Ψ══Warrior Skills══Ψ / soldiers-skill-list
Name: Bleeding strike Discipline: Slashing Skill Description: You know where to strike the enemy to inflict maximum wounds and gashing, uncontrolled bleeding. When attacking with a slashing weapon you may attempt to perform a Bleeding Strike, must be declared before the roll to hit is made. If the hit is successful, the opponent will take damage as normal for the weapon, and must pass a DC 6 check or start to loose 1 Body per round until some form of healing is applied. Multiple bleeding wounds are cumulative. Does not effect undead or constructs like Golems. Auto Hit: No Friendly Fire: No Cost: Free Duration: Until healing applied Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Power Attack, Sunder, +1 Combat Modifier from Rank
Name: Blind-Fighting Discipline: General Skill Description: Through months of training blindfolded you know how to fight in melee without being able to see your foe, relying on other senses both natural and preternatural. Any negative modifier for attacking an invisible, or unseen opponent is ignored by a Warrior who has this skill, the Warrior must be aware of the presence of the obscured enemy, even if they are unable to see them using normal means (eg, they saw someone cast Caceus), once they are aware they can target the invisible/unseen foe as normal with melee, ranged, or spell attacks. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Always active Learn: Combat Roll vs AC 6: Accumulate 3 successes (5 rolls per day) Who Can Learn: Any
Name: Bombard Discipline: Thrown Skill Description: You throw your weapons with supernatural speed, your hands becoming a blurring whirl of flesh and metal. You may make an extra attack in your turn with a thrown weapon. But each attack takes a -2 penalty to hit. This is cumulative with Haste's extra attack, but ALL three attacks would suffer a -2 to hit. These extra attacks may be aimed at different targets, each target must be declared BEFORE rolling for any attacks, if you do not, the attacks will automatically target the same enemy. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: attack Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Point Blank Shot: Thrown, +1 Combat Modifier from Rank.
Name: Charge Discipline: General Skill Description: The rider is able to incense their mount into a frenzy, causing them to lash out with teeth, claw, tails or hooves at their enemies. Your mount gains an extra attack drawn from it's repertoire of attacks. A mount with no listed attacks gain an attack which causes 2 Body damage. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: While mounted Learn: Combat Roll vs AC 7: Accumulate 3 successes (5 rolls per day) Who Can Learn: Mounted Combat,
Name: Combat Reflexes Discipline: General Skill Description: You react faster than normal in a fight. You gain +10 to your Initiative Roll. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Initiative roll Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Mobility, Quick Draw for at least 1 weapon category.
Name: Dodge Discipline: General Skill Description: You are adept at avoiding blows, a foe's weapon cutting through air where your neck used to be. On your action, instead of making any attacks or casting spells you can declare Dodge as an action, this will give you +2 to your Combat Roll to Defend. You must be aware of the attacker to claim this bonus, an invisible foe, one who is hidden, or if you are blinded (see Blind Fighting) will render this skill ineffective. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: 1 Turn Learn: Combat Roll vs AC 6: Accumulate 3 successes (5 rolls per day) Who Can Learn: All
Name: Grapple Discipline: Hand-to-Hand Skill Description: Versed in skills of wrestling, sumo wrestling, and non lethal methods of subduing an opponent, you know how to hold a target in a way that causes no damage to them, yet holds them immobile, all while keeping yourself safe from the enemies weapons. By making a successful Hand-to-Hand attack on an opponent you can elect to begin a Grapple instead of dealing damage. The target is held grappled and immobile until the start of your next turn, where you may choose to continue the grapple using another attack roll against the target or release them to take any other action. Grappled targets are unable to attack or cast spells/use skills which require movements. They may attempt to break the grapple by spending their turn to make an attack action against you , if they win, they deal damage as normal and break the hold. While grappled they are still able to move enough to attempt to avoid incoming blows. Can only Grapple enemies of the same size or smaller than yourself Auto Hit: No Friendly Fire: N/A Cost: Free Duration: 1 turn Learn: Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Improved Unarmed Combat
Name: Great Throw Discipline: Thrown Skill Description: You are able to throw anything that you can pick up and accurately use it as a weapon. You may use any melee weapon as a thrown weapon, dealing damage as normal for their type. Improvised objects used as weapons will deal damage dependent on size (see Telekinesis for a table) Auto Hit: No Friendly Fire: N/A Cost: Free Duration: 1 Attack Learn: Learn: Combat Roll vs AC 6: Accumulate 3 successes (5 rolls per day) Who Can Learn: All
