Adept

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Adepts are men and women who have through a combination of practice or training honed their body to supernatural limits. The powers they exhibit range from incredible speed and strength, to 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

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 Lark

Bards, spies, diplomats, and information brokers: Adepts of the Lark use their unique skillset to gain information and influence people. The Discipline of the Lark offers four lines: Perform, Diplomacy, Gather Information, and Storied Fighting.

Discipline of the Raven

Strategists, tacticians, military leaders, martial artists: Adepts of the Raven know the battlefield and their enemy, using intellect and wit to win where brawn would fail. The Discipline of the Raven has lines in Sight Enhancements, Combat Tactics, Knowledge & Crafting, or Cunning Fighting.

Discipline of the Snake

Thieves, poisoners, tomb raiders, liars: Adepts of the Snake specialize in subtle and agile destruction, slipping inside enemy defenses to deliver devastating crippling first strikes. The Discipline of the Snake offers lines in Thievery, Deception, Poisons, and Martial Grace.

Discipline of the Tiger

RAWR!

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 - This discipline is restricted to trolls.


IF YOU ARE BELOW THIS POINT, YOU WILL BE DELETED!

Discipline of the Lion

Leadership
Courage
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Group Fighting

Rank 1

Gifted Leader Passive: Character gains +2 on Leadership checks.
Aura of Competence Active: Character gains a 5 yard +Rank radius aura of competence for 1 hour. On a successful Leadership roll, friendly targets in the aura gain a +1 morale bonus to all non-combat rolls. 1 Mana.
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Coordinated Assault Passive: When attacking a target with melee attacks or Maneuvers you coordinate with nearby allies to maximize your effect. If an ally is threatening the same target, instead of your attacks reducing your target’s Dodge by 1, you reduce it by 2.

Rank 2

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Aura of Courage Active: Character gains a 5 yard +Rank radius aura of courage for 1 Hour. On a successful Leadership roll, the targets gain a +Rank morale bonus against Fear and Intimidate checks. 1 Mana.
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Reactive Guard Active: If an adjacent ally would take damage from an attack you may take up to Rank damage instead. The attack is rolled against the original targets defense, but you may apply any applicable damage reduction to the successes. This does not count against your normal action limits for the round. Only once such guard may be made per round. 1 Mana.

Rank 3

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Conviction Active: You exhort a nearby ally (within 10 yards) with all of your conviction. Your courage fills them with hope granting them a +2 morale bonus to all skill checks (including attack or spellcasting rolls) for Rank rounds. 2 Mana.
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Phalanx Strike Active: When performing an attack you may gain a +1 morale bonus for each adjacent ally to a maximum of Rank. This attack may be combined with Maneuvers granted by Fighting Styles such as Flurry Strike, or Steady Shot. 2 Mana.

Rank 4

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Aura of Bravery Active: Character gains a 5 yard +Rank radius aura of bravery for 1 Hour. On a successful Leadership roll, the targets gain a +1 morale bonus to magical defense and dodge. If the character also possesses the Aura of Courage power, its effect is added to the effects above for free. 3 Mana.
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Rank 5

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