Strength: d10
Reflex: d10 + 15
Magic: d20 + 15
Soul: d8
Fortitude: d10 + 10
Charm: d20
HP: d20 + 4, gains an additional d10 every level
Skills (Choose 2 at level 1. Gain a new skill every odd numbered level after 1 (3, 5, 7, 9, etc.). Skills can only be purchased once unless otherwise stated.)
Acrobatics - Reflex check to determine success at doing acrobatic stunts, like tumbling or swinging.
Bleed - Touch a foe and make them bleed, taking d4 damage per round and 1 more point of damage from physical attacks. Non-stacking. Requires Crack Armor.
Blind Touch - Blinds target touched enemy for 1 turn per caster level, making them lose 3 to their chance to hit.
Blur - Your body appears blurry to attackers, making them lose 2 to their chance to hit. This enchantment lasts 1 round per level. Requires Blind Touch.
Burning Aura - Foes around you take d4 damage on their turn + 1 per caster level. Enchantment lasts one round per caster level. Requires Burning Hands.
Burning Hands - Touch a foe to deal fire damage. Deals d10 fire damage to target + 1 per level and an additional d6 if target is wearing metal armor.
Climbing - Climb more effectively than others (5% more likely to successfully climb).
Conduction - Regenerate d20 HP per level per turn you are taking heat or cold damage. Requires Frost and Burning Aura.
Crack Armor - Lowers damage resistance of a foe by 1 per level. Non-stacking. Damage resistance cannot be lowered below 0.
Drain Touch - Drains HP from a touched foe. Deals d10 cold damage per level and restores d4 HP per level, but the amount drained cannot exceed the damage dealt. Requires Frost.
Enhanced Fortitude - Gain a permanent + 5 HP increase. Requires 2 ranks of Improved Fortitude.
Fireball - Create a fireball. It flies through the air, doing d4 heat damage per level to anything within a foot as it passes, then explodes near its target to do d10 heat damage per level to all within a 5 foot radius unless they pass a Reflex check for half damage. Requires Burning Aura.
Frost - Freeze a touched foe. Target takes d10 cold damage per level and if it fails a Magic check, it is frozen for 1 turn per caster level.
Hanging - Hang from ledges and move with your hands. Each arm movement required requires a Fortitude check or you'll fall.
Illusionary Weapon - Attack with a phantasmic sword. This sword deals the same damage as a standard longsword, but uses Magic instead of Strength to determine bonuses.
Improved Fortitude - Gain a permanent + 1 HP increase. Can be purchased more than once, gaining an additional + 1 each time it is taken (+1, +2, +3, +4, etc), so if taken 3 times, it gives 6 additional HP ( + 1 + 2 + 3).
Improved Initiative - Get + 4 to initiative rolls.
Induction - Regenerate d20 HP per level per turn you are taking electric damage. Requires Pulse.
Jumping - Jump 50% farther or higher than normal if you pass a Strength check.
Lich Touch - Drains HP from a touched foe. Deals (d10 + 1) damage per level and heals (d6+1) HP, but the amount healed cannot exceed the damage dealt. Requires Drain Touch.
Life Drain - Drains HP from a touched foe, ignoring all damage resistance. Deals (2d10+2) damage per level and heals that much HP, but the amount healed cannot be more than the amount drained. Requires Lich Touch and Piercing Bolt.
Lift - Use magic to lift yourself up from what you're hanging from, so long as you're touching it. Can also be used to lift you to a higher point on a wall. Requires Hanging for hanging and Climbing for climbing. Has no effect on Jumping.
Piercing Bolt - Impale a foe with a spear made of electricity. Deals d20 lightning damage per level and ignores 1 point of damage resistance per level. Can hold the target to the ground or walls if they are 3 feet or less from the target. A target held in this way is held for 1 turn. Requires Pulse and Crack Armor.
Pulse - Send a touched opponent flying. Deals 2d10 damage + 2 per level and pushes foe up to 4 feet per level. Requires Static.
Sliding - Character can slide up to 10 feet on most surfaces, 15 on smooth surfaces, 30 on smooth, wet surfaces (pending a successful Reflex check). Failing the check results in falling.
Soul Drain - Causes Life Drain to drain 3 more HP per level. Requires Life Drain and Fireball.
Sprint - Gain an extra 50% speed in short bursts (for every 10 seconds of sprinting, a Strength check must be made or the sprint cannot continue).
Static - Touch a foe to deal lightning damage. Deals d10 lightning damage to target + 1 per level and d6 lightning damage to all within 1 foot of the target (except the caster). Deals an additional d6 damage to any wearing metal armor within that radius (including the caster).
Vampiric Hunger - All spells that drain HP drain an additional 10% HP (rounded up), so if you drained 24 HP, you would drain an additional 3 HP. Requires Lich Touch.
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