Seeker Abilities (Argonaught Studies):
Modification-Point Cost: 4
Taps into the abilities of this class. Once this has been purchased, a character can then proceed to purchase actual abilities. Return to top
Prerequisites for this class:
Know all Warrior (Adventurer and Seeker) abilities.
%Roll: Argonaught Abilities: 5
01-20: Adrenaline Surge (Ability) (M.P.C.: 4) (Be filled with adrenaline, increasing your power).
21-40: Charge (Ability) (M.P.C.: 4) (Slam into, damage and possibly stun your opponent).
41-60: Courage (Ability) (M.P.C.: 4) (Resistance to fear influences).
61-80: Danger Sense (Ability) (M.P.C.: 4) (Have a chance to sense imminent danger).
81-00: Spirit of the Bear (Ability) (M.P.C.: 4) (1 Physical Damage-Reduction vs. physical + chance to stun a foe).
Adrenaline Surge (Seeker Ability (levels 0 - 5) Return to top
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The Argonaught will be filled with adrenaline, increasing his or her power.
Modification-Point Cost (M.P.C.) - : 4 Prerequisites ------------------------------ : Argonaught |
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Ability-points to invoke: | 2 |
Area of Effect: | Argonaught only. |
Avoidance-Roll: | None. |
Damage: | None. |
Duration: | 1-D4 turns. |
Effect Time: | Instant. |
Explanation: |
The Argonaught will invoke an adrenline surge that will give the following benefits:
1. +1-D8 damage. 2. 70% shock resistance (body shock from trauma). 3. +3-D4 added strength. 4. +3-D4 added constitution.
Note: While Adrenaline Surge is in effect, the Argonaught will take 50% less damage to the body (rounded up). |
Hand Movement: | None. |
Healing: | None. |
Immunities: | None. |
Invoke time: | Instant. |
Maximum Adjustment: | N/A |
Notes: | None. |
Range: | Self only. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | Not applicable. |
Value: | 1,600 white-gold. |
Charge (Seeker Ability (levels 0 - 5) Return to top
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The Argonaught will slam into, damage and possibly stun his or her opponent.
Modification-Point Cost (M.P.C.) : 4 Prerequisites ---------------------------- : Argonaught |
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Ability-points to invoke: | 2 |
Area of Effect: | Argonaught's foe. A Charge can only be attempted if the Argonaught has the spaces to move, and more than one charge per turn can be attempted if the Argonaught possesses the Divine Favor, "Spirit of Battle" and "Spirit of War", or "Spirit of the War`Wind Fall".
Note: It will take a minimum of 2 spaces (10') to be able to invoke this ability. Spirit of Battle, and the like, can only move you 1 space (so, if you conserve your normal movement per turn, you can charge multiple foes if you possess the Divine Favors of Spirit of Battle, Spirit of War, or Spirit of the War`Wind Fall. |
Avoidance-Roll: | None. To evade a charge, the Argonaught's foe must dodge. |
Damage: | 1-D12 +1 per level, including level 0. Maximum damage: 1-D12 +6. See: "Explanation". |
Duration: | 1 turn (5 seconds). If you have "Spirit of Battle" and "Spirit of War", "Spirit of the War`Wind Fall", or are quickened by spell or item, you may continue using charge for the entire duration of the turn it is invoked upon (without costing more than 2 ability-points to invoke). |
Effect Time: | Instant. |
Explanation: |
The Argonaught will charge his or her foe, rolling to strike as normal, yet with a +30 to the offensive roll to hit.
A Charge can only be initiated if the Argonaught has at least one empty space between his or her foe. A Charge does not have to be in a straight line.
If you successfully strike, pit your strength vs. the strength of your foe (single roll check). If victorious, your foe will be knocked down. See:"Combat, Falling during:" for rulings on falling.
