Adept
Adept
Adepts are men and women who have through a combination of practice or training are able to hone their body to supernatural limits. The powers they exhibit range from incredible speed and strength, communication with animals, to changing the very shape of their body. The legends of the greatest swordsmen and orators in the lands often stem from these abilities. Adepts have no knowledge of spells, their powers are called Disciplines.
When selecting the Adept Template, players may select a single Adept Discipline at rank 2. Additional ranks or new Disciplines may be purchased at the cost of 5 experience per rank.
Prowess
When Adepts choose a Discipline for the first time, they can choose a form of Prowess that Discipline offers. Prowess is a static benefit that does not require mana or have to be activated. Prowess bonuses count as Enhancement bonuses for the purposes of power stacking. Each Discipline offers three options for Prowess. You may take a form of Prowess you already have, however only the higher of the bonuses will take effect.
Disciplines | Prowess |
---|---|
Bear | Might, Toughness, Resistance |
Wolf | Might, Toughness, Healing |
Panther | Agility, Haste, Evasion |
Snake | Agility, Haste, Evasion |
Tiger | Agility, Haste, Evasion |
Lark | Might, Charm, Resistance |
Lion | Toughness, Charm, Healing |
Raven | Charm, Resistance, Healing |
Dragon | Might, Toughness, Resistance |
Prowess | Static Bonus |
---|---|
Toughness | +1 Constitution per Discipline rank |
Might | +1 Strength per Discipline rank |
Agility | +1 Dexterity per Discipline rank |
Charm | +1 Charisma per Discipline rank |
Resistance | +1 Base Resistance per Discipline rank |
Evasion | +1 Magic Defense per Discipline rank
1 Magical Damage Reduction at Rank 3, this increases to 2 at Rank 5 |
Healing | +2 Self Healing/day per Discipline rank (1 Lethal per round) |
Haste | +1 Speed, +1 Initiative per Discipline rank |
Disciplines
Discipline of the Lark | (Perform, Diplomacy, Gather Information, Storied Fighting) |
Discipline of the Raven | () |
Discipline of the Snake | (Thievery, Deception, Poisons, Dexterity Attacks) |
Discipline of the Tiger | () |
Discipline of the Bear | (Charging, Strength, Toughness, Sundering Attacks) |
Discipline of the Wolf | (Resilience, Animal Traits, Animal Control, Outlander Fighting) |
Discipline of the Lion | (Leadership, Courage, , Group Fighting) |
Discipline of the Panther | (Stealth, Non-Detection, Environmental Specialization, Assassination) |
Discipline of the Dragon | (Troll Bonuses, Draconic Traits, Fear, Draconic Fighting) - Troll Only |
Types of Powers:
Disciplines grant powers that may be either Passive, Active, or Strikes. A passive power does not need to be activated, it is available all of the time. In this manner it is similar to the benefits from Prowess. Active powers are duration based buffs that may be activated as a free action. Strikes are Standard actions that may be combined with standard attacks or Maneuvers granted from Weapon Styles. Individual Strikes may have restrictions on the types of Maneuvers they may be combined with. Active Powers and Strikes will both cost mana to activate. Each Discipline will have 4 distinct lines of powers for each rank.
