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Karness

General Skills And Abilities

  • Berserk- You get to an uncontrollable state and kill or hurt anything.
  • Foresight- Can see a little way into the future.
  • Farsight- Can see far away places in their mind.
  • Mind Speaking- Can speak to something mind to mind.
  • Track- Can follow someone's trail.
  • Mind Reading- Can read other person thoughts.
  • Empathy- Can sense emotions and can change those emotions too..
  • Evade- Can get out of dangerous situations
  • Break- Can break another person's weapon, shield, and sometimes even armor.
  • Resistance- Can resist things others cannot.
  • Increased senses- Can hear and see better than normal.
  • Charm- Can talk your way out of dangerous situations.
  • Identify- Can tell whether something is enchanted or not.
  • Gather Info- Know how to find and gather information easily.
  • Ambidexterity- Equal in both right and left hands.


    Rare Skills

    - Rare skills are skills some are born with. It is just luck of the draw.
  • Fire Touch- Be able to start fire with hands.
  • Ice Touch- Freeze anything by your touch.
  • Spellcraft- Has a special knack for magic and when they perform it, it is more powerful
  • Mimic- Can learn new general abilities when seen.


    Racial Skills

    Elf-Increased Senses

  • High Elf- Flash=emits a flash of bright light
  • Wild Elf- Track=general skill
  • Dark Elf- Darkness=Can hide in dark places without been seen.

  • Dwarf- Invent=Can invent things and sell them for desired prices.
                    Build=Can build anything
  • Minotaur- Rage=general skills
                     - Charge=charges with horn
  • Kanthrop- Shape shift=Turn into a specific animal
                    
  • Felinia-Scale=can scale almost any wall or climb anything.
                     - Increased senses=general skills
  • Vampire- Blood Sense=can sense a blood from a ½ mile away
                     - Increased speed and strength=stronger and faster than their original race
  • Werewolf- Increased senses=general skills
                     -Morph Berserk=go into a rage and forget everything when turning into a wolf. Will attack anything and everything.


    Class Skills

    Path of the Mind

    Initiate

  • Mind speaking: Project your thoughts into another’s mind so that you may communicate with them.
  • Mind Reading- Delve into a persons mind to learn their inner most secrets. Those of strong will however can resist this to a degree, and some can even shut the psion out.

    Empath

  • Empathy- The psion can read another’s emotions with little effort, and can even feel what they feel if he lets himself.

    Mind Bender

  • Mind's Eye- A Mind Bender can focus his thoughts and view far off places with his mind.
  • Telekenisis- A Mind Bender can manipulate the physical world with his mind.

    Psionist

  • Tower of Iron Will- This is a mental ability that allows the Psionist to bolster his resolve and help shield from other mental attacks.
  • Spike- The Psionist lets loose a 'spike' of mental energy into an opponent. This causes the person to feel a sharp burning pain in their head, blurs their vision, and causes them to stumble like a drunken sailor.

    *Psionic Warrior

  • Mind Forge- By focusing their mental powers for days at a time, a Psionic Warrior can create crystal blades of various power.
  • Enhancement: Reflexes- By focusing his mental powers within, a Psionic Warrior may enhance his reflexes for a short time. Everyone else seems to move in slow motion to him, thus giving him a great amount of time to react.
  • Enhancement: Strength- By focusing his mental powers within, a Psionic Warrior may enhance his strength for a short time. This enables him to deliver devastating blows to a foe.
  • Absorb- By focusing deep on themselves a Psionic Warrior can absorb a bit of physical and magical damage...and redirect it in their next strike.

    *Mind Render

  • Mask of a Thousand Faces- When walking in a crowd the Mind Render can conceal his presence by blending into the crowd, his face lost among thousands of others.
  • Psionic Creation- Through intense