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Egwen School Quest Classes and Races

Jun 16th, 2015
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  1. Egwen Teacher Classes and Races
  2.  
  3.  
  4. Classes and Training Points
  5.  
  6. Classes are an important thing in Egwen Teacher Quest.
  7.  
  8. Classes each follow a theme, allowing someone trained in that class access to certain skills and feats cheaper than they otherwise would be able to access them as well as access to exclusive abilities.
  9.  
  10. Qualifying for a Class
  11.  
  12. You cannot simply call yourself a member of a class, you need to spend time and effort working towards it. You need to spend 20XP (and/or Training Points) on the skills, feats, ability score or other criteria listed under *Class Requirements* to count as a member of a class.
  13.  
  14. Points spent to qualify for a class can only be used to count for a single class, though you can work towards multiple classes at once. For example: Both Fighter and Barbarian list *Strength* as a Class Requirement. When spending XP on strength you can only count it as being spent to qualify for Fighter or Barbarian, not both at once.
  15. XP discounts/surcharges do not count towards this total.
  16.  
  17. Once you have spent this XP, you are a member of the class and gain all the benefits and discounts thereof.
  18.  
  19. Classes are written in the following format:
  20.  
  21. Class Name – The name a class in known by
  22. Class Description – A short description of what the class does
  23. Class Requirements – Which abilities or skills purchased count as qualifying for a class.
  24. Class Favoured Abilities – Which skills, feats and spells (if applicable) a class allows a member of that class to learn, at a reduced price. Any ability listed under Class Favoured abilities benefits from a 1XP discount.
  25. Class Special Abilities – Powers and abilities that can be accessed through that class.
  26.  
  27. Training Points
  28.  
  29. The best way to learn is with a good teacher. Any student learning under a teacher gains a number of Training Points (TPs) per week, reflecting the advantage of such tutelage.
  30.  
  31. Training Points can be spent like XP on a 1:1 basis, but can *only* be spent upon the class the teacher is training the student in at a time.
  32.  
  33. A single student can only benefit from 1 teacher per session, though most teachers can train multiple students at once.
  34.  
  35. Teachers come in 3 ranks.
  36.  
  37. Standard: Training under a Standard Teacher gains a student 0.25 Training Points per session
  38.  
  39. Expert: Training under an Expert Teacher gains a student 0.5 Training Points per session
  40.  
  41. Master: Training under a Master Teacher gains a student 1 Training Point per session
  42.  
  43. A training session lasts for 4 hours, though might be split into smaller sections. Most students are willing to attend one training session per week; very dedicated or loyal students are willing to train harder.
  44.  
  45. Teachers are limited in how many students they can teach at once, reflecting how much spare time they have (or are willing to give).
  46.  
  47. Some Teachers have varying ranks in different classes.
  48.  
  49. Some Teachers or Expert or Master Rank limit the skills their training can improve (for example a necromancer might be a Master when teaching Necromantic spells and abilities, but merely standard for other wizard/sorcerer abilities).
  50.  
  51. The right training facilities can improve the TP gain, as can an enthusiastic and motivated student.
  52.  
  53. The following Classes are available
  54.  
  55. Barbarian
  56. Melee-focused warrior that excels at strength and toughness
  57.  
  58. Class Requirements
  59. Strength
  60. Constitution
  61. Melee Combat
  62. Weapon Training (any melee)
  63. Hit points
  64.  
  65. Class Favoured Abilities
  66. Basic
  67. Strength
  68. Constitution
  69. Hit points
  70.  
  71. Expertise
  72. Melee Training
  73.  
  74. Combat
  75. Axe Training
  76. Longbow Training
  77. Greataxe Training
  78. Greatsword Training
  79. Hammer Training
  80. Knife Fighting
  81. Mace Training
  82. Shortbow Training
  83.  
  84. Spear Training
  85.  
  86. Social
  87. Intimidate: inspiring fear
  88.  
  89. Other
  90. Athletics: climbing, jumping, swimming, athletic feats
  91.  
  92. Feats
  93. Cleave
  94. Toughness
  95.  
  96. Class Special Abilities
  97.  
  98. Barbarians Durability: The Barbarian is far harder to hurt.
  99. Rank 1 – The barbarian gains damage reduction 1.
  100. Rank 2 – The barbarian gains damage reduction 2.
  101. Rank 3 – The barbarian gains damage reduction 3.
  102. Rank 4 – The barbarian gains damage reduction 4.
  103. Rank 5 – The barbarian gains damage reduction 5.
  104. Costs 4XP per rank
  105.  
  106. Barbarians Speed
  107. You move faster than normal.
  108. Rank 1 – your movement speed is 1.3 times normal.
  109. Rank 2 – your movement speed is 1.6 times normal.
  110. Rank 3 – your movement speed is 2 times normal.
  111. Costs 3XP/rank
  112.  
  113. Barbarians Toughness: The Barbarian is far tougher than normal.
  114. Rank 1 – The experience point cost of increasing hit points is reduced by 1 per point.
  115. Rank 2 – The experience point cost of increasing hit points is reduced by 2 per point.
  116. Rank 3 – The experience point cost of increasing hit points is reduced by 3 per point.
  117. Costs 3XP per rank
  118.  
  119. Frenzied Attack: the Barbarian keeps up a relentless flurry of attacks.
  120. When making me a melee attack whilst raging, the barbarian can make two attacks.
  121. Requires: Rage 1
  122. Costs 4XP
  123.  
  124. Rage: the Barbarian can fly into a frenzy, becoming stronger and tougher
  125. Rank 1 – the Barbarian gains +4 to hit and damage, her damage reduction increases by 2, but suffers 1 hit point of damage per round whilst raging. the Barbarian does not attack allies in a rage.
  126. Rank 2 – the Barbarian gains +8 to hit and damage, her damage reduction increases by 4, but suffers 2 hit points of damage per round whilst raging. the Barbarian will attack allies once all her foes have fallen (Willpower roll to resist, DC 11).
  127. Rank 3 – the Barbarian gains +12 to hit and damage, her damage reduction increases by 6, but suffers 3 hit points of damage per round whilst raging. the Barbarian will attack allies if there are no nearby foes (Willpower roll to resist, DC 14).
  128. Rank 4 – the Barbarian gains +16 to hit and damage, her damage reduction increases by 8, but suffers 4 hit points of damage per round whilst raging. the Barbarian will attack allies if there are no nearby foes (Willpower roll to resist, DC 17).
  129. Rank 5 – the Barbarian gains +20 to hit and damage, her damage reduction increases by 10, but suffers 5 hit points of damage per round whilst raging. the Barbarian will attack allies if there are no nearby foes (Willpower roll to resist, DC 20).
  130. Costs 5XP per rank
  131.  
  132. Savage Strike: the Barbarian is an expert at making critical hits in combat.
  133. You deal double damage on a natural roll of a 20 on attacks. This is not an automatic success, but if the attack hits it deals the additional damage.
  134. Costs 3XP
  135.  
  136. Stunning Strike: the Barbarian can hit a foe so hard they are unable to act.
  137. Rank 1 – A foe hit with a stunning strike must pass a DC 10 Con check, or be unable to act next round, costs the Barbarian 4 hit points to use.
  138. Rank 2 – A foe hit with a stunning strike must pass a DC 15 Con check, or be unable to act next round, costs the Barbarian 3 hit points to use.
  139. Rank 3 – A foe hit with a stunning strike must pass a DC 20 Con check, or be unable to act next round, costs the Barbarian 2 hit points to use.
  140. Rank 4 – A foe hit with a stunning strike must pass a DC 25 Con check, or be unable to act next round, costs the Barbarian 1 hit point to use.
  141. Rank 5 – A foe hit with a stunning strike must pass a DC 25 Con check, or be unable to act next round, costs the Barbarian no hit points to use.
  142. Costs 5XP per rank
  143.  
  144. Totem (Ape): the Barbarian seeks the favour of the Ape spirit by paying homage to them. A Barbarian can only have a single totem, and must wear some visible sign of their allegiance to the totem, or else they temporarily lose the benefits of the totem.
  145. When raging the barbarians appearance changes somewhat to resemble her totem.
  146. Rank 1 – The barbarian can climb at half her land speed. Some surfaces (glass, sheer walls) may not be climbable, but most will be.
  147. Rank 2 – The barbarian gains a +2 bonus to intimidate checks, and a +5 bonus to damage on all melee attacks.
  148. Rank 3 – The barbarians climb speed equals her land speed.
  149. Costs 3XP per rank
  150.  
  151. Totem (Bear): the Barbarian seeks the favour of the Bear spirit by paying homage to them. A Barbarian can only have a single totem, and must wear some visible sign of their allegiance to the totem, or else they temporarily lose the benefits of the totem.
  152. When raging the barbarians appearance changes somewhat to resemble her totem.
  153. Rank 1 – When raging the barbarian increases her damage reduction by 2 per rank in Bear Totem.
  154. Rank 2 – The barbarian doubles her strength bonus when making checks to lift, pull or break objects.
  155. Rank 3 – When raging, every enemy within melee range of the barbarian takes a penalty to their melee attack rolls equal to 3+the barbarians rank in intimidate. This is a fear effect.
  156. Costs 3XP per rank
  157.  
  158. Totem (Bull): the Barbarian seeks the favour of the Bull spirit by paying homage to them. A Barbarian can only have a single totem, and must wear some visible sign of their allegiance to the totem, or else they temporarily lose the benefits of the totem.
  159. When raging the barbarians appearance changes somewhat to resemble her totem.
  160. Rank 1 – When raging the barbarian increases the damage of her melee attacks by 2 per rank in Bear Totem.
  161. Rank 2 – The barbarian doubles the damage she deals on a melee attack when charging.
  162. Rank 3 – When the barbarian hits a foe who is the same size as her with a melee attack, she pushes them back by 1ft per point of strength modifier she has. If they strike another character or an object, they go prone.
  163. Costs 3XP per rank
  164.  
  165. Totem (Eagle): the Barbarian seeks the favour of the Eagle spirit by paying homage to them. A Barbarian can only have a single totem, and must wear some visible sign of their allegiance to the totem, or else they temporarily lose the benefits of the totem.
  166. When raging the barbarians appearance changes somewhat to resemble her totem.
  167. Rank 1 – When raging the barbarian increases their Agility by the same bonus they get to Strength from rage.
  168. Rank 2 – The barbarian adds +4 to all perception checks.
  169. Rank 3 – When raging the barbarian gains a fly speed equal to her normal land speed.
  170. Costs 3XP per rank
  171.  
  172. Totem (Great Cat): the Barbarian seeks the favour of the Great Cat spirit by paying homage to them. A Barbarian can only have a single totem, and must wear some visible sign of their allegiance to the totem, or else they temporarily lose the benefits of the totem.
  173. When raging the barbarians appearance changes somewhat to resemble her totem.
  174. Rank 1 – The barbarian doubles their jumping distance, as halving falling damage.
  175. Rank 2 – The barbarian adds +4 to all perception checks.
  176. Rank 3 – When raging the barbarian can multiple their speed by 5 for a single round; they may only do this once per combat. This can be combined with the Rank 1 Totem (Great Cat) power to multiply jumping distance by 10 (total) or fall any distance without suffering damage from the fall.
  177. Costs 3XP per rank
  178.  
  179. Totem (Snake): the Barbarian seeks the favour of the Snake spirit by paying homage to them. A Barbarian can only have a single totem, and must wear some visible sign of their allegiance to the totem, or else they temporarily lose the benefits of the totem.
  180. When raging the barbarians appearance changes somewhat to resemble her totem.
  181. Rank 1 – The Barbarian adds a bonus equal to hit rank in Rage to all melee attacks made to grab a foe; as well as all checks made to maintain a grapple or restrain a foe.
  182. Rank 2 – The barbarian adds +4 to all constitution checks to resist poison.
  183. Rank 3 – The Barbarian adds a bonus equal to hit rank in Rage to all rolls to sneak.
  184. Costs 3XP per rank
  185.  
  186. Unrivalled Physique: the Barbarian represents raw physical perfection.
  187. The Strength and Constitution limits for the Barbarian rise by 4 each.
  188. Requires: 25XP spent upon Barbarian special abilities
  189. Costs 1XP
  190.  
  191. Unstoppable Rage: the Barbarian is very difficult to kill whilst raging.
  192. If the barbarian is reduced to 0HP by an attack she can make a DC 5 Constitution check to be reduced to 1HP instead. Every additional time this is used in a fight the DC rises by 5.
  193. Requires: Rage 3
  194. Costs 10XP
  195.  
  196. Bard
  197. The Bard is a master of social skills and bardic magic
  198.  
  199. Class Requirements
  200. Fellowship
  201. Willpower
  202. Studied
  203. Social Skills (any)
  204. Knowledge skills (any)
  205.  
  206. Class Favoured Abilities
  207. Basic
  208. Fellowship
  209. Arcane Energy
  210.  
  211. Expertise
  212. Studied
  213.  
  214. Combat
  215. Knife Fighting
  216. Longsword Fighting
  217. Rapier Training
  218. Shortbow Training
  219. Shortsword Fighting
  220. Sneak Attack
  221.  
  222. Social
  223. Commander
  224. Deception
  225. Intimidate
  226. Negotiator
  227. Taunt
  228.  
  229. Other
  230. History Knowledge
  231. Investigator
  232. Magic Knowledge
  233. Stealthy
  234.  
  235. Feats
  236. Dodge
  237. Flurry
  238. Rapid Shot
  239.  
  240. Magic Feats
  241.  
  242. Consecrate Spell
  243. Corrupt Spell
  244. Selective Spell
  245.  
  246. Class Special Abilities
  247.  
  248. Bardic Inspiration: Improve an allies chances of success. When an ally attempts a d20 roll, you may spend 1 arcane energy to grant them a bonus on that roll. They must be able to hear you.
  249. Rank 1 – the bonus granted is +2
  250. Rank 2 – the bonus granted is +4
  251. Rank 3 – the bonus granted is +6
  252. Rank 4 – the bonus granted is +8
  253. Rank 5 – the bonus granted is +10
  254. Costs 4XP/rank
  255.  
  256. Alpha Bitch
  257. When using Break Them Down you may spend 3 arcane energy instead of 1, to make sure the enemy fails their roll, rather than applying a penalty.
  258. Requires: Bardic Inspiration 3, Break Them Down, Truly Scathing, Commander 3, Intimidate 3, Taunt 3
  259. Costs 10XP
  260.  
  261. Break Them Down
  262. You can apply your Bardic Inspiration bonus as a penalty to a single foes next d20 roll.
  263. Requires: Bardic Inspiration 1
  264. Costs 4XP
  265.  
  266. Crowd Performance
  267. You can spend 1 extra arcane energy to apply the bonus to all allies at once.
  268. Requires: Bardic Inspiration 1
  269. Costs 8XP
  270.  
  271. Stay True to Yourself
  272. Your Bardic Inspiration bonus is doubled when applied to rolls to resist mind-altering/affecting abilities.
  273. Requires: Bardic Inspiration 1
  274. Costs 4XP
  275.  
  276. Truly Scathing
  277. When using Break them Down, apply double your Bardic Inspiration bonus as a penalty.
  278. Requires: Bardic Inspiration 1, Break Them Down
  279. Costs 4XP
  280.  
  281. War Caster
  282. You are skilled at mixing magic and combat.
  283. When casting a spell you may make a melee attack without penalty in the same round.
  284. Requires: Bardic Magic 1
  285. Costs 4XP
  286.  
  287. War Leader
  288. When using Bardic Inspiration to add to an allies attack roll you can spend 1 extra arcane energy to apply the bonus to their damage as well.
  289. Requires: Bardic Inspiration 1
  290. Costs 4XP
  291.  
  292. Bardic Magic
  293. See a main rules
  294.  
  295. Druid
  296. A divine spellcaster who is in touch with the natural world
  297.  
  298. Class Requirements
  299. Strength
  300. Agility
  301. Constitution
  302. Willpower
  303.  
  304. Class Favoured Abilities
  305. Basic
  306. Strength
  307. Agility
  308. Constitution
  309. Willpower
  310. Primal Energy
  311.  
  312. Expertise
  313. Melee Training
  314.  
  315. Combat
  316. Axe Training
  317. Longbow Training
  318. Hammer Training
  319. Knife Fighting
  320. Shortbow Training
  321. Spear Training
  322. Unarmed Combat
  323.  
  324. Other
  325. Athletics
  326. History Knowledge
  327. Investigator
  328. Magic Knowledge
  329. Medicine
  330. Stealthy
  331.  
  332. Feats
  333. Dodge
  334. Flurry
  335. Toughness
  336.  
  337. Magic Feats
  338.  
  339. Stilled Spell
  340. Silenced Spell
  341. Consecrate Spell
  342. Corrupt Spell
  343. Selective Spell
  344.  
  345. Class Special Abilities
  346.  
  347. Druid Spells
  348. See main rules
  349.  
  350. Wildshape: the druid can change into other forms. This change costs points of Primordial Energy – which are invested into the change.
  351. The change lasts until the druid chooses to end it, but she cannot regain the points spent until she ends the power.
  352. Rank 1 – Can transform only into animals between the size of a bear and a cat. Costs 2 Primal Energy.
  353. Rank 2 – Can transform only into animals between the size of a moose and a mouse. Costs 4 Primal Energy.
  354. Rank 3 – Can transform only into animals between the size of an elephant and a insect. Costs 6 Primal Energy.
  355. Costs 6XP/rank
  356.  
  357. Elemental Form
  358. Can transform into elementals between 3ft and 10ft tall, costs 6 Primal Energy.
  359. Requires: Wildshape 2
  360. Costs 8XP
  361.  
  362. Plant Form
  363. Can transform into plants between 1ft and 30ft tall. Can still move and act in plant form, costs 6 Primal Energy.
  364. Requires: Wildshape 2
  365. Costs 8XP
  366.  
  367. Dragon Form
  368. Can transform into Dragons between 6ft and 30ft long, costs 8 Primal Energy.
  369. Requires: Wildshape 3
  370. Costs 12XP
  371.  
  372. Fighter
  373. Skilled combatant and weapon master
  374.  
  375. Class Requirements
  376. Strength
  377. Agility
  378. Constitution
  379. Hit Points
  380. Melee Training
  381. Ranged Training
  382. Weapon Training (any)
  383.  
  384. Class Favoured Abilities
  385. Basic
  386. Strength
  387. Agility
  388. Constitution
  389. Hit Points
  390.  
  391. Expertise
  392. Melee Training
  393. Ranged Training
  394.  
  395. Combat
  396. Axe Training
  397. Crossbow Training
  398. Longbow Training
  399. Greataxe Training
  400. Greatsword Training
  401. Halberd Training
  402. Hammer Training
  403. Knife Fightin
  404. Longsword Fighting
  405. Mace Training
  406. Shortbow Training
  407. Shortsword Fighting
  408. Spear Training
  409. Staff Training
  410.  
  411. Social
  412. Commander
  413. Intimidate
  414.  
  415. Other
  416. Athletics
  417.  
  418. Feats
  419. Cleave
  420. Dodge
  421. Flurry
  422. Rapid Shot
  423. Toughness
  424.  
  425. Class Special Abilities
  426.  
  427. Armour Mastery
  428. You can get the best out of your armour. You cannot more than double the damage reduction granted by armour.
  429. Rank 1 – Increase the damage reduction granted by your armour by 2.
  430. Rank 2 – Increase the damage reduction granted by your armour by 4.
  431. Rank 3 – Increase the damage reduction granted by your armour by 6.
  432. Costs 2XP/rank
  433.  
  434. Team Leader
  435. You grant bonuses to all of your allies who can see and hear you. This bonus applies to all d20 rolls they make
  436. The granted bonus is equal to your rank in Team Leader
  437. Requires: Cannot have a higher rank in Team Leader than you have in Commander skill
  438. Costs 3 XP/rank
  439. Special: Team Leader sub-powers allow you to double (or triple) the Team Leader bonuses for specific actions. You can only use one such doubling/tripling power in a round, unless the power specifies otherwise.
  440. Multiple Team Leader bonuses do not stack – use the highest that applies. Multiple Team Leaders can use different doubling/tripling powers and affected allies can benefit from up to one per Team Leader.
  441.  
  442. Assault Strike
  443. You double the bonus granted by Team Leader when applied to attack rolls.
  444. Costs 5XP
  445.  
  446. Come and Have a Go
  447. You double the bonus granted by Team Leader when applied to Taunt rolls
  448. Costs 3XP
  449.  
  450. Defend Yourselves
  451. You add the bonus granted by Team Leader to melee and ranged defence, counts as a doubling power for the purposes of use with other powers.
  452. Costs 5XP
  453.  
  454. No Giving Up
  455. All allies who can see and hear you heal a number of hit points equal to double your Team Leader bonus. Can only be used once per combat, does not prevent the use of other Team Leader powers on the same turn.
  456. Costs 5XP
  457.  
  458. Time to Blitz
  459. You add the bonus granted by Team Leader to weapon damage, counts as a doubling power for the purposes of use with other powers.
  460. Costs 5XP
  461.  
  462. Shield Ally
  463. When using a shield, you can apply its damage reduction to a single ally next to you, as well as yourself.
  464. Costs 3XP
  465.  
  466. Shield Mastery
  467. You increase the damage reduction granted by your shield by 2.
  468. Costs 2XP
  469.  
  470. World-Class Athlete
  471. You gain a critical success on athletics checks on a single roll of a 20.
  472. Requires Athletics 5, Strength 15, Agility 15, Constitution 15
  473. Costs 6XP
  474.  
  475. Monk
  476. A master of unarmed combat
  477.  
  478. Class Requirements
  479. Strength
  480. Agility
  481. Constitution
  482. Willpower
  483. Hit Points
  484. Melee Training
  485. Unarmed Training
  486.  
