bane From Light
Radiant Light Bane From Dark
Serene Cold Bane From Fire
Infused Magic Bane From Nature
Bane from nature, cold, fire,
Unbound Force terra, spark
Second Stage (Boons) Final Stage(Unique Passives)
DR/1
Minimal From Terra
Minimal From Fire
Minimal From Spark
Minimal From Nature
Minimal From Acid
Minimal From Hollow
Minimal From Dark
Minimal From Light
Minimal From Cold
Minimal From Magic
Minimal from acid, hollow, magic,
dark, light
Stun
Movement
Disarm
Bind
Mind
Pain
Fear

Spell
Melee
Ranged

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