Discipline of the Panther
Stealth |
Non-Detection |
Environmental Specialization |
Assassination |
Rank 1
Hide in Plain Sight | You create a distraction and disappear before your foes realize what happened. You may go into stealth while being watched. 1 Mana |
Silent Steps | You gain a +2 bonus to Stealth when detection would be affected only by hearing. |
Environmental Specialist | Choose one environment (urban, forest, plains, mountains, desert) in which you gain a +2 Stealth bonus. This may only be purchased once. |
Conceal Weapons | Gain a +2 to a Stealth or Sleight of Hand check to conceal small/light weapons. |
Rank 2
Shadow Stride | Passive: Move from concealment to concealment without being noticed. As long as you begin and end your movement in concealment you remain stealthed. Active: Move full speed while stealthed. 1 Mana |
Dampen Magical Emanations | Passive: When not stealthed, magical items concealed on your person do not radiate for passive detection effects like Mage Sight. Active: Prevent magical items concealed on your person from radiating for active detection spells such as Sense Magic for 1 Hour.. 1 Mana. Sense spells must make an opposed roll vs. your Stealth roll + Panther. |
Low Light Vision | Gain the ability to see in nearly pitch black conditions for 1 hour. If your race already has Low Light Vision, this improves the distance you can see by 10 yards. 1 Mana |
Death From Above | Gain a x2 damage bonus on a standard melee attack against a flat footed target when jumping/falling from at least 3 yards above. This maneuver may not be combined with Maneuvers from Fighting Styles. 1 Mana. |
Rank 3
Chameleon | Passive: Stealth without cover/concealment. Active: While in stealth, spells which would normally detect life forms, stealthed targets, or magical emanations must roll an opposed roll vs. your Stealth to succeed. Duration 1 hour. 2 Mana. |
Avoid Sight | If you have been perceived through Stealth, you may move an immediate Rank yards. If this breaks line of sight with the target (cover, prone etc) who would have spotted you, re-roll your stealth and ignore the initial perception. 2 Mana. |
XXXX | XXXX |
Phantom Strike | While stealthed you may make standard melee attack and immediately make a stealth roll vs. the target’s perception +2. If successful you stay stealthed. For each time you use this strike on the same target, they gain an additional +2 to their perception. If the target’s perception roll succeeds or the target dies the maneuver immediately ends and you come out of stealth. This strike may not be combined with Maneuvers from Fighting Styles. 2 Mana. |
Rank 4
XXXX | XXXX |
Veil Aura | Passive: Your glacial features reveal nothing of your intent, preventing others from reading your emotions. Gain a +Rank bonus on Deception rolls to conceal your emotions.
Active: Your aura becomes murky and unreadable preventing any spells or effects from reading your aura and providing a +2 bonus to your Chameleon roll vs. opposed detection magic. |
XXXX | XXXX |
Hidden Strike | Use a flourish with a second weapon, open hand, or cloak to distract your opponent momentarily leaving them flat-footed. This is a full round action. 3 Mana. |
Rank 5
Stalker | XXXX |
Non-Detection | Become immune to divination and sense spells for 1 hour. 4 Mana. |
XXXX | XXXX |
Heart Strike | Deal a fatal attack directly to the target’s heart. |
Discipline of the Dragon (Troll Only)
Troll Bonuses |
Draconic Traits |
Fear |
Draconic Fighting |
Rank 1
Fearless | Passive: Character is immune to penalties from natural fear such as Intimidate checks.
Active: +Rank bonus on saves against magical fear effects. 1 Mana. |
Dragon Claw | Passive: Character may treat unarmed attacks as 2 dice lethal weapons. Characters with this power are eligible for the Natural Weapons Fighting Style. |
Aura of Intimidation | Passive: Character gains +2 on Intimidate checks.
Active: Character gains a 5 yard +Rank radius aura of intimidation for 1 hour. On a successful Intimidate roll, foes in the aura suffer a -2 fear penalty to all non-combat rolls. 1 Mana |
XXXX | XXXX |
Rank 2
Improved Resistance | Passive: Character gains +1 Resistance.