If full damage is caused by the Charge, your foe will be stunned, causing a penalty of -30 to both defense and offense for its next turn. |
Hand Movement: | The Argonaught must use his or her entire body, slamming into a foe. |
Healing: | Not applicable. |
Immunities: | Not applicable. |
Invoke time: | Instant. |
Maximum Adjustment: | See: "Damage". |
Notes: | None. |
Range: | 1 targeted foe. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | Not applicable. |
Value: | 800 white-gold |
Courage (Seeker Ability (levels 0 - 5) Return to top
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The Argonaught will have resistance to fear influences.
Modification-Point Cost (M.P.C.) : 4 Prerequisites ---------------------------- : Argonaught |
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Ability-points to invoke: | Passive ability that will exact 2 ability points if it works. |
Area of Effect: | Self only. |
Avoidance-Roll: | None. |
Damage: | Not applicable. |
Duration: | Permanent. |
Effect Time: | Permanent ability that is always in effect. |
Explanation: |
Argonaught will have a 25% chance of being immune to fear for 2-D4 turns when afflicted by fear ability or spell. |
Hand Movement: | None. |
Healing: | Not applicable. |
Immunities: | Not applicable. |
Invoke time: | Passive ability that is always in effect. |
Maximum Adjustment: | 25% If and when a greater resistance to fear ability or spell has been learned, merely discard this one from then on. |
Notes: | None. |
Range: | Argonaught only. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | Not applicable. |
Value: | 1,300 white-gold |
Danger Sense (Seeker Ability (levels 0 - 5) Return to top
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The Argonaught will have a chance to sense imminent danger.
Modification-Point Cost (M.P.C.) : 4 Prerequisites ---------------------------- : Argonaught |
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Ability-points to invoke: |
Passive ability that will exact 2 ability points if it works. |
Area of Effect: | 55' diameter (20 spaces out from the Argonaught in all directions). |
Avoidance-Roll: | None. |
Damage: | Not applicable. |
Duration: | Instant. |
Effect Time: | Instant. |
Explanation: |
Gives the Argonaught a 1% chance (+1% per level) to have the distinct feeling that danger is about to happen to self and allies.
If your group is split up, this ability will still inform you of the danger if they are within the "Area of Effect". |
Hand Movement: | None. |
Healing: | Not applicable. |
Immunities: | Not applicable. |
Invoke time: | Passive ability that is always in effect. |
Maximum Adjustment: | 6% |
Notes: | None. |
Range: | Argonaught only. |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | Not applicable. |
Value: | 900 white-gold |
Spirit of the Bear (Seeker Ability (levels 0 - 5) Return to top
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Argonaught gains a Damage-Reduction of 1 vs. physical damage. Each attack has a chance to stun a foe.
Modification-Point Cost (M.P.C.) : 4 Prerequisites ---------------------------- : Seeker Ability: "Charge". |
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Ability-points to invoke: |
2 per attempted strike. |
Area of Effect: | Argonaught's foe. |
Avoidance-Roll: | None. |
Damage: | None. |
Duration: | 1 turn (5 seconds) (+1 turn per scroll memorized after learning this ability). |
Effect Time: | Instant. |
Explanation: |
Argonaught will gain a Damage-Reduction of 1 vs. physical attacks for the "Duration" of this ability.
Also, strike with the force of a bear, gaining a 1% chance to cripple your foe (+1% per 3 levels advanced).
Penalties: Movement penalty: 1-D4 for 1-D6 +1 turns. Defense and Offense penalties: -1 (+1 and additional -1 per 3 levels advanced). |
Hand Movement: | Only that the Argonaught successfully strikes his or her foe. |
Healing: | Not applicable. |
Immunities: | Not applicable. |
Invoke time: | Instant. |
Maximum Adjustment: | None. |
Notes: | Spirit of Bear can be executed without a weapon. |
Range: | Argonaught only. |
Resting Time: | None. |
Special: | If in bear form, all effects of this ability will be at x2 (rounded up). |
Susceptibilities: | Not applicable. |
Value: | 800 white-gold |