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The Dark
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PostSubject: Ability Paths   Wed Nov 12, 2008 9:39 pm

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

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

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

Listed below are the current ability paths, which will be expanded in time.


TABLE OF CONTENTS
Assassin
Bard
Blast Mage
Bodyguard
Brawler
Dancer
Elemental Disciple
Fencer
Fighter
Healer
Golem Master
Gunslinger
Illusionist
Knight
Martial Artist
Necromancer
Ninja
Puppetmaster
Samurai
Savage
Shadow Mage
Spell Sword
Thief


Last edited by The Dark on Wed Nov 19, 2008 2:37 pm; edited 23 times in total
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:03 pm

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

Ability Path
1. Silence
2. Stealth (requires Silence to take)
3. Any weapon-based physical attack (requires all of the above to take)
4. Poison Attack (requires all of the above to take)
5. Death Attack (requires all of the above to take)

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

~@~


Last edited by The Dark on Fri Nov 14, 2008 5:11 pm; edited 2 times in total
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:17 pm

BARD
Description: The bard is a teller of tales, singer of songs, and jack of all trades. It is said that music possesses a magic all its own, and that is certainly true of these wandering rogues. In time, many bards become heroes in their own right, standing as a symbol of hope to the oppressed, and begin singing their own legendary deeds.

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

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:22 pm

BLAST MAGE
Description: The blast mage is a martial-minded arcanist who believes strongly in the raw chaos of magic, and uses his knowledge of this power to summon forth mighty displays of magical prowess. In addition to creating magical attacks, he learns to defend against them and, eventually, to alter the way they work altogether.

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

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

~@~


Last edited by The Dark on Thu Nov 13, 2008 1:23 pm; edited 1 time in total
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:23 pm

BRAWLER
Description: An urban tough with a penchant for getting into trouble, the brawler has seen many a bar-room brawl, and knows how to find his way in, around, and to the top of the heap. He may be unpolished, but say that to his face and you'll be getting yours fixed up before you know what hit you.

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

Completion Bonus
+4 on Attack rolls with Knockout Punch.

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:24 pm

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

Ability Path
1. Earth Attack
2. Water Attack (requires Earth Attack to take)
3. Wind Attack (requires Earth Attack and Water attack to take)
4. Fire Attack (requires all of the above to take)
5. Enhance Magic (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:25 pm

FENCER
Description: The fighter masters a weapon. The fencer masters an art. Highly skilled with her weapon of choice, the rapier, the fencer is not only an able combatant, but a charming presence outside battle as well. Grace and finesse in all things.

Ability Path
1. Rapier
2. Awareness (requires Rapier to take)
3. Strong Attack (requires Rapier and Awareness to take)
4. Enchanting Presence (requires all of the above to take)
5. Fencing (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:26 pm

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

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

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

~@~


Last edited by The Dark on Thu Nov 13, 2008 1:30 pm; edited 1 time in total
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:26 pm

HEALER
Description: The healer is the glue that holds her team together. Typically a kind soul, she is also a peace-maker, and prefers to never have to see others suffer in the first place, but prepares the neccessary abilities to keep the injured going just in case.

Ability Path
1. Heal Hit Points Alpha
2. Remove Poison (requires Heal Hit Points to take)
3. Remove Disease (requires Heal Hit Points and Remove Poison to take)
4. Seal Soul (requires Heal Hit Points, Remove Poison, and Remove Disease to take)
5. Resurrection (requires all of the above to take)

Completion Bonus
+4 on all bonuses granted or rolls required by magical healing abilities.

~@~


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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:27 pm

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

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

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:28 pm

ILLUSIONIST
Description: Forever questioning the thin line between fantasy and reality, the illusionist believes the two often overlap, and seeks to teach others this lesson by bringing figments of the unreal into the real world. Extremely skilled at conjuring things from realms best forgotten or barely remembered, the illusionist can make himself appear bigger than he really is.

Ability Path
1. Silence
2. Stealth (requires Silence to take)
3. Awareness (requires Silence and Stealth to take)
4. World of Illusion (requires all of the above to take)
5. Enhance Magic (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:31 pm

KNIGHT
Description: Bound to the code of chivalry, the knight is a noble soul who seeks to protect his lord and all those he deems to fall under the tenants of his code. He learns how to wield the lance, successfully fight in heavy armor, and ride a mount (represented by the Wind Walk ability) in preparation for the joust, that oldest and most noble of knightly traditions. Finally, when he is at last ready for knighthood, he learns how to protect himself and others with his will alone, as if by magic.

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

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:32 pm

MARTIAL ARTIST
Description: These aesthetic warriors train their minds and bodies as one, harnessing an inner power known as ki to accomplish nearly superhuman feats of agility and power. The martial artist's body is his greatest weapon, so he begins by learning how to use it effectively. He then learns how to perceive and intercept the attacks of his opponent. Finally, he puts these skills to use, mastering the same techniques he has learned with his body anew with a weapon of his choice, which becomes an extension of his limbs.

