Adept

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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)

Discipline of the Tiger

Discipline of the Snake

Discipline of the Bear

Discipline of the Wolf

Discipline of the Lion

Discipline of the Lark

Discipline of the Raven