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(Created page with " == '''Guardian''' ==             Guardians are the primal warriors of the natural world. They form strong bonds with the beasts of the wild and channel their prowess as a weapon. Often seen as nature’s defender due to their bond.             Often their strong bond to the natural world calls them to its martial champion, though this is not always carried out with good action. Just as a hurricane gives little care for what it will destroy in its wake, a gu...")
 
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== '''Guardian Skills''' ==
'''Focus -''' No change from main skill list


== '''Everyman Skills''' ==
'''Precision -''' No change from main skill list
{| class="wikitable"
 
| colspan="6" |'''Everyman: Basic Skills'''
'''Hide''' '''-''' No change from main skill list
|-
 
|'''Skill'''
'''Survival -''' No change from main skill list
|'''Cost'''
 
|'''Prerequisite'''
'''Knowledge (Nature) -''' No change from main skill list
|'''Skill'''
 
|'''Cost'''
'''Energy -''' No change from main skill list
|'''Prerequisite'''
 
|-
'''Grasping Earth -''' This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice ''Difficult Terrain''”.
|Adrenaline Rush
 
|3
 
|
'''Aerial Totem -''' This skill allows the character to summon a totem of an aerial creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:
|Healing Arts
 
|6
* An auto success to any movement based physical challenge
|''First Aid & Diagnose''
* Character gains 3 uses, hit or miss, of “Natural Venom Strike” with their melee weapons
|-
* +2 ''Permanent Strength'' and allows the character to ''Break'' from ''Pin'' and ''Bind''. This skill lasts for up to 1 hour or Module. A character can have 1 Totem active at a time.
|Brawl
 
|6
 
|
'''Aquatic Totem -''' This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:
|Knowledge (Area)
 
|3
* Gains ''Underwater Combat'' and ''Breathe Liquid'' with no restriction
|
* Character gains 6 uses of the “''Massive''” Flavor Carrier,  
|-
* Character gains 10 ''Natural Armor'' that stack above class maximum
|Brew Potion
 
|6
 
|''Read and Write''
'''Earthen Totem -''' This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:
|Merchant
 
|8
* During a hold the player can move up to 20 steps
|''Estimate Value''
* Character gains 3 uses of “''Binding Strike-Slay''” (6 Count) with their melee weapons
|-
* 5 ''Permanent Body Points'' and ''Endure''
|Chemistry
 
|6
 
|''Read and Write''
'''Fire Totem -''' This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time: 
|Miner, Minor
 
|3
* Immunity to ''Blind'' and can attack ''Hidden'' and ''Concealed'' targets
|
* Character gains 3 uses of "Elemental 50 Fire" delivered via packet attack
|-
* Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character
|Cook, Minor
 
|3
 
|
'''Nature's Ire -''' This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.
|Miner, Standard
 
|4
'''Exhaustion Strike -''' This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]
|''Miner, Minor''
 
|-
'''Entangle Strike -''' This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Entangle Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]
|Cook, Standard
 
|4
'''Ambush -''' No change from main skill list
|''Cook, Minor''
 
|Read and Write
'''Cyclone -''' This skill allows the character to wrap their body in fierce winds that shield him from certain attacks. When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.
|3
|
|-
|Craftsman
|2
|
|Resurrection
|2
|''Knowledge (Cycle) or Spirit Magic''
|-
|Diagnose
|3
|''First Aid''
|Scribe Rune
|6
|''Read and Write''
|-
|Disable Device
|3
|
|Smithing
|6
|''Read and Write''
|-
|Engineering
|6
|''Read and Write''
|Survival
|3
|
|-
|Estimate Value
|4
|
|Theurgist, Minor
|3
|
|-
|Farmer, Minor
|3
|
|Theurgist, Standard
|4
|''Theurgist, Minor''
|-
|Farmer, Standard
|4
|''Farmer, Minor''
|Track
|3
|
|-
|First Aid
|3
|
|Underwater Combat
|5
|
|-
|Improved Instruct
|2
|''Read and Write''
|
|
|
|-
| colspan="6" |'''Everyman: Advanced Skills'''
|-
|'''Skill'''
|'''Cost'''
|'''Prerequisite'''
|'''Skill'''
|'''Cost'''
|'''Prerequisite'''
|-
|Brew Potion, Advanced
|10
|''Brew Potion Rank 4''
|Practitioner
|8
|''Healing Arts''
|-
|Chemistry, Advanced
|10
|''Chemistry Rank 4''
|Profession- 1<sup>st</sup>
|3
|
|-
|Cook, Major
|5
|''Cook, Standard''
|Profession- 2<sup>nd</sup>
|5
|
|-
|Evasion
|0
|''Disable 10''
|Profession- 3<sup>rd</sup>
|7
|
|-
|Engineering, Advanced
|10
|''Engineering Rank 4''
|Ritualism
|5
|''Knowledge Area'' Rank 4
|-
|Farmer, Major
|5
|''Farmer Standard''
|Repair Item
|0
|''Smithing'' or ''Engineering'' Rank 3
|-
|Knowledge Area, Rare
|3
|See Skill Description
|Scribe Rune, Advanced
|10
|''Scribe Rune Rank 4''
|-
|Memorize Ritual
|2
|''Ritualism''
|Smithing, Advanced
|10
|''Smithing Rank 4''
|-
|Miner, Major
|5
|''Miner, Standard''
|Theurgist, Major
|5
|''Theurgist, Standard''
|-
| colspan="6" |'''Racial Skills'''
|-
|'''Skill'''
|'''Cost'''
|'''Prerequisite'''
|'''Skill'''
|'''Cost'''
|'''Prerequisite'''
|-
|Resist  Impairment
|3
|Rok'Shen
|Resist Enchantment
|3
|Gnome
|-
|Resist Magic
|6
|Deep Elf
|Camouflage
|4
|Ent
|-
|Resist Toxin
|4
|Felis or Dwarf
|Resist Mind
|3
|High-Elf
|-
|Regeneration
|3
|Half-Troll
|
|
|
|}

Revision as of 01:34, 2 February 2024

Guardian

            Guardians are the primal warriors of the natural world. They form strong bonds with the beasts of the wild and channel their prowess as a weapon. Often seen as nature’s defender due to their bond.

            Often their strong bond to the natural world calls them to its martial champion, though this is not always carried out with good action. Just as a hurricane gives little care for what it will destroy in its wake, a guardian can channel the skills into acts of destruction.

Armor: Guardians can wear up to Medium Armor at character creation and tend to wear armors that are less manufactured.

Weapon Proficiencies: Guardians are skilled with the following weapons: Short Weapon, Medium Weapon, Great Weapon, Spear, and Thrown. Additionally, they gain the Florentine Power free.


Class Features

Heart of the Wild: While wielding either Two Weapons or a Great Weapon they can use their Defensive Special Attack skills as Passive skills.

Adaptive: While they do not weave the magic’s of nature the character can train themselves to understand its denizens. This skill allows the character to speak with natural animals, though it must be done in simple short statements and questions.

Primal Fury: This skill allows the character to unleash the power of the primal world they protect granting them heightened combat prowess for a short time. When active, the character gains the following temporary benefits: +10 Body Points, +2Permanent Weapon Damage, Immunity to Charm, Shun, Sleep, and Terror. This skill lasts for 5 minutes or one Encounter. This skill can be used as a defense against Berserk, and will negate the attack and active this skill. This skill can be used once each reset at 1st level and once again for each 8 character levels, (IE. 1st, 8th, 16th, and so on.)

Guardian: Basic Skills
Skill Cost Prerequisite Technique SP Cost Use Cost
Focus +1 15 Deflect 4 SP 1 Energy
Focus +2 15 Focus +1 Move Silent 4 SP 1 Energy
Focus +3 20 Focus +2 Shatter Strike 4 SP 1 Energy
Precision +2 15 Maim 5 SP 2 Energy
Precision +4 15 Precision +2 Parry 5 SP 2 Energy
Precision +6 20 Precision +4 Roll 5 SP 2 Energy
Hide 6 Escape 6 SP 3 Energy
Survival 3 Stun Strike 6 SP 3 Energy
Knowledge (Nature) 3 Riposte 6 SP 3 Energy
Energy 1-24 2 Conceal 7 SP 4 Energy
Energy 25-36? 3 15th (20?)Level Dodge 7 SP 4 Energy
Grasping Earth 5 Slay Strike 7 SP 4 Energy
Guardian: Advanced Skill
Skill Cost Prerequisite Special Attacks Prerequisite
Aerial Totem 6 Exhaustion Strike 4 SP 1 Energy
Aquatic Totem 6 Entangle Strike 5 SP 2 Energy
Earthen Totem 6 Ambush 6 SP 3 Energy
Fire Totem 6 New Cyclone 7 SP 4 Energy
Nature’s Ire 8

Guardian Skills

Focus - No change from main skill list

Precision - No change from main skill list

Hide - No change from main skill list

Survival - No change from main skill list

Knowledge (Nature) - No change from main skill list

Energy - No change from main skill list

Grasping Earth - This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice Difficult Terrain”.


Aerial Totem - This skill allows the character to summon a totem of an aerial creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:

  • An auto success to any movement based physical challenge
  • Character gains 3 uses, hit or miss, of “Natural Venom Strike” with their melee weapons
  • +2 Permanent Strength and allows the character to Break from Pin and Bind. This skill lasts for up to 1 hour or Module. A character can have 1 Totem active at a time.


Aquatic Totem - This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:

  • Gains Underwater Combat and Breathe Liquid with no restriction
  • Character gains 6 uses of the “Massive” Flavor Carrier,
  • Character gains 10 Natural Armor that stack above class maximum


Earthen Totem - This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:

  • During a hold the player can move up to 20 steps
  • Character gains 3 uses of “Binding Strike-Slay” (6 Count) with their melee weapons
  • 5 Permanent Body Points and Endure


Fire Totem - This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:

  • Immunity to Blind and can attack Hidden and Concealed targets
  • Character gains 3 uses of "Elemental 50 Fire" delivered via packet attack
  • Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character


Nature's Ire - This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.

Exhaustion Strike - This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]

Entangle Strike - This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Entangle Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]

Ambush - No change from main skill list

Cyclone - This skill allows the character to wrap their body in fierce winds that shield him from certain attacks. When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.