  487. Class Favoured Abilities
  488. Basic
  489. Strength
  490. Agility
  491. Constitution
  492. Willpower
  493. Hit Points
  494.  
  495. Expertise
  496. Melee Training
  497.  
  498. Combat
  499. Sneak Attack
  500. Two-Weapon Fighting
  501. Unarmed Combat
  502.  
  503. Other
  504. Athletics
  505. Investigator
  506. Medicine
  507. Stealthy
  508.  
  509. Feats
  510. Cleave
  511. Dodge
  512. Flurry
  513. Toughness
  514.  
  515. Class Special Abilities
  516.  
  517. Monks Unarmed Damage
  518. Your unarmed attacks deal more damage than normal.
  519. Rank 1 – your unarmed attacks deal 1d4 points of damage.
  520. Rank 2 – your unarmed attacks deal 1d6 points of damage.
  521. Rank 3 – your unarmed attacks deal 1d8 points of damage.
  522. Rank 4 – your unarmed attacks deal 1d10 points of damage.
  523. Rank 5 – your unarmed attacks deal 2d6 points of damage.
  524. Costs 3XP/rank
  525. Special: Your rank in this cannot exceed your rank in Unarmed Combat
  526. Note: Unarmed attacks normally deal 1d3 base damage
  527.  
  528. Monks Speed
  529. You move faster than normal.
  530. Rank 1 – your movement speed is 1.3 times normal.
  531. Rank 2 – your movement speed is 1.6 times normal.
  532. Rank 3 – your movement speed is 1.9 times normal.
  533. Rank 4 – your movement speed is 2.2 times normal.
  534. Rank 5 – your movement speed is 2.5 times normal.
  535. Costs 3XP/rank
  536.  
  537. Styles
  538. The monk can learn and use different martial arts styles. The monk can only use abilities from one martial arts style in a round, though she can switch a style each round if she so chooses.
  539.  
  540. Artful Crane
  541. Your defences are impenetrable
  542. Rank 1 – You gain a free attack against the first foe to attack you every round.
  543. Rank 2 – You gain a bonus to all unarmed attacks equal to one-half of the damage you took in the preceding round.
  544. Rank 3 – Add your rank in Artful Crane to melee defence, gain 2 free ranks in Two-Weapon Fighting.
  545. Rank 4 – Once per encounter you can negate a single melee attack by parrying it; this includes attacks you would normally be unable to parry (i.e. the attack of a giant).
  546. Rank 5 – Add your bonus from Artful Crane to ranged defence, Artful Crane 4 can now be used against ranged attacks or spells with a ranged or melee attack component (i.e. Ray of Enfeeblement can be parried but Charm Person cannot).
  547. Costs 4 XP/rank
  548.  
  549. Demon Style
  550. Actually several closely linked arts, Demon Style uses speed, strength and rage to overcome its targets.
  551. Rank 1 – The Demon Style practitioner gains Rage 1, or if she already has Rage, her rank in it increases by 1. She has a 1XP discount on buying further ranks in Rage.
  552. Rank 2 – When activating Rage, she can choose to suffer 5 hit points of damage to end any ongoing mind-affecting effect upon her. Spells and powers that attempt to prevent her using Rage have no effect. She has a 1XP discount on buying ranks in Monks Speed.
  553. Rank 3 – The Demon Style practitioner gains a cumulative +1 strength bonus for every round she is in combat, to a maximum bonus equal to her willpower score. This bonuses fades away after a few minutes without being in combat. She ignores a number of points of damage reduction equal to twice her Rank in Demon Style, when making unarmed attacks. She has a 1XP discount on buying ranks in Monks Unarmed Damage.
  554. Rank 4 – You gain a bonus to unarmed attacks equal to twice your rank in Demon Style. Those you hit with unarmed attacks must make a strength check or be knocked down. This effect is so forceful that you might knock people through wooden floors, create visible depressions in the ground etc.
  555. Rank 5 – The Demon Style practitioner doubles her hit points. She also doubles the maximum bonus to strength she can gain from Demon Style 3. Finally, when using Rage she recovers 5 hit points every round, if she is at half-hit points or fewer this rises to 10, at one-quarter hit points or fewer this rises to 20.
  556. Costs 6 XP/rank
  557.  
  558. Forceful Victory
  559. Use strength and power to batter down your foe
  560. Rank 1 – Add double strength bonus to unarmed damage instead of just once.
  561. Rank 2 – When attacking a foe no more than twice your size, every time you hit them they must make an Agility check or fall prone.
  562. Rank 3 – Add triple your strength bonus to unarmed attacks made against prone foes.
  563. Rank 4 – When you knock a foe prone, you gain a free attack against them.
  564. Rank 5 – Gain damage reduction 5.
  565. Costs 4 XP/rank
  566.  
  567. Grinning Fox
  568. Focuses on agility, trickery and speed
  569. Rank 1 – Gain a +1 to all defences and to Taunt checks per enemy in melee combat with you.
  570. Rank 2 – Instead of attacking, she can move up to five times her normal speed in a round.
  571. Rank 3 – Add the bonus from Rank 1 to unarmed attack and damage rolls.
  572. Rank 4 – Once per round an enemies attack that misses you instead hits one of his allies (if within range). Your attacks can hurt incorporeal creatures.
  573. Rank 5 – Rank 4 now applies to 2 attacks/round. Your own unarmed attacks reduce your foes Arcane, Divine or Primordial Energy by 2 per successful attack.
  574. Costs 4 XP/rank
  575.  
  576. Redirecting Flow
  577. Focuses on using opponents strength against him
  578. Rank 1 – Increase melee defence by twice your rank in Redirecting Flow.
  579. Rank 2 – Add a bonus to hit equal to your rank in Redirecting Flow to all unarmed attacks made against a foe who has attacked you this round or last round. Add your foes strength modifier to your unarmed damage.
  580. Rank 3 – You can select a single enemy in melee with you, every time he misses you with a melee attack, he suffers your unarmed damage. You may change this nomination up to once per round.
  581. Rank 4 – When an enemy hits you with a melee attack, you can move out of his melee range as a reaction, denying him further attacks that round.
  582. Rank 5 – Successful attacks against you by your nominated foe from Rank 3 deal half damage.
  583. Costs 4 XP/rank
  584.  
  585. Song Strike
  586. You combine music and dance with martial arts, you must be singing or playing music to use this style
  587. Rank 1 – You match your movements to your opponents rhythm. Add your Fellowship bonus to your defences.
  588. Rank 2 – You don’t just match your foes rhythm, you dance within it. Make an opposed Fellowship check against a single opponent once per round. If successful that foe is denied their agility bonus to defence against your attacks for the rest of the encounter.
  589. Rank 3 – Your song entrances your foes. Make a Fellowship check opposed by Willpower, targeting al foes who can see and hear you. Those you affect suffer a penalty equal to your Fellowship bonus to all d20 rolls they make as long as they can see and hear you.
  590. Rank 4 – Any star needs her backup. Allies within 10ft of you gain the benefit of Song Strike Rank 1.
  591. Rank 5 – Your Song is amazing, and terrifying. You can make ranged attacks using just your music (or voice) up to a range of 100 yards, this deals 3d10 sonic damage plus your fellowship bonus and targets a single foe.
  592. Costs 5 XP/rank, Monks who are Bards reduce this cost by 1.
  593.  
  594. Thousand Fists
  595. The more attacks you make, the better
  596. Rank 1 – You take an extra attack when attacking unarmed, if you do, both attacks suffer a -2 penalty.
  597. Rank 2 – Gain the effects of Two-Weapon Fighting 2 when attacking unarmed.
  598. Rank 3 – You take an extra 2 attacks when attacking unarmed, if you do, all attacks suffer a -1 penalty, this replaces the effects of Rank 1.
  599. Rank 4 – Gain the effects of Two-Weapon Fighting 4 when attacking unarmed, this replaces the effects of Rank 2.
  600. Rank 5 – You take an extra 3 attacks when attacking unarmed, with no penalty, this replaces the effects of Rank 3.
  601. Costs 4 XP/rank
  602.  
  603. Techniques
  604. Techniques are useful tricks that build upon the teachings of the styles. Techniques require a total number of ranks in different styles. These can all be in a single art, or spread around several of the qualifying arts.
  605.  
  606. Always Moving
  607. Running and leaping about, you make yourself a difficult target. Increase your defences by your agility bonus. This only applies when you are able to move.
  608. Requires: 3 ranks in Artful Crane and/or Grinning Fox
  609.  
  610. Returning the Strike
  611. You turn your foes strength against them. When making an unarmed attack against a foe who is making a melee attack against you, add their strength bonus to your damage.
  612. Requires: 3 ranks in Artful Crane and/or Redirecting Flow
  613.  
  614. Paladin
  615. Holy warrior of a god, or a noble ideal
  616.  
  617. Class Requirements
  618. Strength
  619. Constitution
  620. Willpower
  621. Fellowship
  622. Commander
  623. Negotiator
  624.  
  625. Class Favoured Abilities
  626. Basic
  627. Strength
  628. Constitution
  629. Willpower
  630. Fellowship
  631.  
  632. Expertise
  633. Melee Training
  634. Ranged Combat
  635.  
  636. Combat
  637. Axe Training
  638. Greataxe Training
  639. Greatsword Training
  640. Hammer Training
  641. Longsword Fighting
  642. Shortsword Fighting
  643.  
  644. Social
  645. Commander
  646. Negotiator
  647.  
  648. Other
  649. Athletics
  650. History Knowledge
  651. Medicine
  652.  
  653. Feats
  654. Cleave
  655. Dodge
  656. Flurry
  657. Toughness
  658.  
  659. Magic Feats
  660.  
  661. Stilled Spell
  662. Silenced Spell
  663. Consecrate Spell
  664. Corrupt Spell
  665. Selective Spell
  666.  
  667. Class Special Abilities
  668.  
  669. Paladin Powers
  670.  
  671. Costs 5XP/rank
  672.  
  673. Bonus powers listed under a power cost 10 XP
  674.  
  675. Battle Mastery: Bonus to all combat rolls, partially ignores targets DR.
  676. Rank 1 - +3 to all combat rolls, ignore 2 points of DR.
  677. Costs 1 Divine Energy to use, every 3 extra points of Divine Energy used increases the bonus to combat rolls by 1 and the DR ignored by 1. Lasts for entire combat
  678. Rank 2 - +5 to all combat rolls, ignore 4 points of DR.
  679. Costs 1 Divine Energy to use, every 2 extra points of Divine Energy used increases the bonus to combat rolls by 1 and the DR ignored by 1. Lasts for entire combat
  680. Rank 3 - +7 to all combat rolls, ignore 6 points of DR.
  681. Costs 1 Divine Energy to use, every 1 extra point of Divine Energy used increases the bonus to combat rolls by 1 and the DR ignored by 1. Lasts for entire combat
  682.  
  683. Blessed Health: Diseases mean little to you, and you are tougher than normal.
  684. Rank 1 - You are immune to non-magical diseases. You also gain 5 extra hit points.
  685. Rank 2 - You are immune to non-magical diseases and non-magical poisons, your bonus hit points rise to 10.
  686. Rank 3 - You are immune to non-magical diseases and non-magical poisons; you are resistant to magical diseases and poisons – only the strongest can affect you your bonus hit points rise to 10.
  687.  
  688. Divine Shield: You have an innate and constant resistance to magic.
  689. Half-Angel: The bonus to resist magic is multiplied by 1.5 against demon magic.
  690. Rank 1 - it’s hard for wizards or other magic users to affect you, +4 to Will rolls to resist magic, +4 to defences vs magical attacks.
  691. Rank 2 - it’s very hard for wizards or other magic users to affect you, +8 to Will rolls to resist magic, +8 to defences vs magical attacks.
  692. Rank 3 - Only powerful wizards or other magic users can affect you, +12 to Will rolls to resist magic, +12 to defences vs magical attacks.
  693.  
  694. Area Divine Shield: Nearby Allies benefit from your Divine Shield, at a rating equal to your Divine Shield-1. Requires Divine Shield 2
  695.  
  696. Divine Warrior: You are blessed you with supernatural strength, speed and toughness.
  697. Rank 1 - You add +2 Strength, +2 Constitution and +2 Agility, and lighter weapons barely break your skin (DR 2)
  698. Rank 2 - You add +3 Strength, +3 Constitution and +3 Agility, and most weapons barely break your skin (DR 4)
  699. Rank 3 - You add +4 Strength, +4 Constitution and +4 Agility, and even heavy weapons barely break your skin (DR 6)
  700.  
  701. Giants Endurance: Your ability to withstand punishment is inhuman. You gain a bonus to Constitution equal to 4 + twice your degree in Divine Warrior. You also gain extra hit points equal to 5 times this Constitution bonus. Requires Divine Warrior 1.
  702.  
  703. Giants Strength: your strength increases to monstrous levels. You gain a bonus to your strength of 4 + twice your degree in Divine Warrior. Requires Divine Warrior 2.
  704.  
  705. Healing Touch: You can channel your divine power to heal others with a touch.
  706. Rank 1 - You can heal moderate injuries; costs 1 Divine Energy to heal 3HP, every extra point of Divine Energy used increases the amount healed by 1.
  707. Rank 2 - You can heal serious injuries; costs 2 Divine Energy to heal 9HP, every extra point of Divine Energy used increases the amount healed by 2.
  708. Rank 3 - You can heal life-threatening injuries; costs 3 Divine Energy to heal 15HP, every extra point of Divine Energy used increases the amount healed by 3.
  709.  
  710. Ranged Heal: You can use Healing Touch on allies within 60ft, without an increase in cost. Requires Healing Touch 2.
  711.  
  712. Mass Heal: You can use Healing Touch on all nearby allies simultaneously. Requires Healing Touch 3, Ranged Heal.
  713.  
  714. Holy Weapon: The Paladin can transform any weapon into a magical one.
  715. Rank 1 - The weapon has a +2 bonus to hit and a +3 bonus to damage but no special powers.
  716. Costs 1 Divine Energy to use, every 3 extra points of Divine Energy used increases the bonus to hit and damage by 1. Lasts for entire combat
  717. Rank 2 - The weapon has a +4 bonus to hit and a +6 bonus to damage and has 1 special power (see below).
  718. Costs 2 Divine Energy to use, every 2 extra points of Divine Energy used increases the bonus to hit and damage by 1. Lasts for entire combat
  719. Rank 3 - The weapon has a +6 bonus to hit and a +9 bonus to damage and has 1 special power (see below).
  720. Costs 3 Divine Energy to use, every 1 extra point of Divine Energy used increases the bonus to hit and damage by 1. Lasts for entire combat
  721.  
  722. Special Powers: Holy Weapons can be summoned with special powers, these powers are listed below, powers are chosen when the Holy Weapon ability is used, and can be changed with each activation.
  723. Banishing: Extraplanar creatures struck must succeed at a Will check (DC 10 + Paladins Will bonus + degree in Holy Weapon) or be banished back to their home plane.
  724. Demonbane: Damage bonus is doubled against demons and demon-bloods, can be selected multiple times, multiple selections stack
  725. Dragonbane: Damage bonus is doubled against dragons and dragon-bloods, can be selected multiple times, multiple selections stack
  726. Holy Fire: Those struck are wreathed in holy fire, taking Holy Weapons damage bonus in damage each round for 3 rounds
  727. Undeadbane: Damage bonus is doubled against undead, can be selected multiple times, multiple selections stack
  728.  
  729. Paladins Mount: You have a special animal to bear you on your journeys
  730. Rank 1 - You have a horse that is a fine example of its breed, it has no special powers, yet.
  731. Rank 2 - You have a fantastic or unusual creature such as a Unicorn, Pegasus, Hippogryph or Griffon or other fantasy creature.
  732. Rank 3 - A young Dragon has been called to serve you
  733.  
  734. Sanctuary: You can cleanse an area around you, removing evil magic and influences, increasing the healing speed of all within its area and warding it against evil creatures. This lasts as long as you remain within the Sanctuary (or choose to end it), though you cannot regain Divine Energy spent upon this power until the duration ends. The Sanctuary is a fixed location and does not move with you.
  735. If you create a sanctuary and evil creatures are already in the area then they make a Willpower roll with a +10 bonus against the DC to enter the sanctuary: if successful they are unaffected, if they fail they must immediately attempt to leave the sanctuary by the shortest route possible. They will not take suicidal risks to escape (such as jumping off cliffs) but they will attempt to leave by the shortest route possible.
  736. The Sanctuary power treats creatures that detect as evil (such as demons, some types of undead) as evil even if they aren’t evil.
  737. Demonblooded and other mortals with *evil* supernatural heritage may be treated as evil by the sanctuary, or they may not – the stronger their supernatural heritage, the more likely they are to be so affected.
  738. Rank 1 – A small area, perhaps 10ft across, doubles natural healing within its area, evil creatures can only enter the area by passing a DC 15 Willpower roll, evil spells cast into the area take a medium penalty to the roll. Evil creatures can still make melee attacks against those close enough to hit, and can make ranged attacks into the Sanctuary. Costs 1 Divine Energy.
  739. Rank 2 – An area 30ft across, triples natural healing within its area, evil creatures can only enter the area by passing a DC 20 Willpower roll, evil spells cast into the area take a large penalty to the roll. Evil creatures can still make melee attacks against those close enough to hit, and can make ranged attacks into the Sanctuary. Costs 2 Divine Energy.
  740. Rank 3 – An area 100ft across, quintuples natural healing within its area, evil creatures can only enter the area by passing a DC 25 Willpower roll, evil spells cast into the area take a very large penalty to the roll. Evil creatures can still make melee attacks against those close enough to hit, and can make ranged attacks into the Sanctuary. Costs 3 Divine Energy.
  741.  
  742. Adaptive Sanctuary: You can vary the effects of your sanctuary in the following ways:
  743. Targets: You may designate individuals as not-evil for the purpose of your sanctuary power, this designation lasts until changed. You may designate broad creature types (demons, orcs, dragons etc) or subtypes (black dragons, succubi, frost giants) for this affect, but you cannot put conditions on this designation (demons loyal to me) – you either designate whole types, or each individual separately. Removing or adding such a designation is a normal action. Removing such a designation means all those now affected by your sanctuary within its area are treated as if you had just created the sanctuary with them in it (i.e. Willpower roll to avoid leaving).
  744. You may choose at what strength of heritage a demonblooded (or other mortal with evil supernatural heritage) is treated as evil by your sanctuary).
  745. You may also designate schools or traditions of magic as not-evil, meaning such spells may ignore your sanctuary, regardless of the type of magic or the nature of the caster.
  746. Once set this lasts until you end the sanctuary or change it.
  747. Size: You may reduce your sanctuary size down to a minimum radius of an inch, or extend it to its maximum range as a normal action. Once set this lasts until you end the sanctuary or change it.
  748. Healing: You may vary bonus to rate of healing the sanctuary grants, in x1 increments, from no increase, up to its maximum level, as a normal action. Once set this lasts until you end the sanctuary or change it.
  749. The following options depend upon you having the sanctuary expansion listed.
  750. Fecund: You can regulate the rate of fast ageing and slow ageing in the same manner as faster healing (in x1 increments) separate from healing, and from each other. You may designate broad creature types or individuals as being unaffected by the increase/decrease in ageing (separately) in the same manner as you may exempt them from the sanctuary expelling evil creatures).
  751. Warded: You may designate certain types of weapons as being exempt from the warding effect.
  752. Requires Sanctuary 2
  753.  
  754. Fecund Sanctuary: Within your sanctuary living things flourish and grow, grass and flowers spring from even the roughest ground. Within your sanctuary any living creature under the age of adulthood ages faster – their rate of aging is the same as the natural healing rate. Any living creature over the age of adulthood ages slower – their rate of aging is divided by the natural healing rate. Flowers grow from where your feet touch the ground. Disney music optional. Requires Sanctuary 1
  755.  
  756. Lasting Sanctuary: You can have your sanctuary last without you. You can leave your sanctuaries without ending the effect. The Divine Energy used to create them can still not be regained whilst the sanctuary is in place. Requires Sanctuary 1
  757.  
  758. Permanent Sanctuary: You always carry your sanctuary with you. By selecting this power you permanently lose a number of points of Divine Energy equal to that used to activate a sanctuary of whatever level you choose – this cost can be increased later to add to your permanent sanctuary, but cannot be reduced. You can activate or deactivate the sanctuary you have paid permanent Divine Energy for, without needing to spend Divine Energy. In addition your permanent sanctuary is centred on you, moving with you at all times. You can choose you include any extra features of your sanctuary you have paid permanent Divine Energy for when using Permanent Sanctuary. Adding extra powers that you possess to your permanent sanctuary increases the permanent Divine Energy loss by 2 per extra power.
  759. Requires Sanctuary 2, Lasting Sanctuary
  760.  
  761. Warded Sanctuary: The penalty to evil spells cast into the sanctuary is also applied to all ranged and melee attacks into the Sanctuary. Requires Sanctuary 1
  762.  
  763. Wide Sanctuary: The diameter of your sanctuary increases by 100% (i.e. 10ft across to 20ft across for example). This can be selected multiple times, its effects stack. Has no effect on Sanctuary 4 or 5. Requires Sanctuary 1
  764.  
  765. Smite: You can channel your divine power to deal additional damage to your foes, has greater effect upon magical or evil creatures.
  766. Rank 1 – Damage bonus +4/+8, costs 1 Divine Energy to use, every extra point of Divine Energy used increases the amount of extra damage by +1/+2.
  767. Rank 2 – Damage bonus +8/+16, costs 2 Divine Energy to use, every extra point of Divine Energy used increases the amount of extra damage by +2/+4.
