Skills and Abilities

"He shall always be a warrior and hunter"

 

Weapons and Armor

Weapons
Duel Claymoors: +58 damage
Battle Spear: +45 damage.
Battle Lance: +85 damage, barbed, heavy lance.
Crossbow: +55 damage
Longbow: +45 damage
Flintlock: +60 damage
Firearms: flintlock pistols; +50 damage, semi-auto sig-sauer; +45
Whip: +15 damage, +1 LoD pain per success vs. WP.

Armour
Telekinetic Armour: AC 80
Buckler: AC 60, level 36 shield bash and smite, +2 AR stun.

Weapon Skills
Bladed and Melee Weapons
Duel Wield Melee
Polearms and Spears
Archery
Crossbow
Flintlock
Firearms

 

Combat Skills

Combat Skills
Medieval Martial, +1 HB mental and physical checks
Mounted Combat: +2 HB
Focused Combat: +1
Duel Wield: wield two Weapons in combat
Shield Bash: stuns and damages +15
Breaking Sword Blow: weakens strength of sword by power of blow.
Beheading Blow: +1 death blow
Combat Discipline: hard to shake during combat, +1 HB or +2 focus vs. all distractions or effects which might unnerve character during combat.
Drunken Fighting: Level+1, take no penalty while fighting drunk.
Enhanced Parry: +1 HB melee defense.
Fast-Draw Sword and Firearms: +1 init, +1 HB vs. surprise attacks
Knife Expertise and Throwing: +1 HB with knives,
Riposte: +1 damage per success blocking.
Saving Throw Bonus: +1.
War Strategy: +1 movement to an entire force.
War Tactics: +1 init to an entire force
Defensive Tactics: +1 init, +1 HB defense
Fortification
Leadership: +1 charsima
Quickload Flintlock: 2 shots per turn

 

Knight Skills

Shadow Knight of Acheron


Dodge: Dex check +1=dodge an attack that would hit like haste.
Evade: Dex check +1=evade missiled weapons.
Multi Shot: +2 attacks with bow.
Heart Feast: Take 10 rounds to prepare heart of recently slain foe and eat, heals 10 d6 HP, +2 drained levels, and restores 50% stamina.
Battle Command: Command gives all allies (self not included) in 25 foot radius +2 hit, damage, +2 HB for 2 turns.
Battle Roar: Foes in 40 feet radius must save vs. fear or be paralyzed with fear 1d6+1 AR.
Combat Derision (war): Enemies rush to attack the mocker, ignoring spells, missile weapons, or strategy to attack physically at -2 HB, -4 AC, and -2 on all checks. Lasts 1d6, +1 AR.
War Cry: +4 hit and damage for next three attacks.
Cyclone Attack: +2 AR present turn, a fierce all around attack when surrounded.
Berserk: Character goes berserk, no other specialty abilities allowed. Char gets +4 HB, +1 AR, +double damage, and +20 HP. Char cannot retreat. Char has 0 HB on defense. Ally who tries to deter char suffers attacks from berserker for 1 d6 AR. Berserk doesn't end until all present foes are slain. When it ends, bonuses cease and char takes -0 HB and saving throws for 10 AR.
Leaping Attack: Leap 2 d6 feet with running start, or 1 d6 feet from standing start. +1 hit and damage per success.
Bulwark: Willpower and Ability check negates fear and disease.
Charge: +3 hit and damage when charging, -2 HB defense penalty though. Normal penalties of charging unchanged.
Knight's Feat: Heals 10 d6 HP, +2 to all drained levels, and restores 50% stamina.
Smite: Bash foe with shield for Level=Damage, and stun +2 AR.
Zeal: Fill self with confident zeal, +3 HB, +3 d6 stamina, +4 d6 damage, cannot flee when in zeal.
Regroup: Party gets 2 turns to regroup if battle comes to a pause.
Elemental Resistance: 5% resistance per level vs. elemental attacks, 50% damage suffered if resistance fails.
Mastery: Use once a day per level. Roll any knight ability twice, taking best roll.
Mental Tower: +1 all mental rolls per success until end of encounter.
Poison Adeptness: Brew poisons and identify poisons. Created poison causes +2 damage per success. Takes 1 day to gather ingredients and brew. Max of one dose per level may be mixed at once.
Company Valor: Each party member gets +1 HB, +1-PCD, +1 per ace, and 10% MR, +10% per ace rolled, next turn, stamina cost is 6 to use.
Courage: Increases party members' courage by +1, +1 per ace.
Clamor of Disruption: Knight beats his shield with weapon and roars. Any magic cast by opposition is disrupted if Willpower roll defeats MA roll. Once a day per level.
Defense Bonus: +2 HB when unarmored and unencumbered.
Faithful Mount: Around 10th level, the knight has a chance to acquire a bonded mount. This mount is very loyal, and has combat attacks. It also gets resurrections.
Poison Resistance: +5% resistance to poisons per level.

 

Outdoor Skills

Survival of the Fitest


Hunting
Tracking
Tan Hides
Make Fires
Find and Make Shelter
Climbing
Rope Skills
Make Primitive Weapons
Direction Sense
Find Water
Set Traps and Snairs
Find Traps and Snairs

 

Common Skills

Blood Thralls, Servants, Residents, and Slaves


Swimming
Drive Car
Finance
Business
Management
Linguist: Gaelic, French, English, Romanian, Russian, Esurian, Mythemyn, Some Shaamah, Read and Write
Horseman: Breeding, training and care of horses
Equestrian
Lapidary
Apraisal and Trade: gems, art, antiques, arcane items, and weapons
Vinetier: wine merchant and maker
Bar Tending
Negotiation
Calligraphy and Penmanship
Forgery: documents
Artist: painting and scupture in various mediums
Court Etiquette:
Occult knowledge: very broad

 

Magic Skills

Blood Thralls, Servants, Residents, and Slaves


Arcane Cryptology: knowledge of magic runes, glyphs, hieroglyphs, and their meanings.
Arcane Mineralogy: knowledge of what minerals retain magic and which do not
Arcane Tactics, +1 on all spell check rolls
Elemental Channeling: of any element he commands through a called item or object
Arcane Channeling: of any arcane power he commands through a called item or object
Saving Throw Bonus, +1
Cryptanalysis: decipher runes, hieroglyphics, ancient seals etc.
Cryptology: study of runes, hieroglyphics, ancient seals, etc.
Innate Magic: character can learn limited magic at 50% XP cost, or +1 spell per level at 50% XP cost.
Magic Adjustment: +10% adjust a spell to get past defenses or attacks while casting by adjusting power to an alternate channel of energy
Magic Damper: +1, dampen levels of a magic by -1 damage or power per success.
Magic Enhancer: +1
Magic Modifier: +10%, modify power to counter magic adjustment and anti-factors
Magic Targeting: for use with missile and thrown spells, +1 HB.
Occultism: Vampire +1 Level in fields occult knowledge applies to
Power Investiture: character can create wards with any power they possess.
Quick Casting: +1 mvm spells
Research: +10 XP towards field of study when roll succeeds against research LoD
Reasoning Expertise: +1 Mental Checks.
Rites: temple of vampires, Arcador
Ritual Magic: creationism
Signature Spells: Take one per arcane path. Cast at +1 level, or +1 AR, or +1 HB, or foes get -1 save. 0-Stamina first cast once a day
Silent Casting: cast spells without speaking
Thaumaturgy: knowledge of magic applications and disciplines, +1 Ace to all magic rolls.
Undead Lore: aids in understanding the undead, wisdom vs. key level of undead creature to discover creature?s secrets.
Use Magic Items: use of enchanted scrolls, items, and objects, roll of an ace required to use.
Zepto-feat (MA-SA): achieve any feat instantaneously at 50% damage or power, stamina cost triples.
Dark Flame Element (MA-SA): channels, concentrates, and focuses power by mental command within a blue flame also called the dark flame. One of the most ancient of elements; it bypasses resistance and immunity. This flame of chaos costs double stamina to use and backlashes for full damage on a botch, and half damage on a failure. Power gained only if the eternal flame is touched by a master of the elements. The Eternal Flame can and will reject the unwise, unworthy, or inexperienced to damage them. +3 on all rolls, +1 HB.