Name: Imbued Defense Discipline: All Melee Weapons Skill Description: By imparting your will into your weapon you trigger an increased resistance to magical influences. If you are wielding a weapon of the chosen Discipline, you can spend 1 Spirit to infuse the weapon, this imparts a +2 to any one DC check to resist any magical spell or attack, this action can be made out of turn and in response to a magical or physical attack, but it must be declared and Spirit spent before the DC roll is made. You MUST be aware of the attack and you MUST have the weapon drawn. You can take this Skill multiple times, each time applying to a new Weapon Discipline. Auto Hit: N/A Friendly Fire: N/A Cost: 1 Spirit Duration: 1 DC resist roll Learn: Learn: DC Check vs DC 7: Accumulate 3 successes (5 rolls per day) Who Can Learn: Quick Draw for chosen Discipline
Name: Impale Discipline: Piercing Skill Description: By running through your enemy you can hold them immobile on the end of your weapon so you can look them in the eye. Before rolling to attack you can declare an Impale attack. If the attack hits it deals damage as usual and the enemy must make a DC 6 check or be stunned and immobile until the beginning of your next turn Auto Hit: No Friendly Fire: N/A Cost: Free Duration: 1 Turn Learn: Learn: Combat Roll vs AC 9: Accumulate 3 successes (5 rolls per day) Who Can Learn: Power Attack, Sunder, +1 Combat Modifier from Rank
Name: Improved Critical Discipline: All Disciplines Skill Description: You know how to hit an enemy where it hurts using your signature weapons. When attacking with a Signature Weapon, your Critical Range increases from 12, to 11-12. This Skill may be learned multiple times, each time applying to a different Signature Weapon in a different Discipline. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: While using Signature Weapon Learn: Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: +1 Combat Modifier from Rank. Signature Weapon with chosen category.
Name: Improved Grapple Discipline: Hand-to-Hand Skill Description: You have studied tactics and trained hard to immobilize opponents many times your size. You may attempt a Grapple against ANY size opponent. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: 1 turn Learn: Combat Roll vs AC 10: Accumulate 3 successes (5 rolls per day) Who Can Learn: Improved Unarmed Combat, grapple, Combat Modifier +3 from Rank
Name: Improved Mutagenic Training Discipline: General Skill Description: You have furthered your ability to utilize potions, and are skilled in using them in combat. If the imbiber has not cast spells this battle, and is not the recipient of an ongoing beneficial spell, they may imbibe another potion per battle (in addition to the bonus 1 from the standard Mutagenic Training skill) for a total of 3 potions per battle. You can also use a potion as a free action on your turn. Any casting of a spell will cancel any ongoing effects of imbibed potions taken under Mutagenic Training. Casting of Obtestor Armis and Obtestor Arma do not count towards ending the bonuses of Mutagenic Training. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Always Active (until spell is cast) Learn: Must abstain from Magic for 24 hours before attempting to learn. Combat Roll vs AC 9: Accumulate 3 successes (5 rolls per day) Who Can Learn: Mutagenic Training, must know a total of 8+ Warrior Skills from any Category
Name: Improved Unarmed Strike Discipline: Hand-to-Hand Skill Description: Your mastery over Hand-to-Hand combat is unsurpassed, having mastered multiple forms of combat. Your body is more lethal than many weapons and you have trained to fight with weapons that enhance your natural bodily strikes. Your unarmed strikes now deal 2 Body Damage, and any weapon that is classified as "Hand-to-Hand" (such a knuckle dusters or punch daggers) or natural weaponry such as Claws and Fangs, deal +1 Body of damage. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Attack Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Unarmed Strike
Name: Mobility Discipline: General Skill Description: You are quick on your feet, able to evade incoming blows and shots while moving quickly through the battlefield. If you move at your maximum speed in a turn, using your entire action to move, you gain +2 to your Combat Rolls to dodge and avoid incoming attacks and spells until the beginning of your next turn. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: 1 turn Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Dodge, Move speed of 30ft or more
Name: Mounted Combat Discipline: General Skill Description: You are skilled in fighting from a mount, such as a horse, centaur or dragon. You suffer no negative consequences from fighting from a mounted position (melee or ranged), even on a horse at full gallop. You may make DC checks (difficulty set by the DM) to regain control your steed in combat if they fall under the influence of enemy force. Such as calming a steed that is subject to Fear spell, or gliding their wounded dragon to a soft landing instead of plummeting from the skies. Mounted Combat is required to use other Warrior Skills from a mounted position. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Always active Learn: Combat Roll vs AC 6: Accumulate 3 successes (5 rolls per day) Who Can Learn: Must have a creature able to be ridden into combat, each type of mount must be learnt separately.