  768. Rank 3 - Damage bonus +12/+28, costs 2 Divine Energy to use, every extra point of Divine Energy used increases the amount of extra damage by +3/+6.
  769.  
  770. Area Smite: Your smite attack deals smite damage to all nearby foes, requires Smite 2.
  771.  
  772. Voice of Command: Imbuing your voice with divine authority you can bolster your allies, or chase foes from the battlefield. Using this power requires speaking.
  773. Rank 1 – Nearby allies (10ft or so) increase their Willpower by 10 against fear effects. Your Fellowship rises by 10 when attempting to intimidate or inspire fear. Costs 2 Divine Energy to use.
  774. Rank 2 – Any unit you are attached to gains fear resistance, and the bonus to Willpower rises to 20. With a Fellowship roll you can cause casualties to an enemy unit – representing your foes breaking and fleeing, this is a fear effect. You multiply your Fellowship roll by 2 to determine casualties. Costs 4 Divine Energy.
  775. Rank 3 – Any ally who can hear you gains immunity to fear. You multiply your Fellowship roll by 5 to determine casualties when inspiring fear in the enemy. Costs 6 Divine Energy. Effects of Voice of Command 1 are constant when you have Rank 3.
  776.  
  777. Strident Command: Your voice can be heard across the battlefield. When using Voice of Command you may spend an extra 2 Divine Energy to bolster all allies in the same combat area you occupy, and if attacking enemy units using your voice, you affect all enemy units in the combat area. Requires Voice of Command 2
  778.  
  779. Priest Magic
  780. Up to Rank 2 only
  781. See main rules
  782.  
  783. Priest
  784. Worshipper of one of the Six. Those in adventurers clubs typically follow Ankul, God of Warriors, as his domains include sport and physical fitness; or Agnea, Goddess of Home, Cities and Family, as she is a patron of schools.
  785.  
  786. Class Requirements
  787. Strength (Ankul only)
  788. Constitution (Ankul only)
  789. Fellowship (Agnea only)
  790. Willpower
  791. Melee Weapon skills (any, Ankul only)
  792. Studied
  793. Knowledge skills (any, Agnea only)
  794.  
  795. Class Favoured Abilities
  796. Basic
  797. Willpower
  798. Divine Energy
  799.  
  800. Expertise
  801. Melee Training
  802. Ranged Training
  803. Studied
  804.  
  805. Combat
  806. Crossbow Training
  807. Hammer Training
  808. Mace Training
  809. Staff Training
  810.  
  811. Social
  812. Commander
  813. Intimidate
  814. Negotiator
  815.  
  816. Other
  817. Athletics
  818. History Knowledge
  819. Magic Knowledge
  820. Medicine
  821.  
  822. Feats
  823. Cleave
  824. Dodge
  825. Toughness
  826.  
  827. Magic Feats
  828.  
  829. Consecrate Spell
  830.  
  831. Class Special Abilities
  832.  
  833. Healing Touch: You can channel your divine power to heal others with a touch.
  834. Rank 1 - You can heal moderate injuries; costs 1 Divine Energy to heal 3HP, every extra point of Divine Energy used increases the amount healed by 1.
  835. Rank 2 - You can heal serious injuries; costs 2 Divine Energy to heal 9HP, every extra point of Divine Energy used increases the amount healed by 2.
  836. Rank 3 - You can heal life-threatening injuries; costs 3 Divine Energy to heal 15HP, every extra point of Divine Energy used increases the amount healed by 3.
  837.  
  838. Ranged Heal: You can use Healing Touch on allies within 60ft, without an increase in cost. Requires Healing Touch 2.
  839.  
  840. Mass Heal: You can use Healing Touch on all nearby allies simultaneously. Requires Healing Touch 3, Ranged Heal.
  841.  
  842. Holy Weapon: The Priest can transform any weapon into a magical one.
  843. Rank 1 - The weapon has a +2 bonus to hit and a +3 bonus to damage but no special powers.
  844. Costs 1 Divine Energy to use, every 3 extra points of Divine Energy used increases the bonus to hit and damage by 1. Lasts for entire combat
  845. Rank 2 - The weapon has a +4 bonus to hit and a +6 bonus to damage and has 1 special power (see below).
  846. Costs 2 Divine Energy to use, every 2 extra points of Divine Energy used increases the bonus to hit and damage by 1. Lasts for entire combat
  847. Rank 3 - The weapon has a +6 bonus to hit and a +9 bonus to damage and has 1 special power (see below).
  848. Costs 3 Divine Energy to use, every 1 extra point of Divine Energy used increases the bonus to hit and damage by 1. Lasts for entire combat
  849. Special Powers: Holy Weapons can be summoned with special powers, these powers are listed below, powers are chosen when the Holy Weapon ability is used, and can be changed with each activation.
  850. Banishing: Extraplanar creatures struck must succeed at a Will check (DC 10 + Priests Will bonus + degree in Holy Weapon) or be banished back to their home plane.
  851. Demonbane: Damage bonus is doubled against demons and demon-bloods, can be selected multiple times, multiple selections stack
  852. Dragonbane: Damage bonus is doubled against dragons and dragon-bloods, can be selected multiple times, multiple selections stack
  853. Holy Fire: Those struck are wreathed in holy fire, taking Holy Weapons damage bonus in damage each round for 3 rounds
  854. Undeadbane: Damage bonus is doubled against undead, can be selected multiple times, multiple selections stack
  855.  
  856. Priest Magic
  857. See a main rules
  858.  
  859. Turn Undead: Using her divinely-granted powers, the priest can chase away undead.
  860. Rank 1 – Can turn non-intelligent undead (i.e. skeletons and zombies), Will check determines how many are turned. Costs 3 Divine Energy.
  861. Rank 2 – Can turn weak intelligent undead (i.e. ghouls, ghosts and wights). Will check to turn undead that can be turned by Rank 1 rises by 5. Costs 6 Divine Energy.
  862. Rank 3 – Can turn powerful intelligent undead (i.e. vampires, mummys, liches). Will check to turn undead than can be turned by Rank 1 rises by 10; Will check to turn undead that can be turned by Rank 2 rises by 5;. Costs 9 Divine Energy.
  863. Costs 6XP/rank
  864.  
  865. Destroy Undead: By spending an extra 6 Divine Energy, the priest can destroy undead that she turns.
  866. Costs 10XP
  867.  
  868. Ranger
  869. A warrior attuned to nature
  870.  
  871. Class Requirements
  872. Strength
  873. Agility
  874. Constitution
  875. Melee Training
  876. Ranged Combat
  877. Weapon Training (any)
  878.  
  879. Class Favoured Abilities
  880. Basic
  881. Strength
  882. Agility
  883. Constitution
  884.  
  885. Expertise
  886. Melee Training
  887. Ranged Combat
  888. Studied
  889.  
  890. Combat
  891. Axe Training
  892. Crossbow Training
  893. Longbow Training
  894. Halberd Training
  895. Knife Fighting
  896. Longsword Fighting
  897. Shortbow Training
  898. Shortsword Fighting
  899. Spear Training
  900. Two-Weapon Fighting
  901.  
  902. Other
  903. Athletics
  904. Investigator
  905. Medicine
  906. Stealthy
  907.  
  908. Feats
  909. Cleave
  910. Dodge
  911. Flurry
  912. Rapid Shot
  913. Toughness
  914.  
  915. Class Special Abilities
  916.  
  917. Betraying Blade
  918. When facing three or more foes in melee and a melee attack made against you misses, the attack instead strikes one of your foes.
  919. Costs 6XP
  920.  
  921. Crowd Control
  922. You gain an extra melee attack when facing three or more foes in melee.
  923. Costs 4XP
  924.  
  925. Dervish Strike
  926. You can make a melee attack against every foe in melee combat with you.
  927. Costs 10XP
  928.  
  929. Hidden by Nature
  930. As long as you have a few minutes to prepare, you can attempt to hide despite their being no cover or concealment.
  931. Costs 6XP
  932.  
  933. Horde Fighter
  934. You double your Agility bonus to melee defence when fighting 3 or more foes.
  935. Costs 4XP
  936.  
  937. Giant Slayer
  938. You double your weapons base damage against foes more than twice your size.
  939. Costs 4XP
  940.  
  941. Repeating Shot
  942. You can make a ranged attack against every foe within 10ft of a single point you designate within your weapons range.
  943. Costs 10XP
  944.  
  945. Druid Spells
  946. Up to Rank 2 only
  947. See main rules
  948.  
  949. Rogue
  950. An expert in stealth and trickery
  951.  
  952. Class Requirements
  953. Agility
  954. Intelligence
  955. Fellowship
  956. Deception
  957. Taunt
  958. Athletics
  959. Investigator
  960. Stealth
  961.  
  962. Class Favoured Abilities
  963. Basic
  964. Agility
  965. Intelligence
  966. Fellowship
  967.  
  968. Combat
  969. Crossbow Training
  970. Knife Fighting
  971. Rapier Training
  972. Shortbow Training
  973. Shortsword Fighting
  974. Sneak Attack
  975. Two-Weapon Fighting
  976.  
  977. Social
  978. Deception
  979. Intimidate
  980. Negotiator
  981. Taunt
  982.  
  983. Other
  984. Athletics
  985. Investigator
  986. Stealthy
  987.  
  988. Feats
  989. Dodge
  990. Flurry
  991. Rapid Shot
  992.  
  993. Class Special Abilities
  994.  
  995. Deadly Strike
  996. Any attack against a foe unaware of the rogues presence, is automatically a critical hit, if it is successful.
  997. Costs 8XP
  998.  
  999. I’m One of You
  1000. The rogue can disguise herself as one of the enemy using a Deception check, this takes several minutes and she must know what they look like. Success means she can ask them questions, and if attacking them, they count as being unaware of her presence in the initial combat round.
  1001. Costs 10XP
  1002.  
  1003. Incredible Luck
  1004. Once per encounter, after rolling for an action the rogue can gain an extra roll, which is automatically a 20.
  1005. Costs 20XP
  1006.  
  1007. So That’s How It Works
  1008. The rogue can use wands, staffs and scrolls as if she were a priest, sorcerer or wizard.
  1009. Costs 8XP
  1010.  
  1011. Take Cover
  1012. The rogue has a healthy respect for magic and always knows when to duck. The rogue takes half damage from area effect spells and as long as there is cover within 10ft, takes no damage from are affect spells.
  1013. Costs 6XP
  1014.  
  1015. Theft
  1016. The rogue can steal a single item that can fit in one hand, using a Deception check. This requires her to be within arms reach of the target.
  1017. Costs 6XP
  1018.  
  1019. Thieves Highway
  1020. The rogue climbs as fast as she can walk. The rogue does not need to make Athletics checks to climb except in high-stress situations (i.e. combat).
  1021. Costs 6XP
  1022.  
  1023. Vanish
  1024. The rogue can hide without need of cover. The rogue makes a Stealth check with a -5 penalty. Success means she finds *somewhere* to hide from her foes.
  1025. Costs 6XP
  1026.  
  1027. Sorcerer
  1028. A mage with natural talent and raw power as his tools
  1029.  
  1030. Class Requirements
  1031. Willpower
  1032. Arcane Energy
  1033.  
  1034. Class Favoured Abilities
  1035. Basic
  1036. Willpower
  1037. Arcane Energy
  1038.  
  1039. Magic Feats
  1040.  
  1041. Stilled Spell
  1042. Silenced Spell
  1043. Consecrate Spell
  1044. Corrupt Spell
  1045. Selective Spell
  1046.  
  1047. Class Special Abilities
  1048.  
  1049. Arcane Reserve
  1050. The Sorcerer can store more arcane energy than others.
  1051. Rank 1 – you gain 10 extra Arcane Energy
  1052. Rank 2 – you gain 20 extra Arcane Energy
  1053. Rank 3 – you gain 30 extra Arcane Energy
  1054. Rank 4 – you gain 40 extra Arcane Energy
  1055. Rank 5 – you gain 50 extra Arcane Energy
  1056. Costs 5XP/rank
  1057.  
  1058. Sorcerers Might
  1059. The Sorcerers magical powers are simply stronger than others.
  1060. Higher ranks of this power overlap (do not stack).
  1061. Rank 1 – When spending 1 or more arcane energy to increase the power of any spell or power fuelled by arcane energy, the sorcerer gains a +2 on all Willpower checks required to use that power.
  1062. Rank 2 - When spending 2 or more arcane energy to increase the power of any spell or power fuelled by arcane energy, the sorcerer gains a +4 on all Willpower checks required to use that power.
  1063. Rank 3 - When spending 3 or more arcane energy to increase the power of any spell or power fuelled by arcane energy, the sorcerer gains a +6 on all Willpower checks required to use that power.
  1064. Rank 4 - When spending 4 or more arcane energy to increase the power of any spell or power fuelled by arcane energy, the sorcerer gains a +8 on all Willpower checks required to use that power.
  1065. Rank 5 - When spending 5 or more arcane energy to increase the power of any spell or power fuelled by arcane energy, the sorcerer gains a +10 on all Willpower checks required to use that power.
  1066. Costs 3XP/rank
  1067.  
  1068. Utter Chaos
  1069. When casting a spell, the sorcerer can spend 5 arcane energy to make it three times as powerful as normal (triple damage, affects an area 3x as large as normal etc). If she does so, then she triggers a Perils of the Arcane roll if any of her d20 rolls are a 1 for that spell.
  1070. Costs 5XP
  1071.  
  1072. Sorcery/Wizardry
  1073. See main rules
  1074.  
  1075. Wizard
  1076. A mage who relies upon skill rather than power
  1077.  
  1078. Class Requirements
  1079. Intelligence
  1080. Willpower
  1081. Arcane Energy
  1082. Studied
  1083. Knowledge skills (any)
  1084.  
  1085. Class Favoured Abilities
  1086. Basic
  1087. Intelligence
  1088. Willpower
  1089. Arcane Energy
  1090.  
  1091. Expertise
  1092. Studied
  1093.  
  1094. Combat
  1095. Crossbow Training
  1096. Knife Fighting
  1097. Staff Training
  1098.  
  1099. Other
  1100. History Knowledge
  1101. Magic Knowledge
  1102. Medicine
  1103.  
  1104.  
  1105. Magic Feats
  1106.  
  1107. Stilled Spell
  1108. Silenced Spell
  1109. Consecrate Spell
  1110. Corrupt Spell
  1111. Selective Spell
  1112.  
  1113. Class Special Abilities
  1114.  
  1115. [School] Specialisation
  1116. The wizard is more effective at using spells from her school of specialisation
  1117. The wizard can learn specialty school spells up to 1 rank higher than her normal Rank in Wizardry, per 2 ranks in School Specialisation.
  1118. The wizard has a [school] Reserve listed under her Arcane Energy, this can be spent only upon school spells, but otherwise works like Arcane Energy. This is equal to ¼ of her total arcane energy, per rank in school Specialisation
  1119. The wizard increases her Willpower modifier by twice her rank in School Specialisation, when casting spells from her school.
  1120. Costs 4XP/rank, Max rank is 10.
  1121. In setting those with 1-2 ranks are called students of a school; those with 3-5 ranks are called adepts of a school; those with 6-8 ranks are called experts of a school; those with 9-10 ranks are called masters of a school.
  1122. Special: taking a second specialty school is possible, but costs 8XP/rank
  1123.  
  1124. The Schools are
  1125. Abjuration: Protective magic
  1126. Conjuration: Summoning and creating
  1127. Divination: Discovering things
  1128. Enchantment: Affecting peoples minds
  1129. Evocation: Use of magical force and energy manipulation
  1130. Illusion: Fooling the senses
  1131. Necromancy: Death magic and undead
  1132. Transmutation: Transforming/changing things
  1133. It is possible for a spell to belong to more than one school
  1134.  
  1135. Abjurer Powers
  1136.  
  1137. Abjurer Adept Spell
  1138. Choose a single abjuration spell. That spell has double the normal effect (doubles DR, bonus to resist magic etc).
  1139. You may select this power multiple times, choosing a different spell each time.
  1140. Requires: Abjurer Specialisation 3
  1141. Costs 1XP + ½ times Spells rank in XP (round down)
  1142.  
  1143. Abjurer Expert Spell
  1144. Choose a single abjuration spell you have taken Abjurer Adept Spell for. That spell now has treble the normal effect.
  1145. You may select this power multiple times, choosing a different spell each time.
  1146. Requires: Abjurer Specialisation 6
  1147. Costs 2XP + spells rank in XP (round down)
  1148.  
  1149. Abjurer Master Spell
  1150. Choose a single abjuration spell you have taken Abjurer Expert Spell for. That spell now has four times the normal effect as well as gains extra uses/things it can do.
  1151. You may select this power multiple times, choosing a different spell each time.
  1152. Requires: Abjurer Specialisation 9
  1153. Costs 3XP + 1.5 times spells rank in XP (round down)
  1154.  
  1155. Improved Dispel
  1156. When using the Dispel magic spell you double your bonus from Abjurer Specialisation.
  1157. Requires: Abjurer Specialisation 3, Dispel Magic spell
  1158. Costs 4XP
  1159.  
  1160. Rapid Spell Mantle
  1161. You can spend an additional 2 arcane energy to raise your Spell Mantle as a reaction.
  1162. Requires: Abjurer Specialisation 6
  1163. Costs 12XP
  1164.  
  1165. Spell Mantle
  1166. Choose 3 abjuration spells; you can cast all of these spells as a single action, with a total arcane energy cost equal to the most expensive spell of the three.
  1167. You can change the three spells chosen, but this takes 1 hour to do so.
  1168. Requires: Abjurer Specialisation 3
  1169. Costs 8XP
  1170.  
  1171. Conjurer Powers
  1172.  
  1173. Conjurer Adept Spell
  1174. Choose a single Conjuration spell. That spell has double the normal effect (double damage, creates twice as many undead etc).
  1175. Note that for spells that summon creatures or anything capable of acting independently, Conjurer Adept (and later versions) only increase the number of creatures summoned, not their power (but see abilities such as Mighty Summons).
  1176. You may select this power multiple times, choosing a different spell each time.
  1177. Requires: Conjurer Specialisation 3
  1178. Costs 1XP + ½ times Spells rank in XP (round down)
  1179.  
  1180. Conjurer Expert Spell
  1181. Choose a single Conjuration spell you have taken Conjurer Adept Spell for. That spell now has treble the normal effect.
  1182. You may select this power multiple times, choosing a different spell each time.
  1183. Requires: Conjurer Specialisation 6
  1184. Costs 2XP + spells rank in XP (round down)
  1185.  
  1186. Conjurer Master Spell
  1187. Choose a single Conjuration spell you have taken Conjurer Expert Spell for. That spell now has four times the normal effect as well as gains extra uses/things it can do.
  1188. You may select this power multiple times, choosing a different spell each time.
  1189. Requires: Conjurer Specialisation 9
  1190. Costs 3XP + 1.5 times spells rank in XP (round down)
  1191.  
  1192. Erudite Summons
  1193. Any Conjuration spell that you cast that summons creatures (or anything else capable of acting) can call smarter and more charismatic versions than normal.
  1194. By spending 2 extra Arcane Energy when you cast the spell, all of the creatures summoned have a +4 bonus to Intelligence and Fellowship.
  1195. Conjurer Adept Spell (and similar) multiply these bonuses as normal.
  1196. Requires: Conjurer Specialisation 2
  1197. Costs 3XP
  1198.  
  1199. Extended Conjuration
  1200. Your Conjuration spells duration increases to 1 hour (if less than 1 hour) if you spend an additional number of Arcane Energy equal to the spells rank.
  1201. Requires: Conjurer Specialisation 1
  1202. Costs 3XP
  1203.  
  1204. Mighty Summons
  1205. Any Conjuration spell that you cast that summons creatures (or anything else capable of acting) can call stronger and tougher versions than normal.
  1206. By spending 4 extra Arcane Energy when you cast the spell, all of the creatures summoned have a +4 bonus to Strength, Agility and Constitution, as well as 25% extra hit points, an addition DR 2.
  1207. Conjurer Adept Spell (and similar) multiply these bonuses as normal.
  1208. Requires: Conjurer Specialisation 2
  1209. Costs 3XP
  1210.  
  1211. Mystical Summons
  1212. Any Conjuration spell that you cast that summons creatures (or anything else capable of acting) can call those with stronger magical powers than normal.
  1213. By spending 6 extra Arcane Energy when you cast the spell, all of the creatures summoned have a +6 bonus to Willpower, as well as 33% extra arcane, divine and primordial energy.
  1214. Conjurer Adept Spell (and similar) multiply these bonuses as normal.
  1215. Requires: Conjurer Specialisation 4
  1216. Costs 5XP
  1217.  
  1218. Persistent Conjuration
  1219. Your Conjuration spells duration is extended to 1 day (if less than a day) if you spend an additional number of Arcane Energy equal to the spells rank.
  1220. Requires: Conjurer Specialisation 4, Extended Conjuration
  1221. Costs 6XP
  1222.  
  1223. Everlasting Conjuration
  1224. Your Conjuration spells duration is extended to indefinite if you spend an additional number of Arcane Energy equal to twice the spells rank.
  1225. Requires: Conjurer Specialisation 8, Extended Conjuration, Persistent Conjuration
  1226. Special: The additional Arcane Energy spent upon this ability cannot be regained until the spell has ended.
  1227. Costs 9XP
  1228.  
  1229. Conjurer Spells
  1230. The following spells are available to Sorcerers and Wizards, and are Conjuration Spells
  1231.  
  1232. Rank 1
  1233. (Conj) Summon Angel 1: This spell functions as the spell Summon Least Creature but you summon a single Angelic Lantern (tiny flying ball of light) or a low rank angel (typically as capable as a beginning paladin [archon], or priest [eladrin]).
