Adventurer Abilities (Guardian):

Prerequisites: A Guardian must be a minimum of 10th level in at least one other character class to enter into this path. You must purchase all the Seeker Abilities of the Guardian in order to begin purchasing abilities in the Adventurer Abilities (this list).

 

Trade-Skills: "Ambidexterity"
                       "Survivalist" (all areas of survival must be at 40%+)

 

%Roll: Guardian Abilities: 10

01-10:   Augmentation (Ability)
11-20:   Blood Oath (Ability)
21-30:   Combat Stability (Ability)

31-40:   Decoy (Ability)

41-50:   Final Stand (Ability)

51-60:   Gift (Ability)
61-70:   Movement Detection (Ability)
71-80:   Presence Detection (Ability)
81-90:   Sleeping Pain (Ability)
91-00:   Weapon Stability
(Ability)

 

     Guardians are protectors. They hire themselves out to others as wardens and physical shields. The Guardian's life is one of faithful servitude as protection is given.

 

     One can become a Guardian only if The Guardians Test has been passed in the Guardians Tower. This test is a trial given to one who desires the path of the Guardian. The Guardians Test can be mental, spiritual, physical, social, written, etc. It can be anything the G.M. decides the potential Guardian needs. If failed, the Guardians Test cannot be taken again for one full year.

 

     One will have three chances to succeed the Guardians Test. If failure occurs on the third time, the Guardians Test may never be taken again.

 

Guardians Tower:

     There is only one Guardians Tower in existence. Only the most powerful and venerable Guardians live within its high scaling walls which reach up to the heavens as if begging the Jahthas in the firmament for some grand favor.

 

     The Guardians Tower is a huge structure, made of the finest stone available. Great blocks and columns, fortified with huge chains and massive battlements and a single behemoth drawbridge ensures the safety of this citadel.
This is the only place in which a character type can come and petition the Guardians Test.

 

     The head of the Guardians Guild will always reside within, with the exception of quest of great importance.

 

     There will always be a 31st level (or higher is the G.M. wishes) Guardian about the structure as the overlord, a number of fine blacksmiths, carpenters and stone masons and religious monks. The way of the Guardian is not without religious devotion, yet it is practical and strict. Honor will always be the way of the Guardian.

 

Political involvement of the Guardian:

     The Gaurdian is highly involved and sought after in many political affairs.

 

 

 

Augmentation (Adventurer Ability (levels 6+) Return to top

 

Added bonus to avoidance-rolls while guarding something or someone.

Modification-Point Cost (M.P.C.): 23

Prerequisites --------------------------- : Guardian.

Ability-points to invoke:

Passive ability that is always in effect while guarding.

Area of Effect:

Guardian only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Passive ability that is always in effect while guarding.

Effect Time:

Passive ability that is always in effect while guarding.

Explanation:

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While guarding something or someone, this ability will give the guardian a +1 to all avoidance-rolls (+1 per 3 levels advanced).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Passive ability that is always in effect while guarding.

Maximum Adjustment:

+23 on all avoidance-rolls

Notes:

None.

Range:

Guardian only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value: 23,000 white-gold

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Blood Oath (Adventurer Ability (levels 6+) Return to top

 

Added bonus to defense and offense while guarding when wounded.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Guardian.

Ability-points to invoke:

10

Area of Effect:

Guardian only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1-D6 turns per 14 levels advanced.

 

Note:

If you learn this ability, and are not 14th level, or higher, you must wait until you are at least level 14 to use it (it can be learned, but will lay dormant until you reach a minimum of level 14).

Effect Time:

Instant.

Explanation:

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This ability will give the guardian a +1 to both DEFENSE and OFFENSE per 20 points of damage he or she takes to the flesh, but only when guarding.

 

See: "Maximum Adjustment".

Hand Movement:

None.

Healing:

None.

Immunities:

This ability can only be invoked after being wounded.

Invoke time:

Instant.

Maximum Adjustment:

+23 Defense and Offense.

Notes:

None.

Range:

Guardian only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value: 20,000 white-gold

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Combat Stability (Adventurer Ability (levels 6+) Return to top

 

Only fall on an attack-roll of 01% when guarding.