Name: Mutagenic Training Discipline: General Skill Description: Through strict training and abstinence from magical influences, your body has adapted to tolerate multiple potions safely within your system. If the imbiber has not cast any spells this battle, and is not under the influence of any beneficial spells, they may imbibe an extra potion (for a total of 2). If the imbiber casts a spell after the second potion. The effects of any imbibed potion will end. Casting of Obtestor Armis and Obtestor Arma do not count towards ending the bonuses of Mutagenic Training. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Always Active (until spell is cast) Learn: Must abstain from Magic for 24 hours before attempting to learn. Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Must know at least 3 Warrior Skills from any Discipline.
Name: Penetrate Dsicipline: Projectile Skill Description: You are able to put supernatural force into your shot. The shot passing through your enemy into foes behind. If you deal enough damage to drop a foe with damage excess, you may make a free attack against another target in behind the target in a direct line away from your position. On a successful hit, the extra damage is applied to the new target. This may repeat until either you fail to kill a target or you run out of targets in range. Example, you hit an enemy for a 5 Body attack, they only have 3 Body remaining, you may now make an extra attack against another target to deal the remaining 2 Body damage. Auto Hit: No Friendly Fire: No Cost: Free Duration: Always Active Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Precise Shot, +1 Combat Modifier from Rank
Name: Point Blank Shot Discipline: Projectile, Thrown Skill Description: You are skilled at making well-placed shots with ranged weapons at targets at close range, while remaining mobile enough to avoid attacking blows. You are able to make ranged attacks at enemies who are in melee combat distance with you without suffering negative modifiers or fear of being attacked back. May be learned twice, but for another Discipline. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Always active Learn: Combat Roll vs AC 6: Accumulate 3 successes (5 rolls per day) Who Can Learn: All
Name: Power Attack Discipline: All Melee Skill Description: You are able to make exceptionally powerful attacks against your opponent at the expense of accuracy. Before rolling to hit you must declare the use of this Skill, your attack suffers a -2 to hit roll, but you increase the damage dealt on a successful hit by +1 Body This may be learned multiple times, each time applying to a different Discipline. Auto Hit: No Friendly Fire: N/A Cost: -2 to attack Duration: Single attack Learn: Combat Roll vs AC 7: Accumulate 3 successes (5 rolls per day) Who Can Learn: Body 5+
Name: Precise Shot Discipline: Projectile, Thrown Skill Description: You are skilled at timing and aiming your shots. Allowing you to strike a weak point on your enemy, or to hit a weapon out of your enemies hands, or maybe even activate a hard-to-reach buttons You may make "trick shots" you can attempt to strike an enemy's weapon to disarm them (enemy makes DC 6 check to keep hold of their weapon) cause extra damage (-2 to hit roll and deal +1 Body damage) or strike far off small stationary targets with ease (DM definition). Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Single Shot Learn: Combat Roll vs AC 7: Accumulate 3 successes (5 rolls per day) Who Can Learn: Point Blank Shot
Name: Quick Draw Discipline: Melee: All, Ranged: All Skill Description: You draw your weapon with startling speed, often having a weapon in hand before you are even aware of a threat. You draw your weapon automatically on start of combat (Initiative Roll) so you will not be considered unarmed even if caught by surprise. You may also cast Blood Weapon or Summon Weapon as a free action on any turn, leaving you able to cast a second spell or carry out any other action. The use of this Skill to cast Blood Weapon or Summon weapon does not break the "Warriors Code" for Mutagenic Training or Mage Slayer. This Skill may be learned multiple times, each time applying to a different weapon category. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Instant Learn: Combat Roll vs AC 7: Accumulate 3 successes (5 rolls per day) Who Can Learn: All
Name: Rapid Shot Dsicilpine: Projectile Skill Description: You use your ranged weapons with supernatural speed You may make an extra attack in your turn with a ranged weapon. But each attack takes a -2 to attack rolls. This is cumulative with Haste's extra attack, but ALL three attacks would suffer -2 to attack roll. These extra attacks may be aimed at different targets, each target must be declared BEFORE rolling for any attacks, if you do not, the attacks will automatically target the same enemy. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Single turn Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Point Blank Shot: Projectiles required, +1 Combat Modifier from Rank
