Guardian
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 made from natural materials like leather and bone.
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 |
4 SP |
2 Energy |
Precision +6 | 15 |
Precision +4 |
Roll |
4 SP |
2 Energy |
Hide | 6 | Entangling Strike |
4 SP |
2 Energy | |
Energy (1-16) | 1 per | Maim Limb |
4 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 earthen 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
- Character gains one use of "Natural Cure Metabolic"
Guardian Skills
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.
Guardian Powers
Call of the Wild: This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.
Endless Fury: This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset.
Fearless Fury: This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.
Mighty Fury: This power increases the potency of the characters Primal Fury power. While active they additionally gain 4 Blade Effects that are +5 Temporary Damage and Critical.
Undying Fury: This power allows the character to push past the confines of their normal limits. When an attack would normally render the character Unconscious they can Resist that attack. This can be used once during each use of Primal Fury.
Wrath of Nature: This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 Permanent Strength.
Heroic Powers
Dual Spirit: This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.
Enhanced Totems - Your totems gain the following effect options:
- Aerial Totem: You may Fly for 1 hour or module and have one use of 'Soar'
- Aquatic Totem: You may plant your foot and cast 'natural 5 healing' by touch only for 5 minutes/one encounter
- Earthen Totem: +10 Body and Recovery 5
- Fire Totem: 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
Wyld Heart: This Power binds the character’s body with the might of nature. When the character uses Primal Fury, they gain Damage Cap 5 for the duration of the ability.