Modification-Point Cost (M.P.C.): 30

Prerequisites --------------------------- : Guardian.

Ability-points to invoke:

None. Passive ability always in effect when guarding.

Area of Effect:

Guardian only.

Avoidance-Roll:

None.

Damage:

Not applicable.

Duration:

Passive ability always in effect when guarding.

Effect Time:

Instant.

Explanation:

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While guarding, the Guardian will only fall on an 01% attack-roll.

 

Note:

The usual ruling on this is an attack-roll of 01-02.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant (always in effect when guarding).

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Guardian only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 30,000 white-gold

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Decoy (Adventurer Ability (levels 6+) Return to top

 

Guardian will become his or her Ward for a time.

Modification-Point Cost (M.P.C.): 100

Prerequisites --------------------------- : Guardian.

Ability-points to invoke:

50

Area of Effect:

Guardian and Ward.

Avoidance-Roll:

None.

Damage:

Not applicable.

Duration:

1 hour (+1 hour per 3 levels advanced).

Effect Time:

3 turns (15 seconds).

 

Note:

Beginning at level #20, this effect time will decrease by 1 turn (5 seconds), and then will continue to decrease by 1 turn per 15 levels advanced thereafter.

 

Example:

At level #20, the shift-time will be 2 turns (10 seconds).

At level #35, the shift-time will be 1 turn (5 seconds)

At level #50+, the shift-time will be instant.

Explanation:

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The Guardian will take on the form of his or her ward for the Duration of this ability.

 

While in this form, the Guardian will physically become a duplicate of his or her Ward, though will retain the bonus effects of all items upon his or her person.

Hand Movement:

None.

Healing:

None.

Immunities:

The Guardian can only take on the form of a living creature, unless he or she is the race, "Shapeshifter".

 

Unless a Guardian is an undead, he or she cannot take on the form of an undead creature being guarded. This applies to all classes of creatures (the Guardian must be the same creature class as his or her Ward). Again, the exception to this rule is if the Guardian is a Shapechanger (but the Shapechanger must touch his or her Ward to acomplish the change).

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

Ability-points will not begin to regenerate until the Guardian shifts back into his or her own form.

Range:

None.

 

See: "Explanation" and "Immunities".

Resting Time:

None.

Special:

While in the form of a Ward, the Guardian will still gain the benefits of being him or herself. This also applies to items the Guardian has upon his or her person.

Susceptibilities:

None.

Value: 100,000 white-gold

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Final Stand (Adventurer Ability (levels 6+) Return to top

 

The Guardian enrages all foes, forcing them to attack him or her.

Modification-Point Cost (M.P.C.): 60

Prerequisites --------------------------- : Divine Favor, "Essence of Eternity".

Ability-points to invoke:

2

 

Note:

When this powerful ability is invoked, the ability-points used to invoke it will be freely given -- forever lost.

 

See: "Special".

Area of Effect:

All perceived enemies of the Guardian.

Avoidance-Roll:

None.

Damage:

2 Ability-points will be forever, willingly, lost by using this ability.

Duration:

One full battle.

Effect Time:

Instant.

Explanation:

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When this ability is used, the Guardian will tap into a form of the Essence of Eternity, drinking deeply from vast, surging powers within its endless well of power.

 

There are four main effects of this ability, as follows:

1.

This ability will instantly provoke all perceived enemies to do battle with the Guardian, and forcing them to forget the Guardian's Ward for the Duration of this intense ability.

 

2.

This Guardian will have x2 Blood-points, x2 Oxygen-points, and x3 Damage-points. The Guardian's actual blood, oxygen and damage-points will be taken off LAST.

 

3.

The Guardian will feel no Fear and no Pain.

 

4.

The Guardian will receive a temporary pool of Minotuar's Luck (next offensive turn is not forfeit for using this luck). The amount of Minotaur's Luck will be 1-D12 +1 (+1-D12 +1 per 7 levels advanced).

Hand Movement:

None, but the Guardian must vocally cry out in supplication to the Essence of Eternity, invoking its assistance.

Healing:

None.

Immunities:

Only a Guardian who possesses the Divine Favor, "Essence of Eternity" can use this ability.

Invoke time:

1 turn (5 seconds).

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Guardian only.