  1234. (Conj) Summon Demon 1: This spell functions as the spell Summon Least Creature but you summon a single Imp (tiny flying demon) or a low rank warrior demon (typically as capable as an experienced fighter).
  1235. (Conj) Summon Elemental 1: This spell functions as the spell Summon Least Creature but you summon a single elemental of up to 6ft in size.
  1236. (Conj) Summon Least Creature: You can summon a single creature from the following list. The summoned creature is called from another plane, but otherwise is a normal member of its type. The summoned creature appears close to you, but cannot be summoned in a place it cannot survive and act normally (attempts to summon sharks out of water fail).
  1237. Summon Least Creature lasts several minutes, or until the summoned creature is reduced to 0HP – at which point it disappears.
  1238. The summoned creature instinctively understands the caster, and obeys commands to the best of its ability. If ordered to obey anyone other than the caster, the summoned creature would need to be able to understand their new master somehow.
  1239. Some creatures are larger than their normal counterparts, this is indicated next to their name.
  1240. Summon Least Creature List: Ape (human-sized), Hawk, Orc, Spider (5ft long), Shark, Snake (5ft long), Squid (8ft long), Wolf.
  1241.  
  1242. Rank 2
  1243. (Conj) Summon Angel 2: This spell functions as the spell Summon Least Creature but you summon a single lower rank angel (typically as capable as a normal paladin [archon], or priest [eladrin], with physical and mental ability scores 2 higher than mortals and access to Rank 1 [archon] or Rank 1-2 Priest Spells [eladrin]) or two angels outlined under Summon Angel 1.
  1244. (Conj) Summon Demon 2: This spell functions as the spell Summon Least Creature but you summon a single lower rank demon (typically as capable as a normal character with abilities from any two classes except druid or paladin, and with ability scores 2 higher than mortals) or two demons as outlined under Summon Demon 1.
  1245. (Conj) Summon Elemental 2: This spell functions as the spell Summon Least Creature but you summon a single elemental of up to 12ft in size.
  1246. (Conj) Summon Lesser Creature: You can summon a single creature from the following list, or two from the Least Creature list. This spell is otherwise the same as Summon Least Creature.
  1247. Summon Lesser Creature List: Hawk (6ft long), Ogre, Shark (10ft long), Snake (10ft long), Spider (8ft long), Squid (10ft long), Wolf (8ft long).
  1248.  
  1249. Rank 3
  1250. (Conj) Summon Angel 3: This spell functions as the spell Summon Least Creature but you summon a single mid-rank angel (typically as capable as an experienced paladin [archon], or priest [eladrin], with physical and mental ability scores 4 higher than mortals and access to Rank 1 [archon] or Rank 1-3 Priest Spells [eladrin]); or two angels outlined under Summon Angel 2; or five angels outlined under Summon Angel 1.
  1251. (Conj) Summon Demon 3: This spell functions as the spell Summon Least Creature but you summon a single mid-rank demon (typically as capable as a experienced character with abilities from any two classes except druid or paladin, and with ability scores 4 higher than mortals) or two demons as outlined under Summon Demon 2; or five demons as outlined under Summon Demon 1.
  1252. (Conj) Summon Elemental 3: This spell functions as the spell Summon Least Creature but you summon a single elemental of up to 20ft in size.
  1253. (Conj) Summon Average Creature: You can summon a single creature from the following list; two from the Lesser Creature list; or five from the Least Creature list. This spell is otherwise the same as Summon Least Creature.
  1254. Summon Average Creature List: Hawk (9ft long), Hill Giant, Shark (15ft long), Snake (15ft long), Spider (12ft long), Squid (15ft long), Wolf (12ft long).
  1255.  
  1256. Rank 4
  1257. (Conj) Summon Angel 4: This spell functions as the spell Summon Least Creature but you summon a single mid/high-rank angel (typically as capable as a veteran paladin [archon], or priest [eladrin], with physical and mental ability scores 8 higher than mortals and access to Rank 1-2 [archon] or Rank 1-4 Priest Spells [eladrin]); or two angels outlined under Summon Angel 3; or five angels outlined under Summon Angel 2; or ten angels outlined under Summon Angel 1.
  1258. (Conj) Summon Demon 4: This spell functions as the spell Summon Least Creature but you summon a single mid/high-rank demon (typically as capable as a veteran character with abilities from any three classes except druid or paladin, and with ability scores 8 higher than mortals) or two demons as outlined under Summon Demon 3; or five demons as outlined under Summon Demon 2; or ten demons as outlined under Summon Demon 1.
  1259. (Conj) Summon Elemental 4: This spell functions as the spell Summon Least Creature but you summon a single elemental of up to 40ft in size.
  1260. (Conj) Summon Greater Creature: You can summon a single creature from the following list; two from the Average Creature list; five from the Lesser Creature list; or ten from the Least Creature list. This spell is otherwise the same as Summon Least Creature.
  1261. Summon Greater Creature List: Hawk (12ft long), Ice Giant, Fire Giant, Shark (20ft long), Snake (20ft long), Spider (18ft long), Squid (20ft long), Wolf (18ft long).
  1262.  
  1263. Rank 5
  1264. (Conj) Summon Angel 5: This spell functions as the spell Summon Least Creature but you summon a single high-rank angel (typically as capable as a legendary paladin [archon], or priest [eladrin], with physical and mental ability scores 12 higher than mortals and access to Rank 1-2 [archon] or Rank 1-5 Priest Spells [eladrin]); or two angels outlined under Summon Angel 4; or five angels outlined under Summon Angel 3; or ten angels outlined under Summon Angel 2; or twenty angels outlined under Summon Angel 1.
  1265. (Conj) Summon Demon 5: This spell functions as the spell Summon Least Creature but you summon a single high-rank demon (typically as capable as a legendary character with abilities from any four classes except druid or paladin, and with ability scores 12 higher than mortals) or two demons as outlined under Summon Demon 4; or five demons as outlined under Summon Demon 3; or ten demons as outlined under Summon Demon 2; or twenty demons as outlined under Summon Demon 1.
  1266. (Conj) Summon Elemental 5: This spell functions as the spell Summon Least Creature but you summon a single elemental of up to 50ft in size.
  1267. (Conj) Summon Greatest Creature: You can summon a single creature from the following list; two from the Greater Creature list; five from the Average Creature list; ten from the Lesser Creature list; or twenty from the Least Creature list. This spell is otherwise the same as Summon Least Creature.
  1268. Summon Greatest Creature List: Shark (30ft long), Snake (30ft long), Spider (24ft long), Squid (30ft long), Storm Giant.
  1269.  
  1270. Necromancer Powers
  1271.  
  1272. Necromancer Adept Spell
  1273. Choose a single necromancy spell. That spell has double the normal effect (double damage, creates twice as many undead etc).
  1274. You may select this power multiple times, choosing a different spell each time.
  1275. Requires: Necromancer Specialisation 3
  1276. Costs 1XP + ½ times Spells rank in XP (round down)
  1277.  
  1278. Necromancer Expert Spell
  1279. Choose a single necromancy spell you have taken Necromancer Adept Spell for. That spell now has treble the normal effect.
  1280. You may select this power multiple times, choosing a different spell each time.
  1281. Requires: Necromancer Specialisation 6
  1282. Costs 2XP + spells rank in XP (round down)
  1283.  
  1284. Necromancer Master Spell
  1285. Choose a single necromancy spell you have taken Necromancer Expert Spell for. That spell now has four times the normal effect as well as gains extra uses/things it can do.
  1286. You may select this power multiple times, choosing a different spell each time.
  1287. Requires: Necromancer Specialisation 9
  1288. Costs 3XP + 1.5 times spells rank in XP (round down)
  1289.  
  1290. Reap the Harvest
  1291. When you reduce a foe to 0 hit points using a necromancy spell, you regain a number of points of your Necromancy Reserve equal to one-half of their Constitution score
  1292. Requires Necromancy Specialisation 3
  1293. Costs 8XP
  1294.  
  1295. Skeleton Master
  1296. Undead you animate add your rank in Necromancy specialisation to their attack rolls and defences, and three times this number to their hit points.
  1297. Requires Necromancy Specialisation 5
  1298. Costs 8XP
  1299.  
  1300. Sorcery/Wizardry
  1301. See main rules
  1302.  
  1303. Multi-Class Abilities
  1304. Certain abilities are open to those who have more than one class. Each ability requires two or more classes to be possessed before the character can buy it.
  1305. Multi-Class powers can be purchased using XP or Training Points from any class it requires to gain the power.
  1306.  
  1307. Arcane Armour
  1308. The character can transform a single suit of armour into a magical one. She may only have a single set of Arcane Armour at any one time. If it is lost then it takes 1 hour to imbue a new set of armour with arcane energies.
  1309. The abilities of the Armour depend upon the characters rank in this power as well as the number of arcane energy she spends upon it.
  1310. Arcane Energy spent upon Arcane Armour is invested; they cannot be regained unless the character breaks her connection with the Armour – after this they return at the normal rate.
  1311. The effects of Arcane Armour last until the character chooses to end it – she can maintain it even when asleep or unconscious.
  1312. Higher Ranks can only be used with heavier armour.
  1313. Rank 1 - The Armour increases its DR by 2.
  1314. Costs 1 Arcane Energy to use, every 6 extra points of Arcane Energy used increases the bonus DR by 1. This rank can be used with any armour.
  1315. Rank 2 - The Armour increases its DR by 4.
  1316. Costs 2 Arcane Energy to use, every 4 extra points of Arcane Energy used increases the bonus DR by 1. This rank can only be used with medium or heavy armour.
  1317. Rank 3 - The Armour increases its DR by 6.
  1318. Costs 3 Arcane Energy to use, every 2 extra points of Arcane Energy used increases the bonus DR by 1. This rank can only be used with heavy armour.
  1319. Requires: One of Barbarian or Fighter and one of Sorcerer or Wizard
  1320. Costs 3XP/rank
  1321.  
  1322. Powerful Arcane Armour
  1323. Arcane Armour can be imbued with special powers, these powers are listed below.
  1324. The character can alter the powers an Arcane Armour has by deactivating her Arcane Armour, and then reinvesting the points once she has regained her arcane energy.
  1325. Unless specified otherwise, a power costs 3 arcane energy to add to a suit of Arcane Armour.
  1326. Energy Resistance: The wearer gains resistance 20 to a specific energy type, can be selected multiple times to increase resistance or to pick different resistances.
  1327. Flight: The wearer gains a fly speed equal to her land speed; this can be selected multiple times, increasing the fly speed by 100% each time
  1328. Loyal: As a reaction the character can spend 3 points of arcane energy to summon the armour onto her body, from anywhere on the same plane. This is a teleportation effect.
  1329. Requires: Arcane Armour 1, One of Barbarian or Fighter and one of Sorcerer or Wizard
  1330. Costs 4XP
  1331.  
  1332. Arcane Weapon
  1333. The character can transform a single weapon into a magical one. She may only have a single Arcane Weapon at any one time. If it is lost then it takes 1 hour to imbue a new weapon with arcane energies.
  1334. The abilities of the weapon depend upon the characters rank in this power as well as the number of arcane energy she spends upon it.
  1335. Arcane Energy spent upon Arcane Weapon is invested; they cannot be regained unless the character breaks her connection with the weapon – after this they return at the normal rate.
  1336. The effects of Arcane Weapon last until the character chooses to end it – she can maintain it even when asleep or unconscious.
  1337. Rank 1 - The weapon has a +2 bonus to hit and a +3 bonus to damage.
  1338. Costs 1 Arcane Energy to use, every 6 extra points of Arcane Energy used increases the bonus to hit by 2 and the bonus to damage by 3.
  1339. Rank 2 - The weapon has a +4 bonus to hit and a +6 bonus to damage.
  1340. Costs 2 Arcane Energy to use, every 4 extra points of Arcane Energy used increases the bonus to hit by 2 and the bonus to damage by 3.
  1341. Rank 3 - The weapon has a +6 bonus to hit and a +9 bonus to damage.
  1342. Costs 3 Arcane Energy to use, every 2 extra point of Arcane Energy used increases the bonus to hit by 2 and the bonus to damage by 3.
  1343. Requires: One of Barbarian or Fighter and one of Sorcerer or Wizard
  1344. Costs 4XP/rank
  1345.  
  1346. Powerful Arcane Weapon
  1347. Arcane Weapons can be imbued with special powers, these powers are listed below.
  1348. The character can alter the powers an Arcane Weapon has by deactivating her Arcane Weapon, and then reinvesting the points once she has regained her arcane energy.
  1349. Unless specified otherwise, a power costs 3 arcane energy to add to an Arcane Weapon.
  1350. Angelbane: Damage bonus is doubled against Angels and angel-bloods, can be selected multiple times, multiple selections stack
  1351. Blazing Energy: The weapons blade is transformed into mass of energy (its appearance and colour varies depending upon the person). A Blazing Energy weapon ignores non-magical armour and natural damage reduction. Only spells and magical armour protect against this weapon. A Blazing Energy weapon can easily cut through non-magical objects – though there is some resistance and it might take a minute or more to hack a door in a stone wall. This costs 10 Arcane Energy and requires a Willpower of 18.
  1352. Dispelling: Every successful attack has a chance to dispel a single magical effect affecting the target.
  1353. Demonbane: Damage bonus is doubled against demons and demon-bloods, can be selected multiple times, multiple selections stack
  1354. Dragonbane: Damage bonus is doubled against dragons and dragon-bloods, can be selected multiple times, multiple selections stack
  1355. Loyal: Attempts to disarm the weilder of her Arcane Weapon take a -10 penalty. As a reaction the wielder can spend 2 arcane energy to call to weapon to her hand, from anywhere on the same plane. This is a teleportation effect.
  1356. Spell Storing: The character casts a spell into the Arcane Weapon. When she hits with the weapon she can choose to have the spell affect the target of her attack as a free action. Only the target of her attack is affected, even if the spell would normally affect more targets and only a single target is affected, even if her attack affects multiple foes.
  1357. This can be selected multiple times, to allow multiple spells to be stored, only 1 spell can be released per attack.
  1358. Undeadbane: Damage bonus is doubled against undead, can be selected multiple times, multiple selections stack
  1359. Requires: Arcane Weapon 1, One of Barbarian or Fighter and one of Sorcerer or Wizard
  1360. Costs 6XP
  1361.  
  1362. War Caster
  1363. You are skilled at mixing magic and combat.
  1364. When castng a spell you may make a melee attack without penalty in the same round.
  1365. Requires: Fighter and one of Druid, Priest, Sorcerer or Wizard
  1366. Costs 4XP
  1367.  
  1368. Race Powers
  1369. The following are powers based upon race
  1370.  
  1371. Innate Magic Powers
  1372. You can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
  1373.  
  1374. Spell Access
  1375. You can learn the listed type of magic without needing to be a member of that class. If you are a member of that class, you gain a 1 point discount on any spells and ranks in spellcasting purchased.
  1376.  
  1377. Class Powers Synergy
  1378. Certain class powers function differently for you. This does not grant you access to these powers, only changes the effects if you do gain them.
  1379.  
  1380. Favoured Class (class)
  1381. When qualifying for the listed class [name] needs to spend one-half the usual experience points.
  1382. If [name] is a member of the listed class, she increases training points she gains for the listed class by 100%.
  1383.  
  1384. Angel Powers
  1385.  
  1386. Angel Powers are powerful, and their XP cost is as follows
  1387. Rank 1 costs 6XP
  1388. Rank 2 costs 12XP
  1389. Rank 3 costs 18XP
  1390.  
  1391. Angels Lantern: You can summon a flying, semi-sentient orb of light, perhaps an inch across.
  1392. Rank 1 - The Lantern has the following abilities:
  1393. Flight Speed equal to its creators flight or land speed (whichever is greater);
  1394. Empathic Communication with its creator;
  1395. All allies within 10ft of the lantern gain a +2 bonus to all defences against evil creatures;
  1396. Lantern has a base defence of 20 (+5 Agility, +5 size) and 5 hit points, it can only be harmed by spells or magical weapons, or similar;
  1397. Lantern can fire a burst of light that hits a single target within 100ft, this deals 2d6 damage, halved against non-evil creatures;
  1398. Costs 2 Divine Energy, these points cannot be regained until the Lantern is dismissed.
  1399. Rank 2 - The Lantern has the following abilities, in addition to Rank 1 abilities:
  1400. Telepathic Communication with its creator;
  1401. Teleportation, the Lantern can teleport itself up to 100 miles per point of Willpower its creator possesses, but must end up within 50ft of its creator, it can only teleport itself;
  1402. All allies within 30ft of the lantern gain a +4 bonus to all defences against evil creatures;
  1403. Lantern has 10 hit points;
  1404. Burst of light now deals 4d6 damage plus creators Willpower bonus
  1405. Summoning the lantern no longer takes an action;
  1406. Rank 3 - The Lantern has the following abilities, in addition to Rank 1 and 2 abilities:
  1407. All allies within 50ft of the lantern gain a +6 bonus to all defences against evil creatures;
  1408. Lantern has 15 hit points;
  1409. Burst of light now deals 6d6 damage plus twice creators Willpower bonus
  1410. The lanterns creator can see and hear what the lantern sees and hears, should he or she choose to, this has no maximum range;
  1411.  
  1412. Angels Lantern Expansions
  1413. These modify the Angels Lantern abilities and cost 12 experience points each.
  1414.  
  1415. Aura of Judgement: The Lanterns aura discomforts evil creatures. Any evil creature within the lanterns range that fails on a Willpower check upon entering the lanterns aura range (or when the lantern is summoned) takes a penalty to all ability scores equal to the defence bonus the Lanterns aura provides.
  1416. Requires: Angels Lantern 1
  1417.  
  1418. Arcane Spell Lantern: The Lantern can cast any arcane spell its creator can cast up, up to a maximum level of the creators rank in angels lantern. It can cast these independently of its creator but uses its own Arcane Energy. It has 10 Arcane Energy per rank in Angelic Lantern, plus its creators Willpower score.
  1419. Requires: Angels Lantern 1
  1420.  
  1421. Divine Spell Lantern: The Lantern can cast any divine spell its creator can cast up, up to a maximum level of the creators rank in angels lantern. It can cast these independently of its creator but uses its own Divine Energy. It has 10 Divine Energy per rank in Angelic Lantern, plus its creators Willpower score.
  1422. Requires: Angels Lantern 1
  1423.  
  1424. Eclipsing Light: No light shines brighter than the lanterns. The lantern can reflect up to one spell per day per rank in Angels Lantern, as per Spell Turning.
  1425. Requires: Angels Lantern 1, Arcane Spell Lantern
  1426.  
  1427. Hardened Lantern: The Lantern is more durable, tripling its hit points. It also increases in size to 6 inches across.
  1428. Requires: Angels Lantern 1
  1429.  
  1430. Lanterns Beam: The Lanterns light burst attack can affect a line 5ft wide with a length of up to 20ft per rank in Angels Lantern, this cannot be used with any other ability that makes the lanterns burst an area attack. All targets in the area are affected. This costs 2 Divine Energy per attack (creators or Lanterns).
  1431. Requires: Angels Lantern 1
  1432.  
  1433. Lanterns Blast: The Lanterns light burst attack can affect a spherical area with a radius of up to 5ft per rank in Angels Lantern, this cannot be used with any other ability that makes the lanterns burst an area attack. All targets in the area are affected. This costs 2 Divine Energy per attack (creators or Lanterns).
  1434. Requires: Angels Lantern 1
  1435.  
  1436. Purifying Burst: The Lanterns light burst attack deals 1.5 times normal damage against evil creatures, damage against non-evil creatures is unchanged.
  1437. Requires: Angels Lantern 1
  1438.  
  1439. Two Eyes: Two Angels Lanterns may be summoned instead of one. The Lanterns can act independently but draw from the same limited resources (arcane energy, divine energy, uses per day etc) as a single lantern.
  1440. Requires: Angels Lantern 2
  1441.  
  1442. Thousand Eyes of Judgement: When summoning the Angels Lantern you can summon more than two. You pay 3 extra divine energy per extra lantern over 2 summoned, and can summon a maximum of 1 extra (over 2) lantern per point of Willpower modifier. All Lanterns draw from the same resource-pool as per Two Eyes.
  1443. Requires: Angels Lantern 3, Two Eyes
  1444.  
  1445. Angels Sight: Your vision is much sharper than normal.
  1446. Rank 1 – Your vision is perfect for a human and you can easily see long distances, you can see in any lighting short of total darkness or magical darkness.
  1447. Rank 2 – You can see in total darkness
  1448. Rank 3 – You can see in magical darkness
  1449.  
  1450. Angels Sight Expansions
  1451. These modify the Angels Sight abilities and cost 12 experience points each.
  1452.  
  1453. Life Sight: You can see life energies. You can see if a creature is alive, undead or just animated (golems etc) and for living and undead creatures you can see how healthy they are (hit points remaining). Requires Angel's Sight 3
  1454.  
  1455. See the Flow: You gain a +5 bonus to all Willpower rolls required to dispel magical effects and you constantly see magic as per Arcane Sight – you can suppress this effect at will. Requires Angel's Sight 3
  1456.  
  1457. See the Unseen: You can see the truth in all things. You constantly gain the benefit of True Seeing – you can suppress this effect at will. Requires Angel's Sight 3
  1458.  
  1459. See Through the World: You can see through about 6 inches of solid matter and you can regulate how ‘deep’ you look into an object. Requires Angels Sight 2
  1460.  
  1461. See Through Deception: You can literally see lies, you add +10 to all Fellowship checks to detect falsehoods. Requires Angels Sight 2
  1462.  
