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Ability Paths

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Post  Captain Peanut Butter Tue Dec 02, 2008 9:33 pm

      In many RPGs, player characters fill a certain group "role" that, while still in need of their allies for survival, is in turn needed by those same allies to survive. The fighter. The healer. The mage. The thief. These are the classic archetypes of medieval fantasy, although many more exist, all diverse enough to add their own flavor to a group.

      This is the concept of Ability Paths. An Ability Path is just that; a list of abilities that must be taken, one after the other, toward a destination in the form of a Completion Bonus. Like the Weakness, the Ability Path is optional, but ultimately it grants you an extra reward for focusing your character's theme a little bit.

      It is possible to take more than one Ability Path at the same time. The only requirement is that you take the abilities consisting of a path in a set order, one after the other. If you can take more than one of the abilities for a path at character creation or a level-up, that's okay too.

      There are six basic types of ability paths representing the six most diverse party roles and one advanced type meant to be taken at later levels. Sometimes they overlap. These types are:

      Warrior Type (Wr): A warrior type path focuses on physical attacks and helps your improve your usage of them.

      Mage Type (Mg): A mage type path focuses on magical attacks and helps you become more proficient in them.

      Stealth Type (St): A stealth type path focuses on the usage of Silence and Stealth with other abilities to deliver attacks the enemy won’t see coming.

      Summoner Type (Sm): A summoner type path uses minions to do the dirty work.

      Support Type (Sp): These guys help their allies more than they hurt their enemies, and against truly terrible foes their assistance proves priceless.

      Transport Type (Tr): These guys get you where you want to go. Also applies to paths that primarily deal with movement modes, thereby increasing your ability to move about the battlefield.

      Advanced Paths (Ad): These paths build on previous paths to further your character’s journey. Unlike the standard paths, they almost always have a level requirement and often require other paths.

      Listed below are the current Ability Paths, along with their path type, which will be expanded in time.


TABLE OF CONTENTS
Abjurer (Sp)
Archer (Wr)
Assassin (Mg/St)
Augmenter (Mg)
Bard (Wr/Mg/St/Sp)
Blast Mage (Mg)
Bodyguard (Sp)
Brawler (Wr)
Chronomancer (Tr)
Dancer (Tr)
Death Messenger (Wr)
Elemental Disciple (Mg)
Engineer (Sp)
Exorcist (Sp/Mg)
Fencer (Wr)
Fighter (Wr)
Fortunomancer (N/A)
Generalist (Wr)
Golem Master (Sm)
Gunslinger (Wr)
Healer (Sp)
Hex (St/Mg)
Illusionist (Mg)
Knight (Wr)
Juggernaut (Ad/Wr)
Martial Artist (Wr)
Mecha Pilot (Wr/Mg/Tr)
Medic (Ad/Sp)
Mentalist (Ad/Mg)
Necromancer (Sm)
Ninja (Wr/St)
Paladin (Wr/Mg)
Prophet (Sp)
Psychic (Mg)
Puppetmaster (Mg)
Ronin (Wr)
Sadist (Mg)
Samurai (Wr)
Savage (Wr)
Sentai (Sp)
Shade Master (Ad/Mg)
Shadow Mage (Tr/Mg)
Shapechanger (Mg)
Shipmaster (Tr)
Skulk (Ad/St/Mg/Wr)
Sniper (St)
Spell Sword (Wr/Mg)
Swordmaster (Wr)
Thief (St/Wr)
Veneficus (Ad/Mg)
Willbender (Ad/Mg)



Last edited by Captain Peanut Butter on Fri Nov 19, 2010 2:13 pm; edited 50 times in total
Captain Peanut Butter
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Post  Captain Peanut Butter Tue Dec 02, 2008 10:44 pm


ASSASSIN
Description: Cold and calculating, this hired killer always gets the job done, and that's a very bad thing for whoever "the job" happens to be. Some assassins are ruthless mercenaries willing to kill anyone to get ahead, and others kill villains for the right reasons, at least in their mind. An assassin must first learn to sneak up on a victim, and then to kill them slowly or quickly, depending on the nature of the job.

Ability Path
1. Silence
2. Stealth
3. Any weapon-based physical attack
4. Poison Attack
5. Death Attack

Completion Bonus
You may use Death Attack, even against opponents with Death Attack Immunity, but such opponents get a +4 bonus on their Resistance check against this ability.

~@~

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Post  Captain Peanut Butter Tue Dec 02, 2008 10:46 pm


BARD
Description: The bard is a teller of tales, singer of songs, and jack of all trades. It is said that music possesses a magic all its own, and that is certainly true of these wandering rogues. 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.

Ability Path
1. Enchanting Presence
2. Silence
3. Stealth
4. Pick Pocket
5. Sonic Attack

Completion Bonus
+4 bonus on Magic checks to execute any sound-based magical attack.

~@~

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Post  Captain Peanut Butter Tue Dec 02, 2008 10:47 pm


BLAST MAGE
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.

Ability Path
1. Any damage-dealing magical attack (this path can be restarted each time you take such an attack)
2. Enhance Resistance
3. Enhance Magic
4. Blast Struggle
5. Contingency (must be combined with Magical Attack above)

Completion Bonus
+4 on all Magic rolls with and Resistance checks against the Magical Attack selected.

~@~

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Post  Captain Peanut Butter Tue Dec 02, 2008 10:48 pm


BRAWLER
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.

Ability Path
1. Fists of Fury
2. Brass Knuckles
3. Strong Attack
4. Knockout Punch
5. Wrestling

Completion Bonus
+4 on Attack rolls with Knockout Punch.

~@~

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Post  Captain Peanut Butter Tue Dec 02, 2008 10:49 pm


ELEMENTAL DISCIPLE
Description: The elemental disciple believes the greatest power comes from nature itself. In this spirit, she learns to master the elements, beginning with the gentle earth below her, then the water and wind that gives it life, and finally fire, the deadliest element of all. In the end, she is rewarded for her efforts with a greater understanding of how to wield these mighty elements.

Ability Path
1. Earth Attack
2. Water Attack
3. Wind Attack
4. Fire Attack
5. Enhance Magic

Completion Bonus
+4 on all Magic rolls with a Magical Attack that uses elemental energy (any energy type that you can take an Energy Immunity for).

~@~

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Post  Captain Peanut Butter Tue Dec 02, 2008 10:50 pm


FENCER
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.

Ability Path
1. Rapier
2. Awareness
3. Strong Attack
4. Enchanting Presence
5. Fencing

Completion Bonus
+4 bonus to Defense rolls whenever the bonus to Defense from the Rapier would apply.

~@~

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Post  Captain Peanut Butter Tue Dec 02, 2008 10:51 pm


FIGHTER
Description: The healer keeps him going. The mage blasts what he can't reach. The thief scouts ahead. That's all well and good, but without a big, strong fighter to hack away at the dragon right in front of them, the others would be toast. The fighter knows his job, which is to beat the enemy into pulp while living long enough to tell the tale, and this is a job he does well.

Ability Path
1. Any weapon-based physical attack.
2. Any armor-related physical defense ability.
3. Strong Attack
4. Any fighting style (must be related to weapon above)
5. Enhance Weapons

Completion Bonus
+4 on all Attack and Defense rolls with the weapon and armor selected for this path.

~@~

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Post  Captain Peanut Butter Tue Dec 02, 2008 10:56 pm


HEALER
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 neccessary abilities to keep the injured going just in case.

Ability Path
1. Heal Hit Points Alpha
2. Remove Poison
3. Remove Disease
4. Seal Soul
5. Resurrection

Completion Bonus
+4 on all bonuses granted or rolls required by Magical Healing abilities.

~@~

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Post  Captain Peanut Butter Tue Dec 02, 2008 10:57 pm


GOLEM MASTER
Description: A strange, but duly respected master of the arcane arts, the golem master dedicates his magical studies to the creation of life through constructs known as golems. As he learns to improve the art of golem construction, his golems go from simple guardians to mighty and unique creations in their own right.

Ability Path
1. Animate - Pawns
2. Advance Golem
3. Skilled Golem
4. Enhance Magic
5. Linked Golem

Completion Bonus
Taking Advance Golem gives your golem 5 character points instead of 3.

~@~

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Post  Captain Peanut Butter Tue Dec 02, 2008 11:03 pm


ILLUSIONIST
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.