Name: Returning Discipline: Thrown Skill Description: Your Mastery over thrown weapons is such that the spirit of a weapon will seek to return to your hands. A thrown weapon will immediately return to your hand after the resolution of the attack roll unless it is impeded by some outside force Auto Hit: N/A Friendly Fire: N/A Cost: 1 Spirit for entire scene Duration: End of scene Learn: Combat Roll vs AC 7: Accumulate 3 successes (5 rolls per day) Who Can Learn: Great Throw
Name: Ride By Attack Dsicipline: General THIS SKILL IS TEMPORARILY DISABLED UNTIL FURTHER NOTICE Skill Description: You are skilled at making fast attacks from the back of a moving mount. When mounted on a steed and charge toward an opponent to make a single attack, after your attack, your mount may move the remainder of it's movement away from the target. (For example a dragon with 150ft fly speed, moves 50 ft to close with an enemy, you attack, the dragon is then able to move it's remaining 100 ft to safely fly you away from the enemy) Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Single attack Learn: Combat Roll vs AC 7: Accumulate 3 successes (5 rolls per day) Who Can Learn: Mounted Combat
Name: The Right Stuff Discipline: General Skill Description: Tuck-and-roll baby, tuck and roll. A Warrior with The Right Stuff may voluntarily allow themselves to be thrown using Throw Creature or similar ability or spell. Such a thrown Warrior will take no damage from the throw and may move act normally on their next turn. To qualify as willing, you must forgo any dodge chances or DC checks to resist being thrown. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: 1 turn Learn: Combat Roll vs AC 6: Accumulate 3 successes (5 rolls per day) Who Can Learn: Anyone
Name: Riposte Discipline: Slashing Skill Description: You turn aside your enemy's clumsy blows to slide in a quick slash underneath their defence. If an enemy attacks you and rolls a Nat 1 on their attack, you may initiate a quick counter attack as if you had rolled a 12 on your defence roll. You must be within range of your Slashing weapon to be able to make this counter attack. The attack roll is resolved as normal according to the counter-attack rules. Must be using a Slashing weapon to take advantage of this Skill. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Always Active Learn: Combat Roll vs AC 7: Accumulate 3 successes (5 rolls per day) Who Can Learn: Quickdraw: Slashing
Name: Shatter Armor Discipline: Blunt Skill Description: Your powerful blows are able to crush Armor as easily as it does skulls. Declare a Shatter Armour attack before rolling. If the attack hits, it deals damage to the target as normal and the Attacker makes a DC check equal to the AC of the target. If passed it destroys the armour of the target (or in some other way render it ineffective). Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until Armor repaired/resummoned Learn: Combat Roll vs AC 9: Accumulate 3 successes (5 rolls per day) Who Can Learn: Power Attack, Sunder, +2 Combat Modifier from Rank
Name: Signature Weapon Discipline: All Skill Description: Extensive and focused training has allowed your skill with your chosen weapon to extend beyond your peers. Chose one weapon type (not Discipline), for example Swords, Axes, Spears, Whips, punches, kicks, natural weapons etc. Any attack made by a weapon of that type will gain a +1 to attack roll. This may be taken only once per Discipline, but may be learned again in a second or subsequent Discipline. Example: Signature Weapon Sword and Signature Weapon Axe is not permissible as they are both Slashing Discipline. However Signature Weapon Sword and Signature Weapon Spear is permissible as Spear is Piercing Discipline. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Always active Learn: Combat Roll vs AC 6: Accumulate 3 successes (5 rolls per day) Who Can Learn: All
Name: Spectral Arrow Discipline: Projectile Skill Description: By drawing back an empty bow, you form a glowing spectral arrow using your Will. Your Spectral Arrow is able to hit ethereal, intangible, gaseous or otherwise non-physical targets, including spirits possessing another body. The arrow deals no damage to physical targets, but deals it's Body damage rating to the target's Mind if they are non-physical. The archer must be aware of the target, and must declare a Spectral Shot before the attack is rolled. Auto Hit: No Friendly Fire: N/A Cost: 1 Spirit Duration: 1 Attack Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Point Blank Shot, +1 Combat Modifier from Rank