  1463. Angelic Might: The character is far stronger than normal
  1464. Rank 1 - +4 bonus to Strength
  1465. Rank 2 - +8 bonus to Strength
  1466. Rank 3 - +12 bonus to Strength
  1467. Rank 4 - +16 bonus to Strength
  1468. Rank 5 - +20 bonus to Strength
  1469. Physical Change: Each level makes the recipient look more muscular.
  1470. Each rank costs 6XP
  1471.  
  1472. Angelic Regeneration: The character heals faster than normal
  1473. Rank 1 - Heals 1 hit point per 6 hours.
  1474. Rank 2 - Heals 1 hit point per hour.
  1475. Rank 3 - Heals 1 hit point per 10 minutes.
  1476. Rank 4 - Heals 1 hit point per minute.
  1477. Rank 5 – Heals 1 hit point per round.
  1478. Physical Change: none.
  1479. Each rank costs 6XP
  1480.  
  1481. Angelic Speed: The character is far faster and more agile than normal
  1482. Rank 1 - +4 bonus to Agility, land speed is double that of a normal human
  1483. Rank 2 - +8 bonus to Agility
  1484. Rank 3 - +12 bonus to Agility, land speed is triple that of a normal human
  1485. Rank 4 - +16 bonus to Agility
  1486. Rank 5 - +20 bonus to Agility, land speed is four times that of a normal human
  1487. Physical Change: Each level makes the recipient look thinner and lithe.
  1488. Each rank costs 6XP
  1489.  
  1490. Angelic Toughness: The character is far tougher than normal
  1491. Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
  1492. Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
  1493. Rank 3 - +12 bonus to Constitution, +60 HP, has DR 3
  1494. Rank 4 - +16 bonus to Constitution, +80 HP, has DR 4
  1495. Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
  1496. Physical Change: Each level makes the recipient look healthier – glowing with life.
  1497. Each rank costs 6XP
  1498.  
  1499. Angelic Brilliance: The character is far smarter than normal
  1500. Rank 1 - +2 bonus to Intelligence, gains 20% more Training Points than normal
  1501. Rank 2 - +4 bonus to Intelligence, gains 40% more Training Points than normal
  1502. Rank 3 - +6 bonus to Intelligence, gains 60% more Training Points than normal
  1503. Rank 4 - +8 bonus to Intelligence, gains 80% more Training Points than normal
  1504. Rank 5 - +10 bonus to Intelligence, gains 100% more Training Points than normal
  1505. Mental Change: Each level makes the recipient more logical and calmer.
  1506. Each rank costs 6XP
  1507.  
  1508. Angelic Charm: The character has far better leadership than normal, and optionally, may become more physically attractive than normal.
  1509. Rank 1 - +2 bonus to Fellowship, +1 to all Fellowship rolls made for negotiation and diplomacy.
  1510. Rank 2 - +4 bonus to Fellowship, +2 to all Fellowship rolls made for negotiation and diplomacy.
  1511. Rank 3 - +6 bonus to Fellowship, +3 to all Fellowship rolls made for negotiation and diplomacy.
  1512. Rank 4 - +8 bonus to Fellowship, +4 to all Fellowship rolls made for negotiation and diplomacy.
  1513. Rank 5 - +10 bonus to Fellowship, +5 to all Fellowship rolls made for negotiation and diplomacy.
  1514. Mental Change: Each level makes the recipient more empathetic and kind.
  1515. Each rank costs 6XP
  1516.  
  1517. Angels Magic: Your mystical powers are particularly strong.
  1518. Rank 1 - You add +2 Willpower, and gain 10 extra Arcane Energy, you reduce the XP cost of learning new spells by 1.
  1519. Rank 2 - You add +4 Willpower, and gain 20 extra Arcane Energy, you reduce the XP cost of learning new spells by 2.
  1520. Rank 3 - You add +6 Willpower, and gain 30 extra Arcane Energy, you reduce the XP cost of learning new spells by 3.
  1521. Rank 4 - You add +8 Willpower, and gain 40 extra Arcane Energy, you reduce the XP cost of learning new spells by 4.
  1522. Rank 5 - You add +10 Willpower, and gain 50 extra Arcane Energy, you reduce the XP cost of learning new spells by 5.
  1523. Each rank costs 6XP
  1524.  
  1525. Imbue Holy Magic Items: Magic items you create can have angelic or paladin powers built into them.
  1526. Requires Angels Magic 2, one or more of Enchant Sorcerous Item, Forge Magic Arms and Armour, or Craft Other Magic Items.
  1527. Costs 12XP
  1528.  
  1529. Angels Voice: Your voice is pitch perfect and you can use it to convey far more nuance and meaning than mortals can.
  1530. Rank 1 – You have perfect control over your voice’s volume and pitch and can easily imitate most noises you have heard, with difficulty you can even imitate another persons voice. +2 Bonus to Fellowship checks based around talking to someone.
  1531. Rank 2 – +4 Bonus to Fellowship checks increases, you can, with a Fellowship check, instil emotions into individuals and small groups of people, using just your voice
  1532. Rank 3 – +10 Bonus to Fellowship checks increases, when instilling emotions, the emotions you instil can be overwhelming, shutting down the targets rational mind.
  1533.  
  1534. Halo: A ring of light that hovers above your head, bolstering allies and discomforting evil creatures. Can be summoned or dismissed at will. Sheds light
  1535. Rank 1 – +2/-2 bonus/penalty, medium area
  1536. Rank 2 – +5/-5 bonus/penalty, medium area
  1537. Rank 3 – +5/-5 bonus/penalty, large area
  1538.  
  1539. Beholder Powers
  1540.  
  1541. Additional Eyestalks
  1542. Every time this is purchased, the maximum number of eyestalks Cleya can manifest rises by 1, to a maximum of 8.
  1543. Costs 3XP
  1544.  
  1545. Growing Powers
  1546. Cleya can manifest a different type of Eyestalk.
  1547. Choose a single Rank 1, 2 or 3 spell. Cleyas eyestalk can use that spell.
  1548. The powers Cleya learns are in line with her personality/views – she is highly unlikely to develop a power she would not use or objects to. Cleya does not consciously control what new powers her eyestalks gain, though she can try to develop a type of power (i.e. protection, elemental-themed etc).
  1549. Costs 2XP/spell rank
  1550.  
  1551. Mass Manifestation
  1552. Cleya can manifest more than a single eyestalk with a single action. Attempts to manifest more than Cleyas eyestalk limit simply fail.
  1553. Rank 1 – Cleya can manifest 2 eyestalks as a single action, they can be the same type, or of different types.
  1554. Rank 2 – Cleya can manifest up to 4 eyestalks as a single action, they can be the same type, or of different types.
  1555. Rank 3 – Cleya can manifest up to 8 eyestalks as a single action, they can be the same type, or of different types.
  1556. Costs 8XP/rank
  1557.  
  1558. Rapid Manifest
  1559. Cleya can Manifest and dismiss eyestalks at will, it does not take her an action. Her Rank in Mass Manifestation still limits the maximum number she can manifest in a single round.
  1560. Requires: Mass Manifestation Rank 1
  1561. Costs 10XP
  1562.  
  1563. Calluna
  1564. Whatever Calluna is, she can develop the following powers.
  1565.  
  1566. Physical Form
  1567.  
  1568. Tentacles
  1569. Every rank in this power the number of tentacles Calluna increases by 2.
  1570. Maximum ranks allowed is equal to her constitution modifier.
  1571. Tentacles costs 3XP/Rank.
  1572.  
  1573. Tentacles Additional Powers
  1574.  
  1575. Extended Limbs
  1576. Callunas tentacles increase in length by 3ft. Calluna may select this increase multiple times, but not more times than she has ranks in tentacles.
  1577. This costs 2XP
  1578.  
  1579. Entangle
  1580. Anyone hit in melee by Callunas tentacles is automatically grabbed by the tentacle, though not restrained. The attack deals damage and grabs them, though they might escape, or if stronger than Calluna, pull her towards them.
  1581. This costs 3XP
  1582.  
  1583. Grab and Throw
  1584. Calluna may choose to throw any foe she pulls adjacent to her with Grab and Pull, moving them up to 3ft per point of strength modifier she has in a direction of her choosing, from her location.
  1585. Requires: Entangle, Grab and Pull
  1586.  
  1587. Grab and Pull
  1588. Calluna can pull any humanoid-sized creature grabbed by her tentacles adjacent to Calluna as a free action. This only applies to those she is stronger than, and may not work against very heavy or secured targets.
  1589. Requires: Entangle
  1590.  
  1591. Area Grab
  1592. Calluna lashes out with all of her tentacles, grabbing nearby foes. Make an unarmed melee attack with Callunas tentacle and apply the results to all foes within range of her tentacles, she grabs every foe she hits, within range.
  1593. Requires: Entangle
  1594. This costs 3XP
  1595.  
  1596. Area Lash
  1597. Calluna lashes out with all of her tentacles. Calluna makes a melee attack with her tentacle and applies the results to all foes within range of her tentacles, Calluna gains a +1 to hit and damage per tentacle over 2 she has.
  1598. This costs 3XP
  1599.  
  1600. Violent Growth
  1601. Every time Calluna is included in a match, she gains 2XP.
  1602. Costs 5XP
  1603.  
  1604. Mental Powers
  1605.  
  1606. Thought Loss
  1607. Using 6 Arcane Energy, Calluna can use a telepathic link to expose the target to things no mortal (and sometimes immortal) mind should be forced to comprehend. If they fail a will roll to resist the subsequent impossible concepts forced upon them, their thought patterns become temporarily disjointed, rendering them unable to use a random ability (such as skills, spells, or innate spell-like abilities). Some Extra-planar creatures will be unaffected. Repeated use and recovery can build up a resistance to similar mind-affecting spells and circumstances.
  1608. Costs 5 XP
  1609.  
  1610. Mind Loss
  1611. Using an additional 3 Arcane Energy for Thought Loss, Calluna can expose the target to something more damaging to that particular mind, taking away the highest-XP costing ability from the target temporarily and causing weaker-minded opponents to go into a frenzy, making them more vulnerable to damage.
  1612. Requires: Thought Loss
  1613. Costs 3 XP
  1614.  
  1615.  
  1616.  
  1617. Thought Break
  1618. Using an additional 3 Arcane Energy for Thought Loss, Calluna can cause a deeper fracture in the target's mind. This will make them unable to use 1d4 abilities decided at random.
  1619. Requires: Thought Loss
  1620. Costs 3 XP
  1621.  
  1622. Mind Break
  1623. Needing 6 Arcane Energy to use, Calluna worms her way into the mind of an opponent and fills it with the same impossible logic she lives by every day. If the target fails a Will check to resist the telepathic connection and subsequent mind-bending logic, the target will be unable to think properly, and the 1d4 most potent abilities become temporarily unavailable to the target. The targets CON modifier is added to the DC to create a second DC. If the first DC is passed, the ability acts as normal. If the second DC is passed, it can stun and damage the target by making them spend a round vomiting. Some Transdimensional creatures may be unaffected. Repeated use can make the effect permanent if used in somewhat rapid succession. Repeated use and recovery from the effect can build up an immunity to similar mind-affecting spells and circumstances.
  1624. Requires: Thought Break, Mind Loss
  1625. Costs 5 XP
  1626.  
  1627. Barbarian Powers
  1628. As Calluna is a Barbarian she can make selections from the following powers:
  1629.  
  1630. Horrific Regeneration
  1631. Callunas flesh repairs itself at an astounding rate. She heals a number of hit points every round equal to her rank in Barbarians Durability. Severed body parts reattach or regrow, and it is doubtful if even dismemberment can kill her.
  1632. Requires: Barbarians Durability 1
  1633. Costs 10XP
  1634.  
  1635. Inhuman Movement
  1636. Calluna can move how she wishes to. She gain a climb and swim speed equal to her full normal speed.
  1637. Requires: Barbarians Speed 1
  1638. Costs 5XP
  1639. Special: For an extra 3XP Calluna gains a fly speed equal to three times her land speed. A Pair of wings with feathers of grey steel burst forth from her flesh when she gains this power. The wings are spotted with eyes of various types that all move independently of each other, they also change location sometimes. Calluna also gains all-round vision.
  1640.  
  1641. Impossible Physique
  1642. Callunas body is not constrained by conventional reality. She has no limits on how high she can buy her Strength, Agility and Constitution and this power caps the XP cost of any of these ability scores at a maximum of 2XP/point increase.
  1643. Calluna can also buy the following for 1 XP each, as many times as she wants: 1 foot increase in height (increases overall size proportionally); extra arm; extra leg; extra tentacle; extra mouth (nose optional); extra pair of eyes.
  1644. She can hide these features using Extraplanar body, and also relocate them as she sees fit.
  1645. Requires: Unrivalled Physique
  1646. Costs 3XP
  1647.  
  1648. Otherworldly Fury
  1649. Callunas in a rage is a sight you don't want to see. When using Rage Calluna gains the following:
  1650. Unarmed attacks double the bonus to damage from rage; mouths, bone-like blades and stranger natural weapons emerge as she attacks her foes, only to disappear shortly thereafter.
  1651. Callunas speed is multiplied by 5, but only when chasing a fleeing foe; no one can escape their fears.
  1652. Calluna gains a +4 bonus to intimidate checks per Rank in Rage she has, and when using Cause Fear as an Innate Magical ability she adds this bonus to the Willpower check. Her flesh warps and changes to embody the worse fears of whatever she is facing.
  1653. Calluna adds the full damage bonus from Rage to her bite and one-quarter of the damage bonus to the constitution damage she deals, she also heals hit points (or regains arcane energy) equal to the full damage she deals, not one-half. Her bite causes severe pain rather than pleasure and her mouth is full of jagged asymmetrical teeth.
  1654. Calluna adds +10 to all rolls to grab and restrain; her limbs grow tooth-ringed suckers and serrated hooks.
  1655. When using Overcome Anything on a melee attack roll, or a roll to grab or restrain a target, or an intimidate check, the cost is only 1 Arcane Energy.
  1656. Requires: Rage 1
  1657. Costs 10XP
  1658.  
  1659. Sanity-Breaking Strike
  1660. Calluna can show her foes a little piece of her home. When she uses Stunning Strike the target must make an additional Willpower check against the Stunning Strike DC.
  1661. If they succeed this power has no effect. If they fail they cannot act for another round after the normal effect of Stunning Strike has ended.
  1662. They are not stunned, the reason they can't act is they are curled up in a ball screaming and screaming and screaming...
  1663. Requires: Stunning Strike 1
  1664. Costs 6XP
  1665.  
  1666. Totems
  1667. Regular Totems don't make much sense to Calluna, instead she prefers to choose from the following
  1668.  
  1669. Totem (Gatherer): Calluna seeks to emulate someone she almost remembers from her youth, a person who was always chasing after her, able to find her anywhere, and who made her feel safe. Calluna wears a token representing her totem, but the chances of anyone recognising it are remote.
  1670. When raging she has a flickering corona of green flames around her head and she gains four extra tentacles, her skin turns red.
  1671. Rank 1 – When raging Calluna can use Dimension Door as a Rapid Spell, for a single point of Arcane Energy. However she must use it to appear next to one of her allies, when she uses this she doesn't step out of a hole in the air, she emerges harmlessly from the allies own flesh.
  1672. Rank 2 – If she has tasted an allies blood, Calluna can track and locate that person with perfect accuracy. This ability cannot be blocked or impeded by anything less than a Rank 5 spell. It cannot be used on enemies, only those Calluna has a reason to like.
  1673. Rank 3 – If an ally of Callunas is reduced to 0 hit points where Calluna can see, then she automatically uses Rage (if she has the ability) and doubles all bonuses from Rage. Calluna must focus her attention on those she believes are responsible for her ally being hurt and cannot take any action not in pursuit of this goal. She can also take two actions per round without penalty.
  1674. At this rank Calluna very faintly hears a sad voice calling her name when she uses Rage, but is too caught up in the moment to give it much thought.
  1675. Costs 3XP per rank
  1676.  
  1677. Totem (Learner): Calluna seeks to emulate someone she knew, a sibling of hers maybe? She remembers he was kind to her and knew all sorts of things. Calluna wears a token representing her totem, but the chances of anyone recognising it are remote.
  1678. When raging her skin appears metallic and has strange blue lines running over it that spark when touched, her eyes appear to be glass and metal, and glowing openings appear on her limbs that emit a light that burns.
  1679. Rank 1 – When raging Calluna gains a fly speed equal to five times her base land speed. This flight is not quiet or easy to hide, as flames emerge from her feet to propel her through the air. Her unarmed attacks also deal an extra +3 points of electricity damage per rank in Rage she has. She can see perfectly in the dark, and can also see invisible creatures.
  1680. Rank 2 – If Calluna drinks the blood of any living creature she can spend 2XP to make a Willpower check to gain one of its abilities. Calluna always gains something with this ability, but a low roll might not net her anything very useful. Calluna can use traits and abilities gained from this ability normally, and can hide any physical trait gained at will.
  1681. Rank 3 – When using Rage Calluna can make two ranged attacks per round for free. Light is emitted from her limbs and burns what it touches. These ranged attacks deal 3d6 damage plus Callunas Willpower modifier. If both attacks hit the same target they ignore all non-magical damage reduction.
  1682. Costs 3XP per rank
  1683.  
  1684. Totem (Renewer): Calluna seeks to emulate a half-remembered story from her youth, that of the builder who smashes apart his designs to better understand them, then remakes them. Calluna wears a token representing her totem, but the chances of anyone recognising it are remote.
  1685. When raging she increases in size and appears heavily muscled, her skin appearing like marble.
  1686. Rank 1 – When raging Calluna doubles her damage bonus from Rage when attacking objects. She also applies it to strength checks to break objects.
  1687. Rank 2 – When making anything, mundane or magical, Calluna is much faster, reducing the time taken to one-tenth normal.
  1688. Rank 3 – Once per thread, when raging, Calluna can can use a normal action to build any building structure that does not exceeds 30ft in any one dimension (i.e. a bridge, a house, fortifications etc. Specifically not personal scale items). In a frenzy of manic creativity she simply builds what she needs out of whatever is handy. However she is ultimately unsatisfied with her work, seeing it as flawed, and will attempt to destroy it once she leaves the rage, if possible.
  1689. Costs 3XP per rank
  1690.  
  1691. Bard Powers
  1692. If Calluna becomes a Bard she can make selections from the following powers:
  1693.  
  1694. Music from Beyond
  1695. For an additional surcharge of 2 Arcane Energy, Calluna can attempt to drive any enemy affected by an offensive bardic ability insane. This functions as the spell Insanity, and the DC to resist this effect is (11 + Calluna's Willpower mod), and the disorientation still inflicts a -2 to all rolls regardless of whether they succeed or not. This ability also augments the bardic ability it's applied to, negating any magical defence against it below Rank 4 spells.
  1696. Costs 3 XP.
  1697.  
  1698. Song of the Piper
  1699. For 3 Arcane Energy, Calluna can take control of any being which fails a sanity check she caused or which takes place within (Willpower mod multiplied by her Fellowship mod) yards of her. This is a domination effect and can only be blocked by rank 5 spells or the equivalent (or better). Affected targets can be directed, but not perfectly controlled, and directing them to do something against their character or blatantly self-harmful may allow them a save to resist, ending both this effect and their insanity. Calluna cannot control more people than twice her Willpower modifier at once, and those affected remember nothing that occurred while under this power's effects, though they might experience partial recall if confronted with evidence.
  1700. Costs 5 XP.
  1701.  
  1702. Rogue Powers
  1703. As Calluna is a Rogue she can make selections from the following powers:
  1704.  
  1705. Extraplanar Strike
  1706. Calluna can put just enough of herself into another dimension to get past an enemies defences. Her Sneak Attacks ignore armour-based damage reduction.
  1707. Requires: Sneak Attack 1
  1708. Costs 3XP
  1709.  
  1710. Translocating Strike
  1711. When Calluna makes a critical hit, she can drag her target briefly through an extraplanar space, leaving them elsewhere. Calluna can teleport a target she hits with a critical hit to anywhere within 30ft of her.
  1712. Requires: Deadly Strike
  1713. Costs 6XP
  1714.  
  1715. You're One of Me
  1716. When using I'm One of You, Calluna can make one of the group she is infiltrating believe they are Calluna. In the initial round of combat one of the group attacks their allies, before snapping out of it.
  1717. Requires: I'm One of You
  1718. Costs 5XP
  1719.  
  1720. Feed on Luck
  1721. Any time a 20 is rolled by Calluna or any ally near her then Calluna regains 5 arcane energy, up to her normal maximum.
  1722. Requires: Incredible Luck
  1723. Costs 3XP
  1724.  
  1725. This Is How It Should Work
  1726. Calluna can make a wand, staff or scroll use a different spell other than the one it normally does. The new spell must be of the same rank or lower, and Calluna must spend 2 arcane energy to do so. The new spell functions normally, but has visual effects reminiscent of the original spell.
  1727. Requires: So That’s How It Works
  1728. Costs 3XP
  1729.  
  1730. You Are Cover
  1731. Calluna can warp an area effect to target not her, but an enemy of hers. When using Take Cover Calluna can count an enemy as cover if they are within 30ft of her. If Calluna uses an enemy as cover then she takes no damage from an area attack and the enemy takes damage instead.
  1732. Requires: Take Cover
  1733. Costs 3XP
  1734.  
  1735. Indirect Stealing
  1736. When using Theft Calluna can steal any object she can physically lift and can steal from up to 5ft away per point of willpower score she has. She can also steal from extradimensional spaces such as Bags of Holding, Rope Tricks etc without penalty.
  1737. The rogue can steal a single item that can fit in one hand, using a Deception check. This requires her to be within arms reach of the target.
  1738. Requires: Theft
  1739. Costs 3XP
  1740.  
  1741. Callunas Highway
  1742. Calluna ignores physical barriers when moving. Every round she uses this costs Calluna 1 arcane energy. Calluna can move through, walls, floors, solid rock etc but is stopped by masgica barriers (such as walls of force).