Active: Character ignores the damage or penalties of one Poison or Disease for Rank rounds. This effect does not increase the duration of the hostile disease or poison. 1 Mana. |
Dragon Lung | Character may hold their breath for an extended duration. With a prepared breaths before hand, a practitioner of Dragon Lung can draw in enough air, and modulate their body’s use of the air to remain active without breathing for 20 minutes. Additionally fully inflating their lungs with this Discipline allows practitioners to swim with a +2 to their skill check. 1 Mana. |
Aura of Fear | Character gains a 5 yard +Rank radius aura of fear. This aura counts as magical fear and is rolled against chosen target’s Magic Resistance. If successful the targets suffer a -2 penalty to all skill rolls (including attacks or spellcasting checks) within the aura regardless of target. 1 Mana. |
Reactive Assault | After taking damage from an attack made while you were flat footed you may immediately attack the assailant with a basic melee attack. This attack does not count against your normal action limits for the round. Only once such attack may be made per encounter. 1 Mana. |
Rank 3
Inevitable Doom | Character may ignore any speed impairing effects including environmental, magical, or armor penalties for Rank rounds. Character is limited to a maximum move of their base movement. (ie. they may not charge or take a double move action) 2 Mana. |
Dragon Scales | Passive: Gain +1 Damage Reduction
Active: The Damage Reduction gained by Dragon Scales may apply to spells for 1 round. This effect may be activated reactively as a free action. 2 Mana. |
Draconic Roar | Character roars at the top of their lungs, targeting a nearby foe (within Rank x 5 yards) with all of their fury. This counts as a magical fear effect and is rolled against the target’s Magic Resistance. If successful, the target cowers in fear losing their action for Rank rounds. While cowering the target does not lose their dodge, and is not considered flat footed. This effect is broken if they are attacked by you or your allies, however the target then suffers a -2 fear penalty on all rolls (including attacks or spellcasting checks) for the rest of the encounter. This penalty does not stack with the penalty granted by Aura of Fear. This may only be attempted once per target per encounter. 2 Mana. |
Dragon Fang | A standard melee attack gains +Rank in Armor Piercing. If lethal damage is dealt, target bleeds 2 dice a round for 5 rounds unless a full round bind action is taken or they reach full health from magical healing. The bleed effect does not stack, however the duration will reset if applied again. This strike may not be combined with Maneuvers from Fighting Styles. 2 Mana. |
Rank 4
XXXX | XXXX |
XXXX | XXXX |
Aura of Terror | Character gains a 5 yard +Rank radius aura of terror. This aura counts as magical fear and is rolled against chosen target’s Magic Resistance. If successful the targets suffer a -2 penalty to magical defense and dodge. If the character also possesses the Aura of Fear power, its effect is added to the effects above for free. 3 Mana. |
XXXX | XXXX |
Rank 5
Fuel the Fire | Free Action. This power adds points of damage taken to a pool of Story Dice that may be added to melee attacks. The effect lasts 5 rounds and any unspent dice dissipate after that time. 4 Mana. |
XXXX | XXXX |
Deadly Terror | A palpable wave of magical fear strikes a target within 10 yards x Rank dealing lethal damage. This is rolled against a target’s Magical Defense. This effect may only be used against a target once per encounter. 4 Mana. |
XXXX | XXXX |
Discipline of the Tiger
Rank 1
Great Leap | High/Long Jumps doubled |
Nimble Climber | Passive: Use Dex or Strength for Climb checks and climb at full speed instead of half.
Active: Retain your dodge bonus during Climb. 1 Mana |
Agile Charge | You may make a single direction change during a charge attack. |
Combat Reflexes | If you are the first one to act in the round enemies are considered flat-footed. |
Rank 2
Double Jump | Make two consecutive jumps with a +Rank yard bonus. You don’t have to land before the second jump. |
Superior Acrobatics | Tumble at full speed, ignoring movement penalties through threatened squares, if the enemy attacks during this maneuver you gain a +2 Dodge. 1 Mana. |
Safe Fall | Passive: You may fall 6 yards before you would take damage. Active: Gain an additional 3 yards of falling before you would take damage. Additionally the first increment you would take damage ( 9-12 yards) deals non-lethal damage. 1 Mana. |
Acrobatic Charge | You may make Rank Acrobatics checks to tumble around, over, or under foes and obstacles without interrupting a charge. You may diverge from a straight line to your target by 1 yard in either direction, and with each successful Acrobatic check you add 1 dice to the charge attack. A failed Acrobatic check interrupts the charge stopping you in place and ending your turn. Like all charges, you must move at least your base movement. 1 Mana. |
Rank 3