Resting Time:

24 hours.

Special:

Using this ability will not only drain the 2 ability-points used to invoke it, but will age the Guardian 1-D6 years of his or her life.

Susceptibilities:

None.

Value: 60,000 white-gold

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Gift (Adventurer Ability (levels 6+) Return to top

 

The Guardian takes damage for the one being guarded.

Modification-Point Cost (M.P.C.): 25

Prerequisites --------------------------- : Guardian.

Ability-points to invoke:

None. Passive ability always in effect when guarding.

Area of Effect:

The guardian’s Ward.

Avoidance-Roll:

Avoidance-roll vs. “Awareness”.

Damage:

None.

Duration:

Passive ability always in effect when guarding.

Effect Time:

Instant.

Explanation:

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Gift will allow the Guardian to take damage for the one he or she is guarding.

 

For this to be successful the guardian must make a successful Avoidance-roll vs. "Awareness". This ability can be withheld by the guardian if he or she so chooses.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant. Passive ability always in effect when guarding.

 

Note:

See: "Explanation".

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Awareness = the number of spaces from the Guardian this ability will work (but the Guardian's Ward must be in sight).

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 40,000 white-gold

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Movement Detection (Adventurer Ability (levels 6+) Return to top

 

While guarding, guardian can sense movement without having to see.

Modification-Point Cost (M.P.C.): 40

Prerequisites --------------------------- : Guardian.

Ability-points to invoke:

20

Area of Effect:

1 space (5') (+1 space per 7 levels advanced).

Avoidance-Roll:

Avoidance-roll vs. “Awareness”

Damage:

None.

Duration:

1 minute (12 turns) x the level of the guardian.

Effect Time:

Instant.

Explanation:

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Can sense the physical movement of another.

Hand Movement:

Two hands. Guardian covers his or her own eyes with both hands, blocking his or her vision, and then moves the hands outward until he or she can see clearly.

Healing:

None.

Immunities:

Intangible and gaseous creatures are not detected by this ability.

Invoke time:

1 turn (5 seconds).

Maximum Adjustment:

None.

Notes:

None.

Range:

Guardian only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 40,000 white-gold

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Presence Detection (Adventurer Ability (levels 6+) Return to top

 

Sense a stalker using special abilities of concealment.

Modification-Point Cost (M.P.C.): 24

Prerequisites --------------------------- : Guardian.

Ability-points to invoke:

12

Area of Effect:

3 spaces (15') out all the way around the Guardian

Avoidance-Roll:

Avoidance-roll vs. “Awareness” at 1/4 chance (rounded down) +1 per 3 levels advanced.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Can sense that there is a stalker, using a special ability to conceal him or herself, though the exact location is not detected (i.e., thief hiding or performing presence, invisibility, spirits in the vicinity, etc.).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

3 turns (15 seconds)

Maximum Adjustment:

91%

Notes:

None.

Range:

Guardian only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 24,000 white-gold

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Sleeping Pain (Adventurer Ability (levels 6+) Return to top

 

Feel no pain while guarding.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Guardian.

Ability-points to invoke:

5

Area of Effect:

Guardian.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1-D6 turns (+1-D6 turns per 7 levels advanced).

Effect Time:

Instant.

Explanation:

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While guarding there is a %chance that a guardian will feel absolutely no pain if wounded or effected by an ability that causes pain.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

1 turn (5 seconds)

Maximum Adjustment:

None.

Notes:

None.

Range:

Guardian only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value: 10,000 white-gold

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Weapon Stability (Adventurer Ability (levels 6+) Return to top

 

Only lose weapon on an attack-roll of 03% when guarding.

Modification-Point Cost (M.P.C.): 30

Prerequisites --------------------------- : Guardian.

Ability-points to invoke:

None. Passive ability always in effect when guarding.

Area of Effect:

Guardian only.

Avoidance-Roll:

None.

Damage:

Not applicable.

Duration:

Passive ability always in effect when guarding.

Effect Time:

Instant.

Explanation:

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While guarding, the Guardian will only lose a weapon on an 03% attack-roll.

 

Note:

The usual ruling on this is an attack-roll of 03-04.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant (always in effect when guarding).

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Guardian only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 30,000 white-gold

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