  1743. Requires: Thieves Highway
  1744. Costs 5XP
  1745.  
  1746. You Aren't Here
  1747. For a few seconds the existence of one of Callunas foes is in doubt. Calluna makes a Deception check against her foes. If successful then one of them thinks they don't exist and doesn't act in the next round. In addition the rest of her foes believe that Calluna simply made their ally stop existing – and will act accordingly. They might run in fear, treat Calluna as the biggest threat around etc. After 1 round the target may act again, and their allies realise that they exist again.
  1748. Costs 5XP
  1749.  
  1750. Sorcerer Powers
  1751. As Calluna is a Sorcerer she can make selections from the following powers:
  1752.  
  1753. Blood Reserve
  1754. Calluna gains additional arcane energy equal to that gained from Arcane Reserve. These addition points of arcane energy can only be regained by drinking blood, it does not recover normally.
  1755. Requires: Arcane Reserve 1
  1756. Costs 10XP
  1757.  
  1758. Callunas Might
  1759. When using magic, Callunas finds it easier to use Overcome Anything. Calluna lowers the minimum d20 result which she can activate Overcome Anything on from 15, to 15 less her Rank in Sorcerers Might. This applies only when using magical abilities.
  1760. Requires: Sorcerers Might 1
  1761. Costs 6XP
  1762.  
  1763. Beyond Peril
  1764. When using Utter Chaos Calluna can spend 10 arcane energy rather than 5 to make it 5 times as powerful as normal.
  1765. If she does so then she triggers a Peril of the Arcane roll automatically, this takes effect after the spell has been resolved.
  1766. Three Perils rolls are made and Calluna (in-character) gets to choose which takes effect.
  1767. Requires: Utter Chaos
  1768. Costs 3XP
  1769.  
  1770. Wizard Powers
  1771. As Calluna is a Wizard she can make selections from the following powers:
  1772.  
  1773. No Schools But One
  1774. Calluna sees the schools of magic differently to others. She can learn additional schools of magic at no extra cost, and has no limit on the number of schools she can learn.
  1775. Requires: Two Schools of specialisation at 3 or higher
  1776. Costs 2XP
  1777.  
  1778. Conjuration Powers
  1779.  
  1780. Far Summons
  1781. With a little extra effort Calluna can call things from far away, that are more familiar to her.
  1782. This applies to any Conjuration spell that she can cast that summons creatures (or anything else capable of acting).
  1783. By spending 2 extra Arcane Energy when she casts the spell, all of the creatures summoned gain the following:
  1784. Two extra eyes, granting a +2 bonus to all sight-based perception checks.
  1785. Two extra limbs: Extra arms allow them to make slam attacks or hold more weapons, extra legs increase their speed, tentacles can be used to grapple etc. Calluna can control which limbs they have, but not their exact abilities
  1786. Unnatural Physique: Critical hits and sneak attacks have a 25% chance of dealing no additional damage
  1787. One extra movement mode of Callunas choice: swim, climb, burrow, fly or space-stepping (ignore barriers less than six-inches thick when moving). Those with a swim speed can breath underwater.
  1788. One of the following drawbacks: Ravenous (stop to feed upon fallen foes); Blood-Drinker (must drink blood to use any magical powers, or benefit from magical healing); Horrifying (all who see them gain penalties, including allies, but not the creatures, or Calluna); Abomination (take extra damage from divine and primordial magic); Insane (tend to misinterpret orders given); Aggressive (will attack anything that attacks them, regardless of orders). Calluna picks the drawback when she summons the creature, though she doesn't really get why 'Horrifying' is on the drawback list.
  1789. Conjurer Adept Spell (and similar) multiply these bonuses as normal. The more Calluna masters her summoning spells, the stranger her summons look. At Adept Spell the summons no longer possess a drawback
  1790. Requires: Conjurer Specialisation 2
  1791. Costs 3XP
  1792. This applies to any Conjuration spell that she can cast that summons creatures (or anything else capable of acting).
  1793.  
  1794. Far Traveller
  1795. With a little extra effort Calluna can bypass most obstacles to teleportation.
  1796. By spending 4 extra Arcane energy when using a teleportation effect, Calluna ignores any spell or power that prevents (or redirects) teleportation, with the exception of Rank 5 spells, divine powers and similar.
  1797. Note this only applies to effects that block the spell from working; efforts to disrupt the spell, or distract Calluna from casting, work as normal.
  1798. Requires: Conjurer Specialisation 3
  1799. Costs 4XP
  1800.  
  1801. Living Regalia
  1802. Calluna can use Wearing the Flesh on more than one target. The maximum number of creatures Calluna can target is equal to one-half her rank in Conjurer Specialisation (rounded down). Exactly why Calluna can unify with only five creatures even as a Master Conjurer is a mystery.
  1803. The resulting entity looks like a mix of all of its parts.
  1804. She must target each one of them with separate uses of Wearing the Flesh. This has the following effects:
  1805. The bonuses to ability scores, hit points, arcane energy and damage reduction stack.
  1806. As per Wearing the flesh only the highest skill and feat ranks are used.
  1807. Calluna can use only one natural attack per limb she has, plus one per head she has.
  1808. Calluna can grow one additional head per 2 creatures she has fused with, and two additional limbs per creature she has fused with. This choice is made when Wearing the Flesh is used and cannot be changed for the duration.
  1809. Calluna can cast an additional spell each round with no penalty, per extra head she has.
  1810. Calluna can hold up to one weapon per arm/similar limb and use them without penalty. She can chose from amongst the weapons held by the targets of Wearing the Flesh.
  1811. Her size is equal to the largest target of Wearing the Flesh.
  1812. Requires: Conjurer Specialisation 5
  1813. Costs 12XP
  1814.  
  1815. Wearing The Flesh
  1816. Calluna can merge with one of her summons, gaining its abilities. This is a normal action that costs 6 Arcane Energy.
  1817. Calluna and the target fuse into one creature with a mixture of both features. Calluna is in control of the conjoined entity and can act normally, the summoned creature cannot act, Calluna gains the following:
  1818. A bonus to all ability scores equal to one-half of the creatures ability score of the same type.
  1819. Bonus hit points equal to one-half of those of the target creature.
  1820. Bonus arcane energy equal to one-half of those of the target creature.
  1821. Bonus damage reduction equal to one-half of those of the target creature.
  1822. Calluna can use her own ranks in skills or the creatures ranks in skills, whichever are better.
  1823. Calluna can use her own ranks in feats or the creatures ranks in feats, whichever are better.
  1824. Calluna gains all of the creatures attacks (bite, claw etc) and can apply these to any of her limbs as she chooses.
  1825. Calluna can use any of the creatures innate magical powers, and has full access to any spells it can cast.
  1826. Calluna can use her own equipment or that of the summoned creature, it changes to fit the composite form. Once this choice is made it is fixed for the duration of this power.
  1827. Callunas size is equal to her natural size, or that of the target, whichever is greater.
  1828. This lasts until the end of the combat, or until the summoned creature is dismissed. This counts as a summoning spell itself for abilities that modify duration.
  1829. Ordinary creatures find the experience unpleasant but not painful. Far Summons don't seem bothered.
  1830. Calluna can only target a single creature at once with this power.
  1831. Requires: Conjurer Specialisation 4
  1832. Costs 8XP
  1833.  
  1834. Demon Powers
  1835. Many demon powers are restricted to a particular type or types of part-demon.
  1836. Tieflings specifically can select qualify for any demonic power, though they face restrictions upon certain ability-boosting powers.
  1837.  
  1838. Demonic Form
  1839. The demonblooded gains permanent physical changes
  1840.  
  1841. Claws: long claws on the hands. They deal 1d4+ str mod damage in melee and add a +2 bonus to checks made to climb. Cost 1XP
  1842.  
  1843. Tail: a 5ft long tail; this adds a +2 bonus to Agility checks dealing with balancing and can be used to hold items, is too weak to effectively wield a weapon however. Cost 1XP
  1844.  
  1845. Subtle Changes: All Demonic Form abilities can be hidden or revealed at will. Cost 3XP
  1846. Restriction: Succubi-demonblooded only
  1847.  
  1848. Wings: has wings and can fly at twice the normal land speed of a human. These wings are typically bat-like in appearance. Cost 3XP
  1849.  
  1850. Shapechanging 1: can alter her appearance to that of another humanoid of roughly the same size (no more than 25% change in size). If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1851. Shapechanging 2: can alter her appearance to that of any living creature, but may not more than double her mass, does not gain the natural abilities of the shape she wears, but does gain the movement types (fly, swim or climb speeds for example). If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1852. Shapechanging 3: can alter her appearance to that of any other living or undead creature, but not supernatural and extraplanar ones, to a maximum size of an ogre (10ft tall or long). Gains the natural abilities of the shape she is wearing. If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1853. Shapechanging 4: can alter her appearance to that of any other living or undead creature, including supernatural and extraplanar ones, to a maximum size of a giant (40ft tall or long). Does not gain the spell-like powers of the shape she is wearing, but does gain the natural ones. If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1854. Shapechanging 5: can alter her appearance to that of any other living or undead creature, including supernatural and extraplanar ones, no size limit. Does not gain the spell-like powers of the shape she is wearing, but does gain the natural ones. If she is trying to pretend to be a specific person, a Fellowship roll is required.
  1855. Restriction: Succubi-demonblooded only
  1856. Costs 3XP/rank
  1857.  
  1858. Physical Powers
  1859. Demonic Might
  1860. Rank 1 - +4 bonus to Strength
  1861. Rank 2 - +8 bonus to Strength
  1862. Rank 3 - +12 bonus to Strength
  1863. Rank 4 - +16 bonus to Strength
  1864. Rank 5 - +20 bonus to Strength
  1865. Costs 6XP/rank
  1866.  
  1867. Demonic Regeneration
  1868. Rank 1 - Heals 1 hit point per 6 hours.
  1869. Rank 2 - Heals 1 hit point per hour.
  1870. Rank 3 - Heals 1 hit point per 10 minutes.
  1871. Rank 4 - Heals 1 hit point per minute.
  1872. Rank 5 – Heals 1 hit point per round.
  1873. Costs 6XP/rank
  1874.  
  1875. Demonic Speed
  1876. Rank 1 - +4 bonus to Agility, land speed is double that of a normal human
  1877. Rank 2 - +8 bonus to Agility
  1878. Rank 3 - +12 bonus to Agility, land speed is triple that of a normal human
  1879. Rank 4 - +16 bonus to Agility
  1880. Rank 5 - +20 bonus to Agility, land speed is four times that of a normal human
  1881. Costs 6XP/rank
  1882.  
  1883. Demonic Toughness
  1884. Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
  1885. Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
  1886. Rank 3 - +12 bonus to Constitution, +60 HP, has DR 3
  1887. Rank 4 - +16 bonus to Constitution, +80 HP, has DR 4
  1888. Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
  1889. Costs 6XP/rank
  1890.  
  1891. Mental Powers
  1892. Demonic Brilliance
  1893. Rank 1 - +2 bonus to Intelligence, gains 10% more XP than normal
  1894. Rank 2 - +4 bonus to Intelligence, gains 20% more XP than normal
  1895. Rank 3 - +6 bonus to Intelligence, gains 30% more XP than normal
  1896. Rank 4 - +8 bonus to Intelligence, gains 40% more XP than normal
  1897. Rank 5 - +10 bonus to Intelligence, gains 50% more XP than normal
  1898. Costs 6XP/rank
  1899.  
  1900. Demonic Charm
  1901. Rank 1 - +2 bonus to Fellowship, +1 to all Fellowship rolls made to charm people.
  1902. Rank 2 - +4 bonus to Fellowship, +2 to all Fellowship rolls made to charm people.
  1903. Rank 3 - +6 bonus to Fellowship, +3 to all Fellowship rolls made to charm people.
  1904. Rank 4 - +8 bonus to Fellowship, +4 to all Fellowship rolls made to charm people.
  1905. Rank 5 - +10 bonus to Fellowship, +5 to all Fellowship rolls made to charm people.
  1906. Costs 6XP/rank
  1907.  
  1908. Demonic Magic
  1909. Rank 1 - +2 bonus to Willpower, all Arcane spells cost 1 XP less than normal to learn (minimum of 1). Whenever the character casts a spell there is a minor demonic side effect: a puff of brimstone or the flame spray appears to be hellfire, for example.
  1910. Rank 2 - +4 bonus to Willpower, all Arcane spells cost 1 XP less than normal to learn (minimum of 1), and cost 1 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a minor demonic side effect: a puff of brimstone or the flame spray appears to be hellfire, for example.
  1911. Rank 3 - +6 bonus to Willpower, all Arcane spells cost 2 XP less than normal to learn (minimum of 1), and cost 1 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a clear demonic side effect: an imp manifests near the caster briefly and whispers in his ear before disappearing or a crown of green fire appears on their head, for example.
  1912. Rank 4 - +8 bonus to Willpower, all Arcane spells cost 2 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is a clear demonic side effect: an imp manifests near the caster briefly and whispers in his ear before disappearing or a crown of green fire appears on their head, for example.
  1913. Rank 5 - +10 bonus to Willpower, all Arcane spells cost 3 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is an obvious and powerful demonic side effect: the ground underneath the caster is blighted and twisted with demonic energies or those around him are assailed with strong negative feelings (wrath, gluttony, treachery, lust etc), for example.
  1914. Costs 6XP/rank
  1915.  
  1916. Demon (Dathki)
  1917.  
  1918. Innate Magic Powers
  1919. Dathki Succubi can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
  1920.  
  1921. Affirmation of Life, Alter Self, Cause Fear, Calm Emotions, Charm Person, Detect Thoughts, Discern Lies, Domination, Dream, Feeblemind, Geas, Hold Person, Insanity, Mind Blank, Modify Memory, Probe Thoughts, Remove Fear, Resist Energy, Sleep, Telepathic Bond, Tongues, True Seeing, Undetectable Alignment, Wisdom
  1922.  
  1923. As well as the following innate magical powers
  1924. Conceal Thoughts (Rank 1): Give false results on mind-reading spells and powers.
  1925. Ectoplasmic Body (Rank 1): Surround yourself in a full-body covering of translucent energy that boosts physical abilities. Additional XP can be spend to upgrade this spell.
  1926. Ectoplasmic Servant (Rank 1): Create animal or humanoid mass of translucent energy that can serve you, has limited combat abilities. Additional XP can be spend to upgrade this spell.
  1927. Ectoplasmic Warrior (Rank 2): Create animal or humanoid mass of translucent energy that can fight for you. Additional XP can be spend to upgrade this spell.
  1928. Ectoplasmic Cocoon (Rank 2): Trap target in a mass of translucent energy.
  1929. Energy Absorption (Rank 4): Immune to one type of energy damage: fire, cold or electricity. Gain arcane energy from attacks that deal that damage type.
  1930. Energy Annihilation (Rank 5): Spell of fire, cold or electricity that deals very high damage affects those in a large area centred on the caster, the caster also takes a third of the damage.
  1931. Energy Bolt (Rank 2): Spell of fire, cold or electricity damage that affects those in a line
  1932. Energy Burst (Rank 2): Spell of fire, cold or electricity damage that affects those in a circular area
  1933. Energy Ray (Rank 1): Single target attack spell of fire, cold or electricity damage.
  1934. Energy Recovery (Rank 5): Immune to one type of energy damage: fire, cold or electricity. Gain hit points from attacks that deal that damage type.
  1935. Energy Wall (Rank 2): Spell of fire, cold or electricity damage that affects those who pass through it.
  1936. Hammering Force (Rank 1): Single target battered by telekinetic force, taking damage and moving in a direction you chose
  1937. Inflict Pain (Rank 1): Target feels pain and has difficulty taking actions
  1938. Minor Creation (E, Rank 3): Can create small non-magical items, more arcane energy can be spent to make these permanent.
  1939. Creation (E, Rank 4): Can create large non-magical items, XP can be spent to make these permanent.
  1940. Major Creation (E, Rank 5): Can create very large non-magical items and low-rank magic items, XP can be spent to make these permanent.
  1941. Planar Creation (Rank 5 but costs double XP): Can create small sub-planar spaces, XP can be spent to make these permanent.
  1942. Psychic Blast (Rank 1): Purely mental attacking spell that bypasses non-magical damage reduction
  1943. Psychic Invisibility (Rank 1): Those nearby don't notice you, mind-affecting.
  1944. Psychic Shield (Rank 1): Grants DR 2
  1945. Psychic Surgery (E, Rank 5): Alter targets personality to be what you want it to be.
  1946. Reflection (R, Rank 3): Reflect a single spell back at caster, can be used in response to an attack, as long as you are aware of it.
  1947. Reverse Sense Link (Rank 1): The target sees, hears, tastes etc what the you experience.
  1948. Sense Link (Rank 1): You see, hear, taste etc what the target experiences.
  1949. Telekinesis (Rank 2): Move objects with a weight of up to Will x10 pounds, plus 25 pounds per extra point of arcane energy spent
  1950.  
  1951. Lucinda
  1952.  
  1953. The following spell upgrades are available to Lucinda. By spending XP to buy upgrades for a spell she knows, she can do more with the spell.
  1954.  
  1955. Ectoplasmic Servant (Rank 1): Create animal or humanoid mass of translucent energy that can serve you, has limited combat abilities. Additional XP can be spend to upgrade this spell.
  1956.  
  1957. Ordinary Servant
  1958. A regular Ectoplasmic Servant has average human physical capabilities (physical stats of 10) and poor mental stats (6), they are capable of speech.
  1959. They are capable of ordinary tasks that do not require specialised skills and follow orders literally.
  1960. They are fragile (4hp).
  1961. They appear unnatural (translucent and all of a single colour with spongy flesh).
  1962. They can be human-shaped or shaped like animals but must be between 3ft and 6ft tall/long.
  1963. They last for 10 minutes
  1964.  
  1965. Professional
  1966. Lucinda's Ectoplasmic Servants are more skilled than normal.
  1967. By spending an extra 2 arcane energy when she summons an ectoplasmic servant Lucinda summons a Professional in place of a regular Ectoplasmic Servant.
  1968. Professionals have 2 non-combat skills at rank 3, or are as skilled as a typical member of a single profession (scribe, baker, healer etc), they also have 10 in all mental abilities.
  1969. Costs 3XP
  1970.  
  1971. Manual Labourer
  1972. Lucinda's Ectoplasmic Servants are capable of heavy physical labour.
  1973. By spending an extra 2 arcane energy when she summons an ectoplasmic servant Lucinda summons a Manual Labourer in place of a regular Ectoplasmic Servant.
  1974. Manual Labourers have Strength 20, Constitution 18 and 10 hit points, and are capable of working tirelessly as semi-skilled labour.
  1975. They are considered to be as skilled as apprentices when it comes to building or making anything.
  1976. They can shape their hands into simple tools to facilitate their work.
  1977. Costs 3XP
  1978.  
  1979. Full Staff
  1980. Lucinda can summon large numbers of servants.
  1981. At rank 1 when using Ectoplasmic Servant she can summon 1 extra servant per 2 extra arcane energy spent. She can enhance servants using other abilities, but must pay the full cost per servant.
  1982. At rank 2 when using Ectoplasmic Servant she can summon 1 extra servant per 1 extra arcane energy spent. She can enhance servants using other abilities, paying the full cost for the first upgraded servant, and then half the cost per additional upgraded servant past the first.
  1983. At rank 3 when using Ectoplasmic Servant she can summon 2 extra servants per 1 extra arcane energy spent. She can enhance servants using other abilities, paying the full cost for the first upgraded servant, and then half the cost per additional 2 upgraded servants past the first.
  1984. Costs 6XP/rank
  1985.  
  1986. Head Servant
  1987. Lucinda can summon an expert overseer for her other servants.
  1988. By spending an extra 5 arcane energy when she summons an ectoplasmic servant Lucinda summons a Head Servant in place of a regular Ectoplasmic Servant.
  1989. Head Servants have 3 non-combat skills at rank 5, or are as skilled as a master of a single profession (scribe, baker, healer etc), they also have 16 in all mental abilities.
  1990. Crucially Head Servants are capable of independent and creative thought, and the other servants obey their commands.
  1991. Head Servants can manage and lead other servants in projects requiring large numbers of them, and can work on projects without supervision.
  1992. Head Servants are loyal to their creator, following the spirit of orders and can take independent action that they believe their creators would want them to.
  1993. Requires: Either Professional or Manual Labourer
  1994. Costs 9XP
  1995.  
  1996. Lasting Servants
  1997. Lucinda's Ectoplasmic Servants last longer than normal.
  1998. When summoning a Servant, Lucinda can extend the duration to 1 hour per additional point of arcane energy spent, to a maximum of 12 hours.
  1999. Costs 3XP
  2000.  
  2001. Kittrane
  2002. As a Balor Soulborn, Kittrane has access to the following powers.
  2003.  
  2004. Balor Form
  2005. Kittrane grows to almost 10ft tall and atop her head is a crown of horns. She grows a pair of red bat-like wings and a long lizard-like tail. Scales cover her body. Assuming this form is a normal action that costs 4 arcane energy, it lasts for the encounter.
  2006. Whilst in Balor Form Kittrane enjoys the following bonuses:
  2007. +4 Strength
  2008. +2 Constitution
  2009. +10 hit points
  2010. DR 2 (can be bypassed by holy damage)
  2011. All weapon damage increases by 1 step
  2012. Can fly at twice her land speed.
  2013. Costs 6XP
  2014. Kittrane can buy certain abilities at one third (round down, minimum of 1) of the normal XP cost if she restricts them to only being usable in her Balor form.