Name: Stunning Fist Discipline: Hand-to-Hand Skill Description: You know how to strike people in vulnerable areas. You may declare, before you roll, that one of your Hand-to-Hand attacks is to be a Stunning Fist attack (may also be feet, elbow, knee, etc.), if this attack hits AND causes damage, the target must make a DC 6 check or be stunned for 1 turn. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: 1 turn Learn: Combat Roll vs AC 9: Accumulate 3 successes (5 rolls per day) Who Can Learn: Improved Unarmed Strike. +1 Combat Modifier from Rank
Name: Sunder Discipline: All Melee Skill Description: You can follow through with powerful attacks. If you deal enough damage to drop a foe with damage excess, you may make a free attack against another target in your melee range, using the same modifiers as the initial attack. On a successful hit, the extra damage is applied to the new target. This may repeat until either you fail to kill a target or you run out of targets in melee range. Example, you hit an enemy for a 5 Body attack, they only have 3 Body remaining, you may now make an extra attack against another target to deal the remaining 2 Body damage You may learn these Skill multiple times, each time allowing you to use Sunder with a different Dsicipline. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Always Active Learn: Combat Roll vs AC 8: Accumulate 3 successes (5 rolls per day) Who Can Learn: Power Attack, Body 5
Name: Trample Discipline: General Skill Description: You are skilled at using your mount to knock down your enemy. If your mount lands 2 or more hits on the enemy, you may attempt to knock them prone to the floor. Only works against foes that are no larger than the mount, and only mounts with 2 or more attacks may attempt this. The enemy must make a DC6 check or be knocked prone to the floor, and any defence rolls made by the prone target are at a -2 penalty until they stand up (free action on their next turn). This Skill does not need to be declared to take effect. Any time your mount hits the same enemy twice in one round, this takes effect. Auto Hit: Special Friendly Fire: N/A Cost: Free Duration: Attack Learn: Combat Roll vs AC 9: Accumulate 3 successes (5 rolls per day) Who Can Learn: +1 Combat Bonus from Rank, Mounted Combat, Charge
Name: Unarmed Strike Discipline: Hand-to-Hand Skill Description: Through a mixture of Martial Arts training, street fighting techniques and military doctrine, you have mastered the art of turning your empty fists, feet and every part of your body into a weapon. Your unarmed strikes will deal 1 Body damage. This can also trigger any touch-based abilities, such as the Lich's Life Drain. You may choose to deal "non lethal" damage to a target with your unarmed attacks, knocking it unconscious if it reaches or drops below 0 Body instead of killing it. Auto Hit: No Friendly Fire: No Cost: Free Duration: Always Active Learn: Combat Roll vs AC 6: Accumulate 3 successes (5 rolls per day) Who Can Learn: All
Name: Signature Defense Discipline: Defense Skill Description: Extensive and focused training has allowed you to use your chosen weapon as an effective defensive tool. Chose one weapon type (not Discipline), for example Swords, Axes, Spears, Whips, punches, kicks, natural weapons etc. Any defense attempt made while wielding a weapon of that type will gain a +1 to defense roll. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Always Active Learn: Combat Rolls vs DC 6: Accumulate 3 successes (5 rolls per day) Who Can learn: All
Name: Improved Counter Discipline: Defense Skill Description: You know how to punish attacks made against you. When defending with a Signature Defense weapon, your Counter Range increases from 12, to 11-12 Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Always Active Learn: Combat Rolls vs DC 8: Accumulate 3 successes (5 rolls per day) Who Can learn: +1 Combat Modifier from Rank, Signature Defense
Name: Defensive Stance Discipline: Defense Skill Description: Through rigorous discipline you have honed your body and weapon to be prepared for any incoming attack against you or your allies. Also allows you to become an obstacle to block enemy movements. Take a Defensive posture. You are unable to attack (or cast damaging spells) but this grants you access to abilities in the defensive tree. Any enemy attempting to pass within 10ft of you must pass a DC 6 or be barred from going any further. Does NOT trigger against teleportation skills/spells Auto Hit: No Friendly Fire: No Cost: Free Duration: Until Canceled Learn: Combat Rolls vs DC 7: Accumulate 3 successes (5 rolls per day) Who Can learn: Body 5
Name: Intercept Discipline: Defense Description: Preparing for the worst, your combat senses are heightened. You can devote your full effort to beating an enemy's attack before it reaches an ally. The effort taken to intercept prevents you from taking any measures to stop or block the attack, making it auto-hit you. Must be in defensive stance. You can intercept a blow or spell that hits an ally. You take all damage and effects of the attack or spell used. Cannot be used to block AoE damage Auto Hit: Yes Friendly Fire: No Cost: 1 Spirit Duration: Once per round Learn: Combat Rolls vs DC 7: Accumulate 3 successes (5 rolls per day) Who Can learn: Defensive Stance
Name: Parry Discipline: Defense Skill Description: Through rigorous training you have learned how to punish attackers who are unable to breach your defenses. Must be in defensive stance. If the melee attacks don't beat your AC you can redirect half damage back to the attacker. Auto Hit: Yes Friendly Fire: No Cost: Free Duration: Always active Learn: Combat Rolls vs DC 8: Accumulate 3 successes (5 rolls per day) Who Can learn: Defensive Stance, +1 Combat Modifier from Rank
Name: Spell-Cutter Discipline: Defense Skill Description: Through meticulous and careful practice, you have honed your skills to slice through the very essence of magic and even reflect some energy back. Must be in defensive stance. You slash at a non auto-hit spell sending it back to the attacker. You must beat the casters Attack roll to send it back. Auto Hit: No Friendly Fire: No Cost: 2 mind Duration: Once per Combat Learn: Combat Rolls vs DC 9: Accumulate 3 successes (5 rolls per day) Who Can learn: Defensive Stance, Parry
Name: Challenging Roar Discipline: Defense Description: You have learned how to use your words and body language to challenge foes into focusing their attention on you, though it only works on creatures smart enough to be taunted. DC 7 check to all enemies within a 10ft radius from the caster. Any creature that fails is forced to target the caster. Enemies with lower than 3 mind are immune to this effect. Does not break Defensive Stance Auto Hit: Yes Friendly Fire: No Cost: 2 Spirit Duration: 1 round Learn: Combat Rolls vs DC 7: Accumulate 3 successes (5 rolls per day) Who Can learn: All
Name: Inspiring Shout Discipline: Defense Description: You have learned how to lead by example and inspire others through your posturing and words to remain stalwart and resolved in the face of danger. Allies behind you gain +1 AC and +1 to DC rolls for 1 turn. Does not break Defensive Stance Auto Hit: Yes Friendly Fire: Yes Cost: 2 Spirit Duration: 1 round Learn: Combat Rolls vs DC 7: Accumulate 3 successes (5 rolls per day) Who Can learn: Challenging Roar
Ψ══Warrior Skills══Ψ / champion-skill-list
Name: Arrow Rain Discipline: Projectile Skill Description: You launch a dizzying number of projectiles into the air, blotting out the sun as they rain death upon your enemy. You may make one ranged attack with your Signature Weapon against each creature within 10ft of a target enemy target, all with the same full attack benefits, damage and secondary effects of the initial attack. May hit friendly targets May only be used once per combat Auto Hit: No Friendly Fire: Yes Cost: 1 Spirit Duration: Always Active Learn: Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Must have a Signature Weapon, all regular level skills with Discipline chosen
Name: Deflect Attack Discipline: Hand-to-Hand Skill Description: You can Deflect incoming attacks - arrows, bolts, bullets, swords, axes and other attacks, redirecting them toward another target. You must have an empty hand to attempt to use this skill. If a physical melee or ranged attack roll fails to overcome your defence roll (not Armor), you may elect to target that attack to a new target. This uses the same attack roll as before and the new target must defend against it or be struck with the weapon. Only one Deflect may be attempted per turn. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: 1 Turn Learn: Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: +3 Combat Modifier from Rank
Name: Flurry of Blows Discipline: Hand-to-Hand Skill Description: Your fists move in a blur, landing multiple strikes upon your opponent. To use this attack, you must have two hands able to make Hand-to-Hand attacks, you may make three rapid strikes against the same single opponent. One of these attacks may be a Stunning Fist attack (must be declared before attack roll). Warriors who already have multiple hand-to-hand attacks of the Signature Weapon type will gain two extra unarmed attacks Auto Hit: No Friendly Fire: N/A Cost: 1 Spirit Duration: 1 Turn Learn: Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Signature weapon with the type of Hand-to-Hand attack used.