Ability Path
1. Silence
2. Stealth
3. Awareness
4. World of Illusion
5. Enhance Magic

Completion Bonus
+4 on all rolls against opponents under the effects of World of Illusion.

~@~

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Post  Captain Peanut Butter Tue Dec 02, 2008 11:06 pm


KNIGHT
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 the lance, successfully fight in heavy armor, and ride a mount (represented by the Wind Walk ability) in preparation for the joust, that oldest and most noble of knightly traditions. 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.

Ability Path
1. Lance
2. Heavy Armor
3. Wind Walk or Mount
4. Enchanted Cloak
5. Contingency (must be combined with Enchanted Cloak and the trigger "when an ally is attacked").

Completion Bonus
You take no penalty on attacks when charging with the Heavy Armor ability.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:10 am


BODYGUARD
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.

Ability Path
1. Bodyguard
2. Tough As Nails
3. Reinforced Hat
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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Post  Captain Peanut Butter Wed Dec 03, 2008 1:12 am


DANCER
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.

Ability Path
1. Speed Demon
2. Dervish Dance
3. Acrobatics
4. Gypsy Magic
5. Gypsy Protection

Completion Bonus
You may combine these abilities with one other movement mode, which may include each other, in the same turn.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:13 am


GUNSLINGER
Description: To the gunslinger, a firearm isn't just a weapon; it's an extension of their arm. Traveling the modern world with the same adventurous attitude as the swordsmen of days gone by, a gunslinger is a force to be reckoned with. Of course, the better they are, the more reason they have to watch their back; in a world that depends on laws, and where shooting someone in the back is frowned upon, plenty of other mercenaries are looking to make their fortune in bringing down an outlaw.

Ability Path
1. Handgun or Longarm (character's choice)
2. Semiautomatic
3. Automatic
4. Burst Fire
5. Upgrade (must be for weapon selected)

Completion Bonus
+4 on all Attack rolls with firearm-based technological abilities.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:14 am


MARTIAL ARTIST
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.

Ability Path
1. Fists of Fury
2. Awareness
3. Strong Attack
4. Sixth Sense
5. Any weapon-based physical attack

Completion Bonus
The martial artist can apply as many attacks as Fists of Fury would grant to the weapon selected for this path.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:15 am


NINJA
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.

Ability Path
1. Silence
2. Stealth
3. Awareness
4. Shuriken or Claws (character's choice)
5. Ninjitsu

Completion Bonus
+4 on all Attack rolls while under the effects of both Silence and Stealth.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:17 am


NECROMANCER
Description: The necromancer is a dark, brooding mage that specializes in communicating with and bringing life to the dead. Some believe they must use this dark power to fight evils greater still. Others are truly wicked souls who delight in shattering the boundaries between the world of the living and the world of the dead. Whatever the case, the first step in becoming a necromancer is to master contacting the dead, after which the aspiring vocor becomes proficient in controlling them.

Ability Path
1. Seance
2. Animate - Pawns
3. Animate - Skeletons
4. Animate - Mummies
5. Animate - Graveborn

Completion Bonus
Your Magic modifier is treated as 4 higher for the purposes of determining the limit on pawns that can be created with the Animate Pawn ability.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:18 am


PUPPETMASTER
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.

Ability Path
1. Enchanting Presence
2. Enhance Magic
3. Suggestion
4. Telepathy
5. Mind Control

Completion Bonus
+4 on all Magic rolls with and Resistance checks against a mind-altering ability.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:19 am


SAMURAI
Description: A disciple of the code 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, his two swords, and then learn to harness his inner ki to make an already great attack nigh-unbeatable.

Ability Path
1. Katana
2. Short Sword
3. Strong Attack
4. Kendo
5. Death Attack Immunity

Completion Bonus
+4 on all Attack rolls against an opponent currently effected by your Kiai Shout.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:20 am


SAVAGE
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.

Ability Path
1. Any weapon-based physical attack.
2. Awareness
3. Tough As Nails
4. Strong Attack
5. Rage

Completion Bonus
+4 on all Defense rolls and all Attack rolls with the selected weapon ability while under the effects of the Rage ability.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:21 am


SHADOW MAGE
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 shadows around, and finally, become more empowered by the darkness itself.

Ability Path
1. Silence
2. Stealth
3. Shadow Jump
4. Animate Shadow
5. Enhance Magic

Completion Bonus
When you activate the Animate Shadow ability, you may take two extra actions a turn instead of one.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:22 am


SPELL SWORD
Description: The spell sword learns to master martial weapons and arcane power as one. He begins with the mastery of a weapon and a spell. He then learns to channel the two into an effective whole, honing each separately yet both together. Finally, he learns to automatically fight with the weapon and spell of his choice as one, even adding additional spells into the weapon for extra effect.

Ability Path
1. Any weapon-based physical attack.
2. Any damage-dealing magical attack
3. Enhance Weapons
4. Enhance Magic
5. Contingency (must be combined with magical attack selected, and trigger must be "whenever physical attack selected is used")

Completion Bonus
+4 bonus on all Attack and Magic rolls made with the Physical Attack selected for this path and any Magical Attack it is combined with in the same turn.

~@~

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Post  Captain Peanut Butter Wed Dec 03, 2008 1:23 am


THIEF
Description: Raised on the mean streets, the thief knows that you have to take what you need to survive, and this attitude carries over into all facets of life. She isn't burdened by trivial moral codes, and knows that the job comes first, but often has a soft spot. She's a person too, after all.

Ability Path
1. Silence
2. Stealth
3. Pick Pocket
4. Set Trap
5. Disable Trap

Completion Bonus
+4 on all Attack rolls made by surprise, whether it be under the effects of Silence, Stealth, or a trap the enemy didn't expect.

~@~

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Post  Captain Peanut Butter Sun Dec 21, 2008 3:51 am


ARCHER
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.

Ability Path
1. Bow and Arrow
2. Sniper's Eye
3. Strong Attack
4. Archery
5. Enhance Weapons

Completion Bonus
+4 on all Attack rolls with the Bow and Arrow.

~@~

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Post  Captain Peanut Butter Mon Jan 12, 2009 8:07 pm

SWORDMASTER
Description: There are those who can fight with swords, and those who become one with them. The swordmaster is of the latter variety. Not only can he wield his mighty weapon in battle, but in time, it becomes an extension of his arms. An art that he relentlessly perfects.

Ability Path
1. Long Sword, Short Sword, Great Sword, or Zweihander (character’s choice)
2. Speed Demon
3. Dervish Dance
4. Any fighting style (must be related to weapon above)
5. Enhance Weapons

Completion Bonus
+4 on all Attack rolls with the weapon chosen as ability #1.

~@~
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Post  Captain Peanut Butter Mon Jan 26, 2009 6:21 pm

SHIPMASTER
Description: The open sea. Its mysterious call draws the young and the old alike with a sense of longing and adventure. It doesn’t take brass nerves or derring-do to become a shipmaster though; you just have to have your own ship. From pirates to privateers to honest tradesmen just trying to make ends meet, shipmasters all have one thing in common; they know their ship, and know how to keep it flying.

Ability Path
1. Captain
2. Ship Hull (Any)
3. Sails
4. Cannon
5. Upgrade (Ship Hull selected above)

Completion Bonus
The penalty imposed by your hull on Swiftness checks is 4 lower than usual.

~@~
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Post  Captain Peanut Butter Mon Jan 26, 2009 6:33 pm

SHAPECHANGER
Description: Those who can assume the forms of others make for deadly opponents indeed, but some push this ability as far as they possibly can, and these shapechangers discover new and incredible methods by which to increase their already formidable powers. Spy or transcendentalist, the shapechanger is always an unpredictable challenger; you never know what they will be next.

Ability Path
1. Shapeshift
2. Revert
3. Enhance Magic
4. Forced Shapeshift
5. Contingency (Shapeshift and Enhance Magic are automatically combined)

Completion Bonus
When you shapeshift into a specific individual, you gain their complete statistics in place of your own, provided they are within 4 levels of your actual level.

~@~
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Post  Captain Peanut Butter Tue Jan 27, 2009 8:06 am

DEATH MESSENGER
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.