  2015. This list of abilities Kittrane can buy in this manner is: Demonic Might, Demonic Speed, Demonic Toughness, Demonic Regeneration, Rage, Toughness, Cleave, as well as increases to Strength , Constitution and hit points.
  2016.  
  2017. Displacer Beast Powers
  2018. These powers cost arcane energy, but Nevyn can use divine energy or hit points if she is out of arcane energy.
  2019.  
  2020. Physical
  2021.  
  2022. Beast Form: Nevyn can transform into a displacer beast. In this form she gets a +4 bonus to strength, agility and constitution, as well as 20 extra hit points. She appears as an ordinary displacer beast. This costs 4 arcane energy and lasts until ended.
  2023. Nevyn gains 4 claw attacks, a bite attack and two tentacle-whip attacks.
  2024. Bite 1d8; claw 1d6; tentacle whip 1d6
  2025. Costs 6XP
  2026.  
  2027. Feral Form; Nevyn can transform into a were-like displacer beast form. In this form she gets a +2 bonus to strength, agility and constitution, as well as 10 extra hit points. She appears as a humanoid displacer beast and is still capable of using weapons and other tools. This costs 4 arcane energy and lasts until ended.
  2028. Nevyn gains 4 claw attacks, a bite attack and two tentacle-whip attacks.
  2029. Bite 1d6; claw 1d4; tentacle whip 1d4
  2030. Costs 6XP
  2031.  
  2032. Pounce
  2033. Nevyn is more in-tune with her own instincts. Nevyn gains a +5 to hit and damage when she charges; Nevyn can use all of her attacks at the end of a charge; Nevyns speed is doubled whilst charging; Nevyn can jump across obstacles as part of a charge. This costs 1 arcane energy.
  2034. Costs 6XP
  2035.  
  2036. Purpose (Empress)
  2037.  
  2038. Command Lesser Kin
  2039. Nevyn can control Displacer-Beasts. This acts like a Charm Person spell that can only affect Displacer-Beasts. Nevyn gains a +10 bonus to the Willpower roll to affect them.
  2040. Costs 5XP
  2041.  
  2042. Cannot Be Swayed
  2043. Nevyn is very resistant to many mind-affecting effects. Nevyn gets a +10 bonus to Willpower rolls to resist all charm and illusion affects that are attempting to prevent her from accomplishing her current task.
  2044. For the purposes of this power Nevyn can only have a single task, and she gains this bonus only against powers and effects that are trying to directly prevent her from succeeding.
  2045. For example, trying to charm Nevyn into giving up means she gets the bonus from this power, as would an illusion that conceals her objective.
  2046. An illusion that hides a pit trap does not grant Nevyn the bonus from this power, nor would a suggestion spell that forces Nevyn to tell a foe her plans.
  2047. Nevyns task can be immediate or long term, but she cannot define her task to be 'resist all illusion or charm spells/powers', her task is usually based upon what she is doing at the time.
  2048. Costs 5XP
  2049.  
  2050. Hunter
  2051. Nevyn gains a +10 to all tracking rolls.
  2052. Costs 5XP
  2053.  
  2054. Raise the Beast
  2055. Nevyn can transform her displacer-beasts into humanoid forms. This does not effect their physical stats but their speed is halved.
  2056. Whilst in humanoid form their intelligence is raised to 11 and they are capable of using weapons and speaking.
  2057. Only willing targets can be affected by this power.
  2058. Using this power costs 2 Arcane Energy per beast transformed and lasts for 1 hour; by increasing the cost to 20 Arcane Energy the duration is changed to indefinite – the transformation lasts until Nevyn cancels it.
  2059. Costs 10XP
  2060.  
  2061. Space (Empress)
  2062.  
  2063. Nevyn can learn the following Innate Spell-like abilities. They function as the spell, unless specified otherwise.
  2064. Dimension Door, Plane Shift, Teleport
  2065.  
  2066. Call the Beast
  2067. Nevyn can summon her displacer-beasts pack to her side over any distance – as long as she is on the same plane.
  2068. Only willing targets can be affected by this power.
  2069. Using this power costs 3 Arcane Energy per beast summoned and Nevyn cannot send them back.
  2070. Costs 7XP
  2071.  
  2072. Compress Space
  2073. Nevyn can shift space around herself to cover more ground. For every 1 arcane energy Nevyn spends upon this power she increases her speed by 100% for the encounter.
  2074. Costs 3XP
  2075.  
  2076. Spacial Chaos
  2077. Nevyn can tear up space around her. In an area 100ft across, centred on the point Nevyn is when she uses this power, movement becomes incredibly difficult. All within the area suffer a -5 penalty to all d20 rolls and are reduced to one-quarter speed. Teleporting into or out of this area results in an automatic mishap (off target, only partially teleported etc).
  2078. Visually the whole area looks like a jigsaw that has been put together wrong, though those in the area don't take any damage from this power.
  2079. Nevyn (and Calluna) are immune to all negative effects of this power and can act normally in the area, can teleport without mishap etc.
  2080. This costs 25 arcane energy and lasts for the encounter. It can be dispelled but attempts to do so take a -5 penalty to do so.
  2081. Costs 12XP
  2082.  
  2083. Teleporting Strike
  2084. Nevyn can teleport away after attacking. Nevyn makes attacks as normal, then as a rapid action teleports up to 30ft away. This costs 4 arcane energy.
  2085. Costs 4XP
  2086. Special: If she has Dimension Door or Teleport, Nevyn can use them instead of teleporting up to 30ft, she must pay an extra 4 arcane energy to use them as Rapid actions
  2087.  
  2088. Time (Empress)
  2089.  
  2090. Temporal Acceleration
  2091. Nevyn can speed up time.
  2092. At Temporal Acceleration 1 Nevyn can take 2 rounds of actions in every round (cast 2 spells, 2 sets of attacks, move twice etc). This costs 20 arcane energy and lasts for the encounter.
  2093. Costs 12XP per rank
  2094.  
  2095. Temporal Cessation
  2096. Nevyn can stop time
  2097. At Temporal Cessation 1 Nevyn can freeze a single target in time for just long enough to hit them. Nevyns next attack automatically hits. This costs 4 arcane energy.
  2098. Costs 8XP per rank
  2099.  
  2100. Temporal Reversal
  2101. Nevyn can reverse time.
  2102. At Temporal Reversal 1 Nevyn can use this power to cause a single attack to miss her, this costs 6 arcane energy. Nevyn does not have to be aware of an attack to use this power, she just has to be able to survive the damage it can deal.
  2103. This has no affect on area attacks, or those Nevyn cannot avoid.
  2104. Costs 10XP per rank
  2105.  
  2106. Transformation
  2107.  
  2108. Nevyn can learn the following Innate Spell-like abilities. They function as the spell, unless specified otherwise. All come with physical changes when she casts them.
  2109. (self-only) Barkskin, Enlarge, Fly, Reduce, Speed, Water Breathing
  2110.  
  2111. Tentacles
  2112. Every rank in this power increases the number of tentacles Nevyn has by 2.
  2113. Maximum ranks allowed is equal to her constitution modifier.
  2114. Tentacles costs 3XP/Rank.
  2115.  
  2116. Tentacles Additional Powers
  2117.  
  2118. Extended Limbs
  2119. Nevyns tentacles increase in length by 3ft. Nevyn may select this increase multiple times, but not more times than she has ranks in tentacles.
  2120. This costs 2XP
  2121.  
  2122. Entangle
  2123. Anyone hit in melee by Nevyns tentacles is automatically grabbed by the tentacle, though not restrained. The attack deals damage and grabs them, though they might escape, or if stronger than Nevyn, pull her towards them.
  2124. This costs 3XP
  2125.  
  2126. Grab and Throw
  2127. Nevyn may choose to throw any foe she pulls adjacent to her with Grab and Pull, moving them up to 3ft per point of strength modifier she has in a direction of her choosing, from her location.
  2128. Requires: Entangle, Grab and Pull
  2129.  
  2130. Grab and Pull
  2131. Nevyn can pull any humanoid-sized creature grabbed by her tentacles adjacent to Nevyn as a free action. This only applies to those she is stronger than, and may not work against very heavy or secured targets.
  2132. Requires: Entangle
  2133.  
  2134. Area Grab
  2135. Nevyn lashes out with all of her tentacles, grabbing nearby foes. Make an unarmed melee attack with Nevyns tentacle and apply the results to all foes within range of her tentacles, she grabs every foe she hits, within range.
  2136. Requires: Entangle
  2137. This costs 3XP
  2138.  
  2139. Area Lash
  2140. Nevyn lashes out with all of her tentacles. Nevyn makes a melee attack with her tentacle and applies the results to all foes within range of her tentacles, Nevyn gains a +1 to hit and damage per tentacle over 2 she has.
  2141. This costs 3XP
  2142.  
  2143. Transformative Might: Nevyn is far stronger than normal
  2144. Rank 1 - +4 bonus to Strength
  2145. Rank 2 - +8 bonus to Strength
  2146. Rank 3 - +12 bonus to Strength
  2147. Physical Change: Each level makes Nevyn look more muscular.
  2148. Each rank costs 6XP
  2149.  
  2150. Transformative Regeneration: Nevyn heals faster than normal
  2151. Rank 1 - Heals 1 hit point per 6 hours.
  2152. Rank 2 - Heals 1 hit point per hour.
  2153. Rank 3 - Heals 1 hit point per 10 minutes.
  2154. Physical Change: none.
  2155. Each rank costs 6XP
  2156.  
  2157. Transformative Speed: Nevyn is far faster and more agile than normal
  2158. Rank 1 - +4 bonus to Agility, land speed is double that of a normal human
  2159. Rank 2 - +8 bonus to Agility
  2160. Rank 3 - +12 bonus to Agility, land speed is triple that of a normal human
  2161. Physical Change: Each level makes Nevyn look thinner and lithe.
  2162. Each rank costs 6XP
  2163.  
  2164. Transformative Toughness: Nevyn is far tougher than normal
  2165. Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
  2166. Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
  2167. Rank 3 - +12 bonus to Constitution, +60 HP, has DR 3
  2168. Physical Change: Each level makes Nevyn look healthier – glowing with life.
  2169. Each rank costs 6XP
  2170.  
  2171. Spongy Flesh Body
  2172. Nevyns body is composed of non-differentiated multipurpose cells that collectively handle all of her biological processes.
  2173. The lack of vital organs, joints or other weak points means Nevyn has an additional 20 hit points, and has a +10 bonus to all rolls to escape grapples or restraints.
  2174. There is still a limit to have flexible Nevyns body is – she cannot fit through a keyhole for example.
  2175. Costs 5XP
  2176.  
  2177. Liquid Flesh Body
  2178. Nevyns body can flow like water in response to a physical attack.
  2179. By spending 4 arcane energy when she is struck by a physical attack, Nevyn takes no damage, though she can still be moved by the attack.
  2180. Requires: Spongy Flesh Body
  2181. Costs 8XP
  2182.  
  2183. Engulf
  2184. Nevyn can flow over a grappled foe, suffocating them in her flesh.
  2185. When Nevyn is grappling a foe she can spend 4 arcane energy to engulf them. The engulfed target begins to suffocate, and is unable to speak and must spend additional energy to use spells with verbal components.
  2186. An engulfed target can attempt to escape, but Nevyn enjoys a +10 bonus to the roll to keep them restrained.
  2187. Nevyn cannot engulf a target that is 150% of her size or larger.
  2188. Normally whilst Engulfing a target Nevyn is unable to perform other actions, as with a normal grapple; however if they are 25% of her size or less then she can engulf a single target and then act normally.
  2189. Targets that escape after being engulfed are normally disturbed by the experience, and may not be able to take actions other than fleeing from Nevyn, for some time afterwards.
  2190. Requires: Liquid Flesh Body, Spongy Flesh Body
  2191. Costs 5XP
  2192.  
  2193.  
  2194. Draconic Powers
  2195.  
  2196. Costs 5XP/Rank
  2197. Bonus powers listed under a power cost 10 XP
  2198.  
  2199. Breath Weapon: You can use a breath weapon that has a varying effect based upon the type of dragon you are descended from.
  2200. (Blue) You breathe a bolt of lightning. This deals 6d8+ your constitution modifier damage; 20ft line.
  2201. (Black) You can breathe a gout of black acid. This deals 3d8+ your constitution modifier damage plus 1d8 damage/round for 5 rounds; 10ft Cone.
  2202. Costs 2 Arcane Energy,
  2203. By spending extra Arcane Energy you can increase the range and damage.
  2204. Every 1 Arcane Energy spent upon range increases the range by 20ft (line) or 10ft (cone).
  2205. Every 1 Arcane Energy spent upon damage increases the damage by 1d8.
  2206.  
  2207. Dragon Magic: You learn the magic of dragons.
  2208. Rank 1 - Arcane spells cost 1 less arcane energy for you to use, to a minimum cost of 1.
  2209. Rank 2 - Arcane spells cost 2 less arcane energy for you to use, to a minimum cost of 1.
  2210. Rank 3 - Arcane spells cost 3 less arcane energy for you to use, to a minimum cost of 1.
  2211. Rank 4 - Arcane spells cost 4 less arcane energy for you to use, to a minimum cost of 1.
  2212.  
  2213. Natural Dragon Powers
  2214. You apply double the cost reduction from Dragon Magic to any Dragon power that requires Arcane Energy
  2215. Requires: Dragon Magic 1
  2216.  
  2217. Draconic Magic Items: Magic items you create can have draconic powers built into them.
  2218. Requires Dragon Magic 2, one or more of Enchant Sorcerous Item, Forge Magic Arms and Armour, or Craft Other Magic Items.
  2219.  
  2220. Elemental (Gem) powers
  2221.  
  2222. Arcane Lens
  2223. Safire can use her arcane energy to blast at her foes with raw destructive power.
  2224. Safire can fire a blast of multi-coloured energy that is resolved as a ranged attack with a maximum range and damage set by her rank in this power. It affects only a single target and is not of a specific energy damage type.
  2225. Rank 1 – Safire’s energy blast deals 1d6 damage per 1 arcane energy used and has a maximum range of 60ft. Safire can spend up to 2 arcane energy per blast.
  2226. Rank 2 – Safire’s energy blast deals 1d6 damage per 1 arcane energy used and has a maximum range of 120ft. Safire can spend up to 4 arcane energy per blast.
  2227. Rank 3 – Safire’s energy blast deals 2d6 damage per 1 arcane energy used and has a maximum range of 240ft. Safire can spend up to 6 arcane energy per blast.
  2228. Rank 4 – Safire’s energy blast deals 2d6 damage per 1 arcane energy used and has a maximum range of 500ft. Safire can spend up to 8 arcane energy per blast.
  2229. Rank 5 – Safire’s energy blast deals 3d6 damage per 1 arcane energy used and has a maximum range of 1,000ft. Safire can spend up to 10 arcane energy per blast.
  2230. Taking this power means gems made from her would have the same power - increasing her value to unscrupulous mages.
  2231. The maximum number of ranks she can have is equal to 2+ her willpower modifier.
  2232. Costs 6XP/rank
  2233.  
  2234. Arcane Recovery
  2235. Safire can absorb arcane energy much faster than normal.
  2236. [PURCHASED] Rank 1 – Safire recovers 1 point of arcane energy per hour
  2237. Rank 2 – Safire recovers 1 point of arcane energy per 30 minutes
  2238. Rank 3 – Safire recovers 1 point of arcane energy per 10 minutes
  2239. Rank 4 – Safire recovers 1 point of arcane energy per minute
  2240. Rank 5 – Safire recovers 1 point of arcane energy per round
  2241. Every rank over 5 increases the number of arcane energy Safire recovers per round by 1.
  2242. Taking this power means gems made from her would have a similar power - increasing her value to unscrupulous mages.
  2243. The maximum number of ranks she can have is equal to her willpower score.
  2244. Costs 4XP/rank
  2245.  
  2246. Arcane Reservoir
  2247. Safire can store far more arcane energy than normal.
  2248. When Safire is at one-half of her arcane energy or more a faint glow can be seen within her translucent body.
  2249. When her arcane energy reserve is full, she shines brightly, shedding light in a 60ft radius, unless completely concealed.
  2250. Every rank in this power allows Safire to store an extra 10 arcane energy.
  2251. Every rank also increases the ability of power-storing gems made from her – increasing her value to unscrupulous mages.
  2252. The maximum number of ranks she can have is equal to her constitution score.
  2253. [PURCHASED] Rank 1
  2254. Costs 4XP/rank
  2255.  
  2256. Gift of Arcane Power
  2257. Safire can transfer arcane energy to another person by touching them.
  2258. Safire can transfer as much arcane energy as she wants, up to the persons normal maximum.
  2259. Requires Arcane Reservoir 1
  2260. Costs 6XP
  2261.  
  2262. Elemental (Ice) powers
  2263.  
  2264. Crack the Shell
  2265. Anlanesa can recover from even the most serious injuries.
  2266. When Anlanesa would otherwise be killed, she instead makes a constitution check (DC 10), success means that her icy form explodes, and from within emerges a smaller Anlanesa, approximately one-half of the size of the original.
  2267. Anlanesa slowly grows over the course of a day to her original size. This power can be used multiple times in a day, each additional time it is used the DC of the Constitution check rises by 2, and the emerging Anlanesa is smaller.
  2268. Requires Elemental Healing 3, Ice Giant 1
  2269. Costs 12XP
  2270.  
  2271. Elemental Healing
  2272. Anlanesa heals quicker in cold environments (below freezing)
  2273. Rank 1 – Anlanesa heals 1 hit point per hour
  2274. Rank 2 – Anlanesa heals 1 hit point per minute
  2275. Rank 3 – Anlanesa heals 1 hit point per round
  2276. Costs 4XP/rank
  2277.  
  2278. Ice Giant
  2279. Anlanesa can use a large volume of water or ice to increase her size.
  2280. Rank 1 – Anlanesa increases to 10ft in height and gains the following: +8 to Strength and Constitution; -2 Agility; damage reduction increases by 3; 25 bonus hit points; unarmed damage increases from 1d6 to 1d10. Costs 2 Arcane Energy
  2281. Rank 2 – Anlanesa increases to 20ft in height and gains the following: +16 to Strength and Constitution; -4 Agility; damage reduction increases by 6; 50 bonus hit points; unarmed damage increases from 1d6 to 2d8. Her unarmed attacks can target up to 2 human-sized creatures at once. Costs 4 Arcane Energy
  2282. Rank 3 – Anlanesa increases to 50ft in height and gains the following: +24 to Strength and Constitution; -6 Agility; damage reduction increases by 9; 100 bonus hit points; unarmed damage increases from 1d6 to 4d6. Her unarmed attacks can target up to 5 human-sized creatures at once, or two ogre-sized creatures. Costs 6 Arcane Energy
  2283. Rank 4 – Anlanesa increases to 100ft in height and gains the following: +40 to Strength and Constitution; -10 Agility (to a minimum of 1); damage reduction increases by 15; 200 bonus hit points; unarmed damage increases from 1d6 to 8d8. Her unarmed attacks can target up to 10 human-sized creatures at once, 5 ogre-sized creatures or 2 giant-sized creatures. Costs 8 Arcane Energy
  2284. Rank 5 – Anlanesa increases to 200ft in height and gains the following: +64 to Strength and Constitution; -14 Agility (to a minimum of 1); damage reduction increases by 24; 500 bonus hit points; unarmed damage increases from 1d6 to 16d10. Her unarmed attacks can target up to 20 human-sized creatures at once, 10 ogre-sized creatures or 5 giant-sized creatures.
  2285. Anlanesa might be restricted to using a lower rank in this ability if there is not enough water or ice to absorb. Costs 10 Arcane Energy
  2286. Costs 6XP/rank up to rank 3, ranks 4 and 5 cost 10XP each
  2287.  
  2288. Minotaur Powers
  2289.  
  2290. Wrath of Minos
  2291. Minotaurs are ferocious berserkers
  2292. 1 - Strength increases by 4 when Raging; Increases DR gained when Raging by 2; Ignore up to 2 points of DR with your attacks when raging.
  2293. 2 - Strength increases by 8 when Raging; Increases DR gained when Raging by 4; Ignore up to 4 points of DR with your attacks when raging.
  2294. 3 - Strength increases by 12 when Raging; Increases DR gained when Raging by 6; Ignore up to 6 points of DR with your attacks when raging; Decreases HP cost from Rage by 1
  2295. 4 - Strength increases by 16 when Raging; Increases DR gained when Raging by 8; Ignore up to 8 points of DR with your attacks when raging; Decreases HP cost from Rage by 2
  2296. 5 - Strength increases by 20 when Raging; Increases DR gained when Raging by 10; Ignore up to (Strength Modifier) points of DR with your attacks when raging, to a maximum of 20; Decreases HP cost from Rage by 3
  2297. Requires Barbarian, cannot be increased above your rank in Rage
  2298. Costs 5 XP/rank.
  2299.  
  2300. Pride of Minos
  2301. Minotaurs are proud and stubborn creatures, unwilling to submit
  2302. 1 - Increases HP by 10; +2 to rolls to save against fear or pain and rolls to resist being moved against your will; Increases Natural DR by 1.
  2303. 2 - Increases HP by 20; +4 to rolls to save against fear or pain and rolls to resist being moved against your will; Increases Natural DR by 2.
  2304. 3 - Increases HP by 30; +6 to rolls to save against fear or pain and rolls to resist being moved against your will; Increases Natural DR by 3.
  2305. 4 - Increases HP by 40; +8 to rolls to save against fear or pain and rolls to resist being moved against your will; Increases Natural DR by 4.
  2306. 5 - Increases HP by 50; +10 to rolls to save against fear or pain and rolls to resist being moved against your will; Increases Natural DR by 5.
  2307. Costs 4 XP/rank.
  2308.  