Name: Grand Slam Discipline: Blunt Skill Description: By leaping into the air and slamming your weapon into the ground ahead you send out a shock wave of rocks and shrapnel in all directions. You may make one melee attack against each enemy within 10ft of your position at full attack bonuses. This skill is only usable with a Blunt Discipline Signature Weapon. May only be used once per combat Auto Hit: No Friendly Fire: No Cost: 1 Spirit Duration: 1 turn Learn: Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Signature weapon with the weapon used.
Name: Improved Signature Weapon Discipline: All Skill Description: Your single-minded devotion to a single weapon has led you to an understanding surpassing most weapon masters. This skill improves the Signature Weapon skill benefits to +2 to attack. You may only have one Improved Signature Weapon, unlike the regular Signature Weapon which may be chosen multiple times. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Always Active Learn: Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Signature Weapon with chosen weapon, all regular level Skills with Weapon Discipline, no other Improved Signature Weapon.
Name: Jump Attack Discipline: Piercing Skill Description: Leaping high into the air, you bring the point of your Signature Weapon down to bear on your enemy, with the weight of your entire body. The Jump Attack causes +1/+1/+1 Damage to the target, with a bonus extra +1/+1/+1 if diving from over 20 ft above the target, such as with flying Warriors or leaping from dragon back. Auto Hit: No Friendly Fire: N/A Cost: 1 Spirit Duration: 1 Attack Learn: Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Signiature weapon with weapon used
Name: Mage Slayer Discipline: All Skill Description: You excel at removing magical enemies from the battlefield, wizards, mages, sorcerers, witches and more are all your quarry. This skill has two functions: 1: An enemy that attempts to cast a spell within 10 ft of your position can trigger an attack from your Signature Weapon. This strike causes 1 Body damage, but it forces the caster to make a DC 6 check or fail to cast the spell (but still expend any stat points). 2: Any successful attack with your Signature Weapon on a target that is currently under the beneficial effects of a spell will have an Dispel effect applied to them (Warrior makes a DC 6 check to remove the effect). Neither functions of this Skill will work if the Warrior has cast a spell this battle (or precast), or is the recipient of an ongoing beneficial magical spell. With the exception of Obtestor Armis and Obtestor Arma. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Always Active Learn: Must abstain from Magic for 24 hours before attempting to learn. Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Must have a Signature Weapon, all regular level skills with category chosen
Name: Mastered Mutagenic Training Discipline: General Skill Description: Your body has perfectly mutated to endure the ravages that multiple potions can have on your system. If the imbiber has not cast spells this battle, and is not the recipient of an ongoing beneficial spell, they may imbibe another potion per battle (in addition to the bonus +1 from the standard Mutagenic Training, and the +1 from Improved Mutagenic Training) for a total of 4 potions per battle. Casting of Obtestor Armis and Obtestor Arma do not count towards ending the bonuses of Mutagenic Training. Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Always Active (until spell is cast) Learn: Must abstain from Magic for 24 hours before attempting to learn. Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Mutagenic Training, must know a total of 15+ Warrior Skills from any Discipline, must have Mastered at least 1 other Discipline
Name: Project Energy Discipline: All Melee Skill Description: You slash your weapon in front of you, forcing the elemental energies in your weapon outwards toward your opponent. If your Signature Weapon is an Elemental weapon, or has elemental properties applied to it, you project a cone of this element outwards in front of you. 30 ft long and 10 ft wide at it's far end. A successful hit on an enemy will cause 2/2/2 damage, and inflict secondary effects as by the rules of the weapon type. May only be used once per combat Auto Hit: No Friendly Fire: Yes Cost: 1 Spirit Duration: Immediate Learn: Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Signature Weapon, All regular level skills of Discipline
Name: Ricochet Discipline: Thrown, Projectile Skill Description: By carefully targeting each shot, you can ensure that your throw can hit multiple targets. By declaring a Ricochet attack before rolling to attack, if you hit your target you may make another attack at the same modifiers as the first against a second target within 10 ft, if this attack hits, you may target a third. This repeats until you miss an attack or until there are no targets that you have not hit within the 10 ft range. The same target cannot be hit twice using this Skill. May only be used once per combat Auto Hit: No Friendly Fire: No Cost: 1 Spirit Duration: 1 turn Learn: Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Signature Weapon with weapon thrown or shot.