Burst of Speed | Draw on your innate energies to increase your speed by Rank +3 for Rank rounds. 2 Mana. |
Razor Charge | During a charge get Rank number of total attacks against targets you are adjacent to during the charge. The ending point of the charge must result in an attack. |
Freedom of Action | Escape any immobilization, slow or restraint. 2 Mana. |
Rending Strike | Deal a normal melee attack, then immediately deal rank dice in bleed. Each round deal one less bleed damage until the bleed has dissipated. This may not be combined with Maneuvers from Fighting Styles, and a second bleed may not be assigned while the target is already suffering a bleed. |
Rank 4
Lightning Reflexes | React to an incoming attack reflexively and add +Rank bonus to dodge and move Rank yards. 3 Mana. |
XXXX | XXXX |
XXXX | XXXX |
XXXX | XXXX |
Rank 5
Superior Evasion | Grants your Dodge bonus against attacks that would otherwise ignore dodge such aimed and area spells. |
XXXX | XXXX |
XXXX | XXXX |
XXXX | XXXX |
Discipline of the Snake
Thievery |
Deception |
Poisons |
Dexterity Based Fighting |
Rank 1
Tactile Trapsmith | You do not need to see traps (or have any light source) to disarm them. You gain full dice for Disarm Device in darkness or when blind. |
Subtle Deception | Passive: You are practiced at causing distractions that let you perform small tasks (Ex. delivering poison to cups, reading a note) without being noticed. Gain +2 on Deception rolls for these tasks. |
Careful Poisoner | Passive: You no longer risk poisoning yourself with poison application. |
Weaving Blade | Convert a point of Armor Penetration to Ignore Dodge. |
Rank 2
Canny Locksmith | Active: Gain a +Rank bonus on Pick Locks checks against non-magical locks and may pick magical locks with no bonus. 1 Mana. |
Misdirection | Through clever use of misdirection a player out of combat rounds may distract a target (Cha + Deception + Snake roll vs. Perception) enough to get a surprise round leading into combat. The surprise round does not make the target flat footed. 1 Mana. |
Venomous Accuracy | You know right where to strike to deliver poison to a major artery or vital organ. When attacking with a piercing or slashing weapon with applied poison apply its damage immediately instead of on the following round. 1 Mana. |
Dexterity Power | XXXXX |
Rank 3
Arcane Sense | Passive: You get a Search or a Perception check to detect nearby enchantments, wards, or traps.
Active: If a magical trap or enchantment has any physical component such as a glyph, rune, or sigil which could be disrupted to disarm the trap or destroy the enchantment you may use Disable Device +Rank to attempt to dispel it. 2 Mana. |
Slippery Mind | Passive: You are immune to mind reading, and emotion reading effects. Your aura may still be read.
Active: +2 against compulsion effects for 1 Hour. 2 Mana. |
Poison Blood | Passive: You have been so accustomed to handling poisons that you can tolerate their effects. Gain a Rank bonus on Resist rolls vs. Poison and reduce the Poison potency by 1.
Active: Your blood itself becomes poisonous. If you cut yourself dealing 1 Lethal you can generate a single dose of blood based poison equivalent to a Common poison of a Rank equal to your Rank in the Snake Discipline. |
Viper Strike | A melee attack using a one handed weapon made with blinding speed reduces opponents dodge by Rank. This strike may be combined with other maneuvers such as Flurry Strike, and if the target’s dodge is reduced to 0 they are considered flat-footed for the effects of Sneak Attack and similar abilities. This power may only be used once per opponent in an encounter. 2 Mana. |
Rank 4
Nimble Hands | Passive: You may not critically fail a roll for Sleight of Hand, Disable Device, or Pick Lock.
Active: If you fail a roll for Sleight of Hand, Disable Device, or Pick Lock you may immediately re-roll the attempt. 3 Mana. |
Deception Power | XXXX |
XXXX | XXXX |
Enervating Strike | A melee attack to a pressure point causing immediate weakness. Deals melee damage and -Strength to the target if they fail a Stamina roll. |
Rank 5
Thievery Power | XXXX |
Deception Power | XXXX |
XXXX | XXXX |
Dex Based Attack Power | XXXX |
Discipline of the Bear
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Rank 4
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Rank 5
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Discipline of the Wolf
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Rank 4
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Rank 5
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Discipline of the Lion
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Rank 4
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Rank 5
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Discipline of the Lark
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Rank 5
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Discipline of the Raven
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Rank 5
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