  2309. Labyrinth Dweller
  2310. Your minotaur heritage gives you a preternatural ability to navigate mazes and find their secrets, as well as a highly evolved sense of direction and memory.
  2311. You gain a +10 bonus to rolls to successfully navigate mazes or labyrinths (includes mapping and other navigation-related functions); a +10 bonus to finding secret passages, doors or switches (note: this bonus may decrease when searching surroundings other than manmade structures); a +5 bonus to to rolls related to cartography and navigation when outside of a maze; and a +5 bonus to rolls related to memory (e.g. memorization, recalling obscure details you didn't pay much notice to at the time, etc).
  2312. Costs 3 XP.
  2313.  
  2314. Nightmare Powers
  2315.  
  2316. Ashen Veil
  2317. There strode a being of deepest shadow, wreathed in flame and ash, that struck fear into the hearts of all who bore witness.
  2318.  
  2319. At Rank 1 you can surround yourself in an aura of sulphurous ash and cinders. This aura extends to 5ft around you in human form, centaur and equine forms double this range. The ash that comprises this aura is searing hot and burns whatever it touches, inflicting 1d3 fire damage each round to all in it's range and setting flammable objects alight. At this level, the ash is merely severely irritating, inflicting a -3 to Perception, Attack and Athletics rolls and hindering the use of verbal components for several minutes on a failed Constitution check (DC 12 + The Nightmare's Constitution Modifier). This can be removed with healing, magical or otherwise. The ash which comprises this cloud is very dense, prone to flares of light from spontaneous fires within and doesn't form a perfect sphere around you; this makes it virtually impossible to discern your true location within the cloud, granting full concealment (50% miss chance) against ranged attacks (unless adjacent, of course) and partial concealment (20% miss chance) from melee attacks with reach weapons unless they forfeit their reach defence bonus.
  2320. This power costs 3 Arcane Energy to activate and lasts for the encounter.
  2321. This is a rapid action.
  2322.  
  2323. At Rank 2 the range of this aura increases to 10ft in human form, with centaur and equine forms doubling that. The damage inflicted increases to 1d6 Fire/round and fires started by this effect now rage more intensely than is natural, consuming objects in roughly two-thirds of the time a regular fire would. The damage the ash inflicts increases in severity, causing a -6 to the aforementioned rolls and all but prohibiting the use of verbal components due to coughing and intense pain for several hours. The Constitution check rises to DC (14 + The Nightmare's Constitution Modifier). Healing effects below 2nd level have limited effect, only reducing the remaining time. The benefits of concealment are unaffected.
  2324. The cost to use this power rises to 6 Arcane Energy.
  2325.  
  2326. At Rank 3 the Veil now extends to 15ft when in human shape; centaur and equine forms continue to double it. Damage increases to 1d8 Fire/round, with the intensity of the flame increasing proportionally, now spreading roughly 3x as fast as mundane fire in it's furious, consuming blaze. The penalties of the ash increase to -9 and last for a day, and the Constitution check rises to DC (16 + The Nightmare's Constitution Modifier). A healing effect now has to be of 3rd level or higher to have the desired curative property, and the ash becomes so thick in the lungs of it's victims that they must spend several rounds coughing up blood and ash before being in any condition to function; this causes further damage from tearing the lungs and internal bleeding (1d4 each round spent coughing up ash and blood as well as three rounds after that, ignores DR), so having the priest remain nearby is preferably. Distressingly, the ash no longer settles for merely being an extreme irritant, and every round in the cloud after failing the Constitution save inflicts 1 point of Constitution damage. While a priest of moderate skill can treat most problems from exposure to the veil, the Constitution damage will require a powerful priest to correct. This power can reduce Constitution to 0, but unlike other such effects, this does not cause immediate death. Rather, the target begins to asphyxiate and go blind as the ash destroys their eyes and lungs. Healing at this point requires a Regeneration effect and quite possibly surgery or a spell to remove foreign contaminants. The cost to use this power rises to 9 Arcane Energy.
  2327. Costs 8 XP/rank.
  2328.  
  2329. Brand of Sin
  2330. Hide thyself, o sinful soul, in the presence of this beast borne from hell, lest it's gaze fall upon you.
  2331. At Rank 1 you can brand a single target in your line of sight with your symbol; the appearance of this symbol is based off of the demeanour and history of the Nightmare which uses it, but usually very abstract. One very knowledgeable in infernal lore could learn a bit about the Nightmare's demeanour by close study of their mark. Those you attempt to brand make a Willpower save at DC (12 + The Nightmare's Willpower Modifier), succeeding at this save renders them immune to further attempts to apply this ability for 24 hours. Those afflicted bear a glowing mark in a visible location and subtract the Nightmare's Willpower modifier from all of their attributes as long as you're within 100ft of them. This reduction cannot lower attributes below 1 at any level of this power. You gain a +10 to any Perception roll related to your victim, +5 to all Athletics rolls related to your hunt and a +3 to attack and damage against marked targets. You can discern the general direction and distance of those you've branded by focusing for a few seconds. This brand can be removed, but doing so requires very powerful magic. You can dispel your own brand at any time for 3 Arcane Energy, doing so is a free action. The number of brands you have simultaneously cannot exceed your rank in this power. This power costs 2 Arcane Energy to use.
  2332.  
  2333. At Rank 2 the DC to resist your mark increases to (16 + The Nightmare's Willpower Modifier), successful saves impart immunity for 1 hour. The mark is now far more difficult to hide, burning brightly even through cloth or steel. The range of the attribute penalty increases to 1 mile. Your bonuses against marked targets increase to +15 (Perception), +8 (Athletics) and +6 (Attack and Damage). In addition, you now receive a +2 to Defences against the attacks of the branded. Your ability to track your quarry improves, allowing you to get an impression of their physical state, enter their dreams whenever they fall asleep within 250 miles of you and being able to discern distance and direction with far more precision. Entering their dreams at such a distance requires the expenditure of 2 Arcane Energy. This power's main cost increases to 4 Arcane Energy.
  2334.  
  2335. At Rank 3 the DC to resist your mark increases once more to (20 + The Nightmare's Willpower Modifier), successful saves impart immunity for 1 minute. The mark is nearly impossible to hide, shining even through magical illusions (including those generated by items). A Master Illusionist may still be able to hide it. The range of the attribute penalty increases to 100 miles and it's effect increases to twice the Nightmare's Willpower modifier. Your bonuses against the branded increase to +20 (Perception), +11 (Athletics), +9 (attack and damage) and +5 (Defences). In addition, you gain 6 DR against sources of damage originating from your targets and +3 to save against all effects created by the marked, including magical items that they manufacture or wield. Your ability to hunt your quarry is beyond compare, allowing you to observe them and their surroundings regardless of distance (though this carries the same surcharge as entering their dreams at long range), enter their dreams whenever they sleep, and piercing all but the most powerful magic that attempts to hide them from you or prevent your access to their dreams. This power's cost increases to 6 Arcane Energy.
  2336. Costs 6 XP/rank.
  2337.  
  2338. Unwavering Pursuit
  2339. For all who draw the gaze of the Nightmare have naught left for them but the flames of perdition.
  2340. A Nightmare with this power can teleport to one they've marked with Brand of Sin as a swift action. This teleportation cannot exceed more than 100 miles in distance between the user and the target and must end within 100ft of at least one branded, but not within line of sight of any of them. Right behind them counts. This power costs 3 Arcane Energy. Once Brand of Sin reaches the second rank, this powers maximum range limitation is removed, though it must still end within 100ft of the target. When Brand of Sin is at it's third rank, you may pay an additional surcharge of 12 Arcane Energy to use this power to cross planes of existence in pursuit of your prey.
  2341. Requires Brand of Sin. Costs 5 XP.
  2342.  
  2343. Titan Powers
  2344.  
  2345. Titanic Might: The character is far stronger than normal
  2346. Rank 1 - +4 bonus to Strength
  2347. Rank 2 - +8 bonus to Strength
  2348. Rank 3 - +12 bonus to Strength
  2349. Rank 4 - +16 bonus to Strength
  2350. Rank 5 - +20 bonus to Strength
  2351. Physical Change: Each level makes the recipient look more muscular.
  2352. Each rank costs 6XP
  2353.  
  2354. Titanic Regeneration: The character heals faster than normal
  2355. Rank 1 - Heals 1 hit point per 6 hours.
  2356. Rank 2 - Heals 1 hit point per hour.
  2357. Rank 3 - Heals 1 hit point per 10 minutes.
  2358. Physical Change: none.
  2359. Each rank costs 6XP
  2360.  
  2361. Titanic Speed: The character is far faster and more agile than normal
  2362. Rank 1 - +4 bonus to Agility, land speed is double that of a normal human
  2363. Rank 2 - +8 bonus to Agility
  2364. Rank 3 - +12 bonus to Agility, land speed is triple that of a normal human
  2365. Physical Change: Each level makes the recipient look thinner and lithe.
  2366. Each rank costs 6XP
  2367.  
  2368. Titanic Toughness: The character is far tougher than normal
  2369. Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
  2370. Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
  2371. Rank 3 - +12 bonus to Constitution, +60 HP, has DR 3
  2372. Rank 4 - +16 bonus to Constitution, +80 HP, has DR 4
  2373. Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
  2374. Physical Change: Each level makes the recipient look healthier – glowing with life.
  2375. Each rank costs 6XP
  2376.  
  2377. Titanic Brilliance: The character is far smarter than normal
  2378. Rank 1 - +2 bonus to Intelligence, gains 20% more Training Points than normal
  2379. Rank 2 - +4 bonus to Intelligence, gains 40% more Training Points than normal
  2380. Rank 3 - +6 bonus to Intelligence, gains 60% more Training Points than normal
  2381. Mental Change: Each level makes the recipient more logical and calmer.
  2382. Each rank costs 6XP
  2383.  
  2384. Titanic Charm: The character is a natural leader, and optionally, may become more physically attractive than normal.
  2385. Rank 1 - +2 bonus to Fellowship, +1 to all Fellowship rolls made for giving commands or intimidation.
  2386. Rank 2 - +4 bonus to Fellowship, +2 to all Fellowship rolls made for giving commands or intimidation.
  2387. Rank 3 - +6 bonus to Fellowship, +3 to all Fellowship rolls made for giving commands or intimidation.
  2388. Mental Change: Each level makes the recipient more empathetic and kind.
  2389. Each rank costs 6XP
  2390.  
  2391. Titans Magic: The characters mystical powers are particularly strong.
  2392. Rank 1 - You add +2 Willpower, and gain 10 extra Arcane Energy, you reduce the XP cost of learning new spells by 1.
  2393. Rank 2 - You add +4 Willpower, and gain 20 extra Arcane Energy, you reduce the XP cost of learning new spells by 2.
  2394. Rank 3 - You add +6 Willpower, and gain 30 extra Arcane Energy, you reduce the XP cost of learning new spells by 3.
  2395. Each rank costs 6XP
  2396.  
  2397. Titanic Form
  2398. Syphoebeus can temporarily increase her size and physical power.
  2399. Rank 1 – Syphoebeus increases to 12ft in height and gains the following: +8 to Strength and Constitution; -2 Agility; damage reduction increases by 2; 20 bonus hit points; damage of any held weapon increases by 2 steps. Costs 3 Arcane Energy
  2400. Rank 2 – Syphoebeus increases to 25ft in height and gains the following: +16 to Strength and Constitution; -4 Agility; damage reduction increases by 4; 40 bonus hit points; damage of any held weapon increases by 4 steps. Her melee attacks can target up to 2 human-sized creatures at once. Costs 6 Arcane Energy
  2401. Rank 3 – Syphoebeus increases to 50ft in height and gains the following: +24 to Strength and Constitution; -6 Agility; damage reduction increases by 6; 80 bonus hit points; damage of any held weapon increases by 6 steps. Her melee attacks can target up to 5 human-sized creatures at once, or two ogre-sized creatures. Costs 9 Arcane Energy
  2402. Costs 8XP/rank
  2403. Special: Weapon damage steps are as follows: 1d6 -> 1d8 -> 1d10 -> 2d6 and then repeats
  2404. Synergy: Syphoebeus can purchase Titanic Might, Titanic Regeneration and Titanic Toughness for 2XP/rank instead of 6XP/rank once she has Titanic Form at Rank 1 or higher, subject to the following limitations:
  2405. Syphoebeus only gains the discount when buying the ranks in Titanic Might, Titanic Regeneration or Titanic Toughness up to a maximum Rank of her Titanic Form Rank+2.
  2406. She can use a maximum rank of these powers equal to the rank of Titanic Form she is currently using +2.
  2407. For example: at Titanic Form 2 Syphoebeus can buy Titanic Might, Titanic Regeneration or Titanic Toughness at 2XP/rank, up to Rank 4; however she can only used the ranks purchased at a discount when using Titanic Form 2. She can use the purchased powers up to Rank 3 if using Titanic Form 1.
  2408.  
  2409. Titanic Form Peripherals
  2410.  
  2411. These modify Titanic Form, and cost 16XP unless specified otherwise.
  2412.  
  2413. True Titanic Form
  2414. Syphoebeus’ Titanic Form becomes her true form. She can assume her Titanic Form at any rank without paying any arcane energy cost.
  2415. Her *natural shape* is her using Titanic Form at the highest rank she has it.
  2416. Requires: Titanic Form 1
  2417.  
  2418. Storm Elemental Powers
  2419.  
  2420. Costs 6XP/rank
  2421. Bonus powers listed under a power cost 8 XP
  2422.  
  2423. Lightning Mastery: You can have your melee attacks deal electricity damage, fire ranged lightning bolts, or even create a small lightning storm as an area attack.
  2424. Rank 1 – Damage (electricity) bonus to melee attacks, resistance to electricity damage, fire single-target lightning bolt. Storm attack is only a few feet across (catch 2-3 foes). All costs divine energy, except lightning resistance which is constant.
  2425. Rank 2 – Damage bonus increases, electricity resistance increases, can fire area (line) lightning bolt, Storm attack is 10ft across (catch up to 10 foes)
  2426. Rank 3 – Damage bonus increases a lot, electricity resistance increases, can fire very long area (line) lightning bolt, or multiple smaller ones (shorter range, half damage) as a single action, Storm attack is 30ft across (catch lots of foes)
  2427.  
  2428. Lightning Immunity: You are immune to electricity damage.
  2429.  
  2430. Massive Lightning Storm: Your Lightning Storm’s area doubles, may be selected multiple times.
  2431.  
  2432. Intense Lightning: Choose one of Lightning Bolt, Lightning Storm or Lightning Enhancement. The selected abilities damage doubles. This may be selected multiple times, choosing a new ability each time, it may not be added to a single ability more than once.
  2433.  
  2434. Storm Winds: You can command the winds of storms, sending enemies flying with a strong forceful gust, or creating a strong wind over a large area.
  2435. Rank 1 –You can knock down human-sized foes and send smaller ones flying. You can create a strong wind over a 20ft area that applies a large penalty to most ranged attacks.
  2436. Rank 2 –You can knock down ogre-sized foes and send smaller ones flying. You can create a strong wind over a 100ft area that applies a very large penalty to most ranged attacks.
  2437. Rank 3 –You can knock down giant-sized foes and send smaller ones flying. You can create a strong wind over a 500ft area that prevents most ranged attacks.
  2438.  
  2439. Sallazar
  2440.  
  2441. Teacher of the Ocean
  2442. You gain a bonus to Fellowship checks involving those you are trying to teach, or whom you see as your students.
  2443. Higher ranks directly improve fellowship, and Sallazars ability to teach – granting more training points per session.
  2444. Teacher of the Ocean 1: You add your rank in this power to all Fellowship rolls made to command, lead, persuade or negotiate that apply to your students.
  2445. Teacher of the Ocean 2: When making a Fellowship roll to command or lead, persuade or negotiate that applies to your students the highest of the first 4 rolls are used, not the highest of 3. The fourth dice counts for number of 20’s rolls but a 1 on the fourth dice is ignored. Critical successes override critical failures.
  2446. Teacher of the Ocean 3: You count as a master teacher for any class you have and you increase your Fellowship by 1, increases from this power can exceed normal human limits. You increase training points you grant by 1 per session.
  2447. Teacher of the Ocean 4: The increase to Fellowship from this power rises to 2, if you limit yourself to training just two students at once, they double the additional training points granted by this power.
  2448. Teacher of the Ocean 5: The increase to Fellowship from this power rises to 3, the extra Training Points per session rises to 2, you count as a master teacher for any arcane spellcasting class.
  2449. Teacher of the Ocean 6: The increase to Fellowship from this power rises to 4, you can double the extra Training Points from this power when teaching up to three students at once.
  2450. Teacher of the Ocean 7: The increase to Fellowship from this power rises to 5, the extra Training Points per session rises to 3, you count as a master teacher for any spellcasting class.
  2451. Teacher of the Ocean 8: The increase to Fellowship from this power rises to 6, you can double the extra Training Points from this power when teaching up to four students at once.
  2452. Teacher of the Ocean 9: The increase to Fellowship from this power rises to 7, the extra Training Points per session rises to 4, you count as a master teacher for any class.
  2453. Teacher of the Ocean 10: The increase to Fellowship from this power rises to 10, you can double the extra Training Points from this power when teaching up to five students at once.
  2454. Every rank in this power costs 6XP
  2455.  
  2456. Training Facilities
  2457.  
  2458. You can pay gold to acquire (or hire) places, objects and people that will help you train the members of the club faster, or otherwise allow them to perform in dungeons better.
  2459.  
  2460. All costs are in gold pieces unless specified otherwise
  2461.  
  2462. Buildings
  2463.  
  2464. Additional Building
  2465. You pay another club to use their room for a training session.
  2466. This allows you to train an additional 5 girls at once.
  2467. Cost: 2gp per session
  2468. This can be paid multiple times, to train large groups at once.
  2469.  
  2470. Training Equipment
  2471.  
  2472. Weights
  2473. You buy a professional set of weights for the adventurers club
  2474. Weights increase Training Point gain by 100% when used, but these extra training points can only be used to increase Strength, Constitution or Hit Points.
  2475. You have enough weights for 2 girls to use them at a time, per set of Weights you buy.
  2476. Cost: 100gp
  2477.  
  2478. Combat Wheels
  2479. This complex array of poles has wooden bars sticking out of them at different heights. When spun they create an unpredictable maze of hazards for the adventurer in training to dodge through and avoid.
  2480. Combat Wheels increase Training Point gain by 100% when used, but these extra training points can only be used to increase Agility or purchase the Dodge feat
  2481. You have enough for 2 girls to use them at a time, per set you buy.
  2482. Cost: 75gp
  2483.  
  2484. Moving Training Dummies
  2485. Essentially human-sized puppets controlled by a series of levers, these dummies are much more fun that the ones that don’t move.
  2486. Moving Training Dummies increase Training Point gain by 100% when used, but these extra training points can only be used to buy Melee Combat or any melee weapon skill or feat.
  2487. You have enough for 2 girls to use them at a time, per set you buy.
  2488. Cost: 150gp
  2489.  
  2490. Apprentices Circle
  2491. A ritual circle designed to help novice arcane spellcasters focus their energies.
  2492. An Apprentices Training Circle increase Training Point gain by 100% when used, but these extra training points can only be used to increase Arcane Energy, and Rank 1 spellcasting or Rank 1 spells.
  2493. You have enough for 1 girl to use at a time, per circle you buy.
  2494. Cost: 250gp – this is material costs and assumes you’ll be creating it yourself, otherwise the cost would be 1,000gp+
  2495. Divine and Primordial versions of this exist, but you cannot craft them yourself.
  2496.  
  2497. Adepts Circle
  2498. A ritual circle designed to help adept arcane spellcasters focus their energies.
  2499. An Adepts Training Circle increase Training Point gain by 200% when used, but these extra training points can only be used to increase Arcane Energy, and Rank 1 or 2 spellcasting or Rank 1 or 2 spells.
  2500. You have enough for 1 girl to use at a time, per circle you buy.
  2501. Cost: 2,000gp – this is material costs and assumes you’ll be creating it yourself, otherwise the cost would be 10,000gp+
  2502. Divine and Primordial versions of this exist, but you cannot craft them yourself.
  2503.  
  2504. Adventuring Gear
  2505. Every piece of adventuring gear is not tracked individually; instead they are purchased in broad categories.
  2506. Your adventurer parties can only select from available club equipment, plus any you provide yourself.
  2507.  
  2508. Basic Dungeoneering Gear
  2509. Your club has basic dungeoneering gear for the girls to use.
  2510. Includes but is not limited to: ropes, spikes, hammer, 10ft pole, lamps, backpacks, caltrops
  2511. Cost: 100gp
  2512.  
  2513. One-handed Melee Weapons
  2514. Your club has a variety of one-handed melee weapons for the girls to use
  2515. Cost: 50gp
  2516.  
  2517. Two-handed Melee Weapons
  2518. Your club has a variety of two-handed melee weapons for the girls to use
  2519. Cost: 100gp
  2520.  
  2521. Ranged Weapons
  2522. Your club has a variety of ranged weapons and ammunition for the girls to use
  2523. Cost: 150gp
  2524.  
  2525. Light Armour
  2526. Your club has a variety of light armour for the girls to use
  2527. Cost: 500gp
  2528.  
  2529. Medium Armour
  2530. Your club has a variety of medium armour for the girls to use
  2531. Cost: 2,000gp
  2532.  
  2533. Heavy Armour
  2534. Your club has a variety of heavy armour for the girls to use
  2535. Cost: 5,000gp
  2536.  
  2537. Healing Potions
  2538. Your club has enough healing potions for 1 per girl per dungeon
  2539. Cost: 2,000gp
  2540. Can be purchased multiple times to allow multiple healing potions per trip
  2541. The cost can be reduced if you recruit the right trainers
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