Name: Throw Creature Discipline: Throw Skill Description: Having studied martial arts techniques used to unbalance and throw an opponent to the ground, you take this one step further and throw your opponents great distances, including at another opponent. Once you have grappled an opponent using Grapple or Improved Grapple, you may spend a subsequent action to throw said creature up to 10ft per Body you possess. If you are throwing the opponent at another target you must make an attack roll to hit, and they will both incur damage as per the Telekenesis size table. A failed attack roll will drop the opponent next to you and they may act freely on their next turn. If the thrown creature is thrown at an immovable object, they take damage according to their own size on the Telekenesis Size Chart. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: 1 turn Learn: Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Must know all Soldier level Ranged: Thrown skills and Grapple or Improved Grapple from Hand-to-Hand Discipline, +1 Combat Modifier from Rank
Name: Whirlwind Attack Discipline: Slashing Skill Description: You weave a circular motion, allowing your weapon to guide your actions, slashing at the enemies around in a form more dance than combat. You may make one melee attack against each enemy within 10ft of your position at full attack bonuses. This skill is only usable with a Signature Weapon. May only be used once per combat Auto Hit: No Friendly Fire: No Cost: 1 Spirit Duration: 1 turn Learn: Combat Roll vs AC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Signature weapon with the weapon used.
Name: Imbued Armor Discipline: Defense Skill Description: You have taken the concept of Imbued Defense and elevated it to a new level by infusing your spirit into your armor to provide magical protection Infuse your spirit into your armor to allow the AC to apply to magical attacks as well as physical. This skill can only be used once per combat. Skill cost cannot be reduced by jewelery Auto Hit: No Friendly Fire: N/A Cost: 3 Spirit Duration: 1 Round Learn: Combat Rolls vs DC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: All Defense Discipline Soldier Skills
Name: Improved Signature Defense Discipline: Defense Skill Description: Your single-minded devotion to defensive technique has unlocked a deeper understanding of it to where you easily surpass your peers This skill improves Signature Defense skill benefits to +2 to defense Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Always Active Learn: Combat Rolls vs DC 10: Accumulate 5 successes (5 rolls per day) Who Can Learn: Signature Defense
Name: Phalanx Discipline: Defense Skill Description: Through dedication and devotion, you have become the embodiment of martial prowess, able to remain firmly capable of being as ready to defend as attack to protect your allies. While in defensive stance in front of an ally you can perform attacks (No Magic). Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Always active Learn: Combat Rolls vs DC 10: Accumulate 5 successes (5 per day) Who Can Learn: Defensive Stance
Name: Unnerving Shout Discipline: Defense Skill Description: You know how to channel all of your confidence into a challenging bellow to make your foes second-guess taking up arms against you and your allies. This skill allows you to unleash a powerful, primal roar to unnerve any enemies within 60 ft of you. Any enemies failing a DC 8 will be unable to take an offensive action on their next turn. This skill can be used only once per combat. Auto Hit: Yes Friendly Fire: No Cost: 3 Spirit Duration: 1 Round Learn: Combat Rolls vs DC 10: Accumulate 5 successes (5 per day) Who Can Learn: Inspiring Shout