FANDOM


Abilities are powers and enhancements organized for classes to individualize a creature. They come in various groups being defined as Arcane enhancements, combat maneuvers, combat styles, divine enhancements.

Arcane Enhancements Edit

Ritual Casting

  • Level 1: You may cast known spells by paying the ritual cost
  • Level 2: You may reduce the ritual cost by 25% per each additional caster that knows the spell in the ritual. Thus 5 casters that can cast the spell with one of them knowing how to cast it as a ritual can reduce the cost to nothing.
  • Level 3: You may increase the power of the spell by 25% per each additional caster that knows the spell in the ritual up to a maximum of 5 casters.

Combat Maneuvers Edit

Axe Training Edit

Usable with axes only.

  • Level 1: Cleave (1), Add one light damage die to your attack.
  • Level 2: Critical Strike (20), If you roll a 20 on any one damage die then you do 3 critical damage. Only one damage die may become a critical strike per attack.
  • Level 3: Precision (1), You gain one bonus attack die.

Hammer Training Edit

Usable with hammers.

  • Level 1: Bash (1), Add one light damage die to your attack.
  • Level 2: Knockback (1), any 1 damage die knock back attempt still does damage if it hits.
  • Level 3: Bash (2), Add one light damage die to your attack.

Pick Training Edit

Usable with picks.

  • Level 1: Critical Strike (20), If you roll a 20 on any one damage die then you do 1 critical damage. Only one critical damage may be done in this manner.
  • Level 2: Disarm (1), any one damage die disarm attempt still does damage if it hits.
  • Level 3: Critical Strike (19), If you roll a 19 or higher on any one damage die then you do 1 critical damage. Only one critical damage may be done in this manner.

'Bow Training' Edit

Usable with bows.

  • Level 1: You may reduce your range by half to reduce your action speed to d6.
  • Level 2: You gain an extra shot per attack action.
  • Level 3: You do not loose an attack die when in melee combat.

'Crossbow Training' Edit

Usable with crossbows.

  • Level 1: You may reload your crossbow in half the time. Light crossbow may be shot twice per round and heavy crossbow can be shot once per round.
  • Level 2: Precision (1), You gain one bonus attack die.
  • Level 3: Critical Strike (20), If you roll a 20 on any one damage die then you do 1 critical damage. Only one critical damage may be done in this manner.

'Flail Training' Edit

Usable with flails.

  • Level 1: Bash (1), Add one light damage die to your attack.
  • Level 2: Reach (10’), you may strike up to 10’ away.
  • Level 3: Trip (1), Any one damage die trip attempt still does damage on a hit.

'Heavy Sword Training' Edit

Usable with slashing swords.

  • Level 1: Deflect (1), You may remove one damage die per round.
  • Level 2: Precision (1), You gain one bonus attack die.
  • Level 3: Deflect (2), You may remove two damage die per round.

'Light Sword Training' Edit

Usable with piercing swords.

  • Level 1: Precision (1), You gain one bonus attack die.
  • Level 2: Critical Strike (20), If you roll a 20 on any one damage die then you do 1 critical
  • damage. Only one critical damage may be done in this manner.
  • Level 3: Precision (1), You gain one bonus attack die.

'Mace Training' Edit

Usable with mace.

  • Level 1: Bash (1), Add one light damage die to your attack.
  • Level 2: Daze (1), You may daze your opponent by using a damage dice to roll higher than their willpower.
  • Level 3: Bash (2), Add one light damage die to your attack.

'Polearm Training' Edit

Usable with polearms.

  • Level 1: Reach (10’), you may strike up to 10’ away with a polearm.
  • Level 2: First strike (1), you gain an attack when an opponent comes within weapon range.
  • Level 3: Off-hand attack, you gain an extra attack with the pole end of the weapon for 2 light damage.

'Quarter Staff Training' Edit

Usable with quarter staves.

  • Level 1: Deflect (1), You may remove one damage die per round.
  • Level 2: Off-hand attack, you gain an extra attack with the pole end of the weapon for 2 light damage.
  • Level 3: Deflect (2), You may remove one damage die per round.

Combat Styles Edit

Group Fighter Edit

  • Level 1: When multiple creatures are within melee range and you attack you may split your damage dice up between each opponent hit.
  • Level 2: You can engage 6 opponents within melee range of you.
  • Level 3: You have 3 opportunity actions per round.

Lethal Strike Edit

  • Level 1: When attacking an unengaged opponent a creature may turn one successful damage roll into a critical strike (4 light damage).
  • Level 2: When attacking an unengaged opponent a creature may turn two successful damage rolls into critical strikes (4 light damage).
  • Level 3: When attacking an unengaged opponent a creature may turn three successful damage rolls into critical strikes (4 light damage).

Focused Edit

Usable with ranged weapons.

  • Level 1: Precision (1), You gain one bonus attack die.
  • Level 2: Critical Strike (20), If you roll a 20 on any one damage die then you do 1 critical damage. Only one critical damage may be done in this manner.
  • Level 3: Precision (1), You gain one bonus attack die.

Solo Fighter Edit

Only usable when engaging only one opponent.

  • Level 1: You can give your allies Precision (1) to attack that opponent.
  • Level 2: When you opponent attacks an ally it reduces its attack die by one.
  • Level 3: Your opponent can only engage you.

One Handed Weapon Style Edit

  • Skilled: Deflection (1), You may remove one damage die per round.
  • Expert: Off Balance (1), Increase the speed factor of your opponent's weapon by one die.
  • Master: Defensive stance (1), You gain a +1 dodge bonus.
  • Grand master: Deflection (3) and Disarm.

Two Handed Weapon Style Edit

  • Skilled: Leverage (1), Reduce the speed factor of the weapon by one die.
  • Expert: Hard swing (1), Any weapon that is designed to be used two handed gains one light damage die.
  • Master: Knockdown, You may knock an opponent prone whenever two or more damage dice equal or beat the opponents agility attribute.
  • Grand master: Hard swing (2), Leverage (2).

Two Weapon Style Edit

  • Skilled:
  • Expert: Deflection (1), You may remove one damage die per round.
  • Master: Disarm (1), any one damage die disarm attempt still does damage if it hits.
  • Grand master:

Shield Style Edit

  • Skilled: You may add your shield bonus to your attribute against special maneuvers such as trip, disarm, and knock back.
  • Expert: Deflection (1), You may remove one damage die per round.
  • Master: When making an agility save you may add your shield bonus to your attribute for the save check.
  • Grand master: