Guardian: Difference between revisions

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|Hide
|Hide
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''2 Energy''
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|Survival
|Energy (1-16)
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|Knowledge (Nature)
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|Energy (1-16)
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|Energy (17-32)
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|Conceal
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|7 SP
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|-4 Energy
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|Dodge
|Dodge
|7 SP
|7 SP
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|''4 Energy''
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|Slay Strike
|Slay Strike
|7 SP
|7 SP
|''4 Energy''
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|Cyclone
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Revision as of 17:35, 24 May 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

2 SP

1 Energy

Focus +2 15

Focus +1

Move Silent

2 SP

1 Energy

Focus +3 15

Focus +2

Shatter Strike

2 SP

1 Energy

Precision +2 15 Exhaustion Strike

2 SP

1 Energy

Precision +4 15

Precision +2

Parry

3 SP

2 Energy

Precision +6 15

Precision +4

Roll

3 SP

2 Energy

Hide 6 Entangling Strike

3 SP

2 Energy

Energy (1-16) 1 per Maim Limb

3 SP

2 Energy

Energy (17-32) 2 per 16 Energy Riposte

6 SP

3 Energy

Energy (33-36) 3 per 32 Energy Escape

6 SP

3 Energy

Grasping Earth 5 Stun Strike

6 SP

3 Energy

Cyclone 7 Ambush

6 SP

3 Energy

Conceal 7 SP 4 Energy
Dodge 7 SP 4 Energy
Slay Strike 7 SP 4 Energy

Guardian: Advanced Skill

Skill

Cost

Aerial Totem 6
Aquatic Totem 6
Earthen Totem 6
Fire Totem 6
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.

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 a fire 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 30 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.