Ability Path
1. Silence or Stealth (Player's Choice)
2. Heal Hit Points Alpha
3. Scythe
4. Any "Armor-Related" ability
5. Deadly Scythe

Completion Bonus
+4 on all Attack checks with the Scythe ability.

~@~
Captain Peanut Butter
Captain Peanut Butter
Master
Master

Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Captain Peanut Butter Tue Feb 24, 2009 7:52 pm

HEX
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.

Ability Path
1. Silence
2. Stealth
3. Borrow Power
4. Telekinesis
5. Enhance Magic

Completion Bonus
+4 on all Magic rolls made by surprise, whether it be under the effects of Silence, Stealth, or a trap the enemy didn't expect.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Post  Captain Peanut Butter Sun Mar 01, 2009 8:49 pm

PALADIN
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 or corruption. These champions of virtue, be they good or evil, 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 or those he would support. He then learns to combat the forces of good or evil on their own terms.

Ability Path
1. Any "Weapon-Based" ability.
2. Any "Armor-Related" ability.
3. Strong Attack
4. Light Attack or Dark Attack (character’s choice)
5. Righteous Anger or Evil Fury (character’s choice)

Completion Bonus
+4 on all Magic rolls with Light Attack or Dark Attack (whichever you chose) and all Attack rolls with any weapon combined with the attack on which the bonus is granted in the same turn.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Age : 38
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Post  Captain Peanut Butter Fri Apr 17, 2009 6:54 pm

PSYCHIC
Description: The mind is a plane of infinite possibilities and untapped power, and the psychic makes it her business to reach into the unknown; to reach within and make dreams into reality. Most psychics are born, not made, and when a previously non-sensitive mind is awakened to its psychic potential, it is inevitably an event that will haunt them for the rest of their lives. As the saying goes, “Once your eyes are open, you cannot shut them again.”

Ability Path
1. Psychic Attack
2. Enhance Resistance
3. Enhance Magic
4. Telepathy
5. Telekinesis

Completion Bonus
+4 on all Magic rolls with Psi-Based abilities.

~@~


Last edited by Captain Peanut Butter on Wed Oct 14, 2009 5:20 am; edited 1 time in total
Captain Peanut Butter
Captain Peanut Butter
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Age : 38
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Post  Captain Peanut Butter Tue May 12, 2009 5:23 pm

SENTAI
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.

Ability Path
1. Group Attack
2. Group Defense
3. Team Effort
4. Collective Will
5. Group Hustle

Completion Bonus
You gain twice the normal benefit from any Teamwork ability.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Age : 38
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Post  Captain Peanut Butter Mon May 18, 2009 9:18 pm

CHRONOMANCER
Description: If time is a river, chronomancers are the daring pioneers that sail it. Drawn from the ranks of mages who discover a fascination with time and the power it holds, chronomancers usually end up falling into one of two categories; those who seek to alter the timestream for their own ends, and those who seek to preserve it.

Ability Path
1. Enhance Magic
2. Blast Struggle
3. Time Travel
4. Safe Journey
5. Contingency (Time Travel automatically combines with Enhance Magic)

Completion Bonus
All Time Travel d100 checks slant by an additional +4 in your favor.

~@~
Captain Peanut Butter
Captain Peanut Butter
Master
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Number of posts : 477
Age : 38
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Post  Captain Peanut Butter Tue Jul 07, 2009 10:52 am

SNIPER
Description: Preferring a quick, stealthy attack over brash heroics, the sniper is a tactical warrior, and just as often, a deadly assassin. Most military units utilize snipers defensively, as their ability to camouflage and strike unnoticed means that they can guard a perimeter or keep almost indefinitely. A sniper’s first task is to learn how to effectively hide himself. His second is to sharpen his senses to avoid falling victim to the same kind of trap he sets. After he has mastered stealth, he puts these skills to use by learning to attack from hiding. Eventually, he becomes so adept that he can disappear into his surroundings until the moment he strikes.

Ability Path
1. Silence
2. Stealth
3. Awareness
4. Any one weapon you can normally use at a range as long as you can see your opponent.
5. Invisibility

Completion Bonus
+4 on all Attack rolls with ranged weapons while under the effects of both Silence and Stealth.

~@~


Captain Peanut Butter
Captain Peanut Butter
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Age : 38
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Post  Captain Peanut Butter Wed Oct 14, 2009 1:36 am

PROPHET
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.