Ability Path
1. Fists of Fury
2. Awareness (requires Fists of Fury to take)
3. Strong Attack (requires Fists of Fury and Awareness to take)
4. Sixth Sense (requires all of the above to take)
5. Any weapon-based physical attack (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:33 pm

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

Ability Path
1. Seance
2. Animate Pawn (requires Séance to take)
3. Animate Skeleton (requires all of the above to take)
4. Animate Mummy (requires all of the above to take)
5. Animate Graveborn (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:34 pm

NINJA
Description: Hailing from a distant land, the ninja is a hired assassin and spy who unswervingly carries out the duty assigned to her by the lord of her clan. The ninja first learns to conceal herself from her enemies, then how to detect them with ease, and finally, the deadly art of assassination.

Ability Path
1. Silence
2. Stealth (requires Silence to take)
3. Awareness (requires Silence, Stealth, and Awarness to take)
4. Shuriken or Claws (character's choice) (requires all of the above to take)
5. Ninjitsu (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:35 pm

PUPPETMASTER
Description: The puppetmaster believes that the world around him is there for him to manipulate. Such individuals are evil at worst, and selfish at best, but they justify their actions by claiming that those with weak wills need to be controlled for their own good. Indeed, the puppetmaster is an expert at manipulating the minds of others, and this ability makes them exceedingly dangerous opponents.

Ability Path
1. Enchanting Presence
2. Enhance Magic (requires Enchanting Presence to take)
3. Suggestion (requires Enchanting Presence and Enhance Magic to take)
4. Telepathy (requires all of the above to take)
5. Mind Control (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:36 pm

SAMURAI
Description: A disciple of the code of bushido, the samurai has often been compared the knight. Indeed, both warriors follow a code of honor as a way of life, but while the knight focuses on the ideals of a gentleman, a path of the samurai is honor for the sake of honor, and it defies even death. A samurai must first master the daisho, his two swords, and then learn to harness his inner ki to make an already great attack nigh-unbeatable.

Ability Path
1. Katana
2. Short Sword (requires Katana to take)
3. Strong Attack (requires all of the above to take)
4. Kendo (requires all of the above to take)
5. Death Attack Immunity (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:37 pm

SAVAGE
Description: Born into a barbarian clan on the fringes of society, the savage learns at an early age how to be tough, and that toughness is what eventually makes him a great warrior. In time, he learns to channel his inner fury into a mighty rage that fells his enemies with ease. Others may consider him uncouth, but none can deny his prowess on the battlefield.

Ability Path
1. Any weapon-based physical attack.
2. Awareness (requires weapon above to take)
3. Tough as Nails (requires all of the above to take)
4. Strong Attack (requires all of the above to take)
5. Rage (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:38 pm

SHADOW MAGE
Description: Darkness. Its mysterious power holds a certain allure for all, but the shadow mage learns to exploit this power, harnessing it in a weapon that aids her in her adventures. Shadow mages first learn to conceal themselves, then how to manipulate the shadows around, and finally, become more empowered by the darkness itself.

Ability Path
1. Silence
2. Stealth (requires Silence to take)
3. Shadow Jump (requires Silence and Stealth to take)
4. Animate Shadow (requires all of the above to take)
5. Enhance Magic (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:39 pm

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

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

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

~@~
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PostSubject: Re: Ability Paths   Thu Nov 13, 2008 1:40 pm

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

Ability Path
1. Silence
2. Stealth (requires Silence to take)
3. Pick Pocket (requires Silence and Stealth to take)
4. Set Trap (requires Silence, Stealth, and Pick Pocket to take)
5. Disable Trap (requires all of the above to take)

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

~@~
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PostSubject: Re: Ability Paths   Fri Nov 14, 2008 4:04 pm

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

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

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

~@~
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PostSubject: Re: Ability Paths   Fri Nov 14, 2008 10:46 pm

DANCER
Description: Dancing is a thing of beauty, a source of exercise, and a mode of expression for us all, but to some, it is something more; a source of magic and empowerment and a way to keep in touch with ancient roots. The dancer collects not only dances, but the secrets found within them, becoming a formidable and beautiful adversary to behold.

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

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

~@~
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PostSubject: Re: Ability Paths   Wed Nov 19, 2008 2:36 pm

BODYGUARD
Description: Some make their living by taking the lives of others, and the bodyguard was invented as a response to this threat. Brave, tough individuals trained to put their lives on the line to protect the lives of others, bodyguards are often found in the company of important officials, and are well rewarded for their services.

Ability Path
1. Bodyguard
2. Tough As Nails
3. Reinforced Vest (as Reinforced Hat)
4. Enhance Armor
5. Expert Bodyguard

Completion Bonus
You never take damage from attacks to your ward. Attacks against you specifically take damage as normal.

~@~
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