Ability Path
1. Séance
2. Grant Enhance Armor
3. Grant Enhance Magic
4. Grant Enhance Resistance
5. Grant Enhance Weapons

Completion Bonus
You may grant four more targets than your level would normally allow the use of the Grant Enhance abilities.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
Age : 38
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Post  Captain Peanut Butter Sun Nov 15, 2009 5:19 am

FORTUNOMANCER
Description: There are those who are born lucky and those whose only luck is the bad kind. Then you have those who make their own luck, learning to spin the threads of fate in their favor and so influence the world around them. Lucky or just plain good, a fortunomancer leads a decidedly charmed life.

Ability Path
1. Steady Hand
2. Uncanny Defense
3. Lucky Spell
4. Shake It Off
5. Last Minute Movement

Completion Bonus
+4 bonus on all Luck rolls.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Age : 38
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Post  Captain Peanut Butter Sun Nov 15, 2009 9:33 pm

ABJURER
Description: The world is a dangerous place where the elements mix in a deadly dance. It’s a miracle that people survive day to day life, let alone the possibility of a magical mishap. This is a reality that the abjurer, who focuses on protection magic, knows all too well. Accordingly, she learns to magically shield herself from the four most basic elements, thereby improving her ability to shrug off the ill effects of the rest. When she has mastered her art, few mages will be able to do her harm.

Ability Path
1. Energy Immunity (Earth)
2. Energy Immunity (Water)
3. Energy Immunity (Wind)
4. Energy Immunity (Fire)
5. Enhance Resistance

Completion Bonus
+4 on all Resistance rolls against a magical attack that uses elemental energy (any energy type that you can take an Energy Immunity for).

~@~
Captain Peanut Butter
Captain Peanut Butter
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Age : 38
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Post  Captain Peanut Butter Tue Nov 17, 2009 3:21 am

RONIN
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.

Ability Path
1. Katana
2. Shuriken
3. Strong Attack
4. Flight
5. Ryouko

Completion Bonus
+4 on all Attack rolls with Katana and Shuriken.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Age : 38
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Post  Captain Peanut Butter Wed Dec 09, 2009 3:15 am

ENGINEER
Description: Technology has been evolving since man first picked up a rock and used it as a hammer, and some say, far longer than that. As daring new inventions continue to streamline our lives, engineers stand at the forefront of this industrial race. They are the dreamers whose ideas, once realized, will change the world. An engineer must first learn what goes into technology to make it work. Eventually, he gets good enough at what he’s doing to improvise inventions, power machines like dolls, and at the top of his game, design and implement cybernetic attachments that can save lives.

Ability Path
1. Repair Technology
2. Tinker
3. Lifespark
4. Heal Hit Points Alpha
5. Graft Cybernetic Attachment

Completion Bonus
All Technological abilities with a duration longer than 1 turn take only 1/4 their normal activation time.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Age : 38
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Post  Captain Peanut Butter Sat Dec 19, 2009 8:51 pm

SADIST
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.

Ability Path
1. Remove Poison
2. Poison Immunity
3. Poison Attack
4. Any other Poison
5. Enhance Magic

Completion Bonus
+4 on all Magic rolls with poisons.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
Age : 38
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Post  Miss Mustard Sat Jan 02, 2010 4:32 am

MECHA PILOT
Description: Even in the fast-paced future, war is still very much a part of our lives, and few devices are more representative of that than the war-bots known as mecha. These armored suits both shield their pilot and allow him incredible prowess. As he continues to upgrade his arsenal, a mecha pilot becomes an increasingly formidable opponent.

Ability Path
1. Mecha Pilot
2. Any Physical Attack
3. Any Magical Attack
4. Mecha Weapon
5. Mecha Power

Completion Bonus
+4 on all attacks with Mecha Weapon and Mecha Power.

~@~
Miss Mustard
Miss Mustard
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Post  Miss Mustard Thu Jan 07, 2010 6:33 pm

JUGGERNAUT
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.

Ability Path
1. Must have completed the Fighter ability path
2. Razor Edge (must be for the weapon chosen for the Fighter path)
3. Tough As Nails
4. Enhance Armor
5. Must have attained 5th Level or higher

Completion Bonus
+4 on all Attack and Defense rolls with the weapon and armor selected for the Fighter path. This bonus stacks with the bonus earned from the Fighter ability path.

~@~
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Post  Miss Mustard Thu Jan 07, 2010 6:42 pm

MENTALIST
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.

Ability 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
+4 on all Magic rolls with Psi-Based abilities. This bonus stacks with the one earned from the Psychic ability path.

~@~
Miss Mustard
Miss Mustard
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Post  Miss Mustard Thu Jan 07, 2010 6:46 pm

SHADE MASTER
Description: A shadow mage knows how to harness the power of shadows. Then there are the ones who take it a step farther, becoming almost one with the shadows--and just as indestructible.

Ability Path
1. Must have completed the Shadow Mage ability path
2. Ethrealness
3. Resurrection
4. Contingency (must combine Resurrection and trigger must be death)
5. Must have attained 5th Level or higher

Completion Bonus
Your Animate Shadow ability now grants you four extra actions rather than two.

~@~
Miss Mustard
Miss Mustard
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Post  Miss Mustard Fri Jan 08, 2010 1:18 am

MEDIC
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.

Ability Path
1. Must have completed the Healer ability path
2. Enhance Healing
3. Heal Hit Points Beta
4. Quickened Healing
5. Must have attained 6th level or higher

Completion Bonus
+4 on all bonuses granted or rolls required by Magical Healing abilities. This bonus stacks with the bonus earned from the Healer ability path.

~@~


Last edited by Miss Mustard on Fri Jan 08, 2010 1:36 am; edited 3 times in total
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Post  Miss Mustard Fri Jan 08, 2010 1:23 am

SKULK
Description: He'll steal your magic and your gold before slipping away into the night, never to be seen again. This is, of course, assuming that you saw him in the first place.

Ability Path
1. Must have completed the Thief ability path
2. Must have completed the Hex ability path
3. Ethrealness
4. Invisibility
5. Must have attained 5th level or higher

Completion Bonus
+4 on all rolls for Borrow Power and Pick Pocket.

~@~


Last edited by Miss Mustard on Sat Sep 25, 2010 4:13 am; edited 1 time in total
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Post  Miss Mustard Tue Jan 12, 2010 7:59 am

VENEFICUS
Description: The Veneficus is a learned wizard. He knows he is deadly with his magic. He has mastered the chaos of the magic and honed his skill with it to a great degree. It is wise to not upset him lest he loosen his fury upon you. A Veneficus is also what alumni of Phoenix City of Magical Arts is called.

Ability Path
1. Must have completed the Blast Mage ability path
2. Any magical resistance used to counter or negate the damage-dealing magical ability chosen for Blast Mage
3. Charged Attack
4. Any magical ability or utility power requiring the damage-dealing magical ability chosen for Blast Mage
5. Must have attained 5th level or higher

Completion Bonus
+4 on all Magic rolls with and Resistance checks against the Magical Attack selected. This bonus stacks with the bonus granted by the Blast Mage ability path.

~@~


Last edited by Miss Mustard on Sat Sep 25, 2010 4:16 am; edited 1 time in total
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Post  Miss Mustard Thu Feb 11, 2010 1:16 am

WILLBENDER
Description: The puppetmaster is a dabbler compared to the willbender, a child playing an adult game.

Ability Path
1. Must have completed the Puppetmaster ability path.
2. Contest Of Wills
3. Turn Coat
4. Program
5. Must have attained 5th level or higher

Completion Bonus
+4 on all Magic rolls with and Resistance checks against a mind-altering ability. This bonus stacks with the bonus gained from the Puppetmaster ability path.

~@~
Miss Mustard
Miss Mustard
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Post  Captain Peanut Butter Tue Jun 01, 2010 11:28 pm

AUGMENTER
Description: An augmenter focuses on using magic to enhance his magic. By discovering how magical loops catalyze and using this to his advantage, he becomes a far more formidable mage than he otherwise might be.

Ability Path
1. Enhance Weapons
2. Enhance Resistance
3. Enhance Magic
4. Enhance Armor
5. Precognition

Completion Bonus
You may combine any two Enhance abilities per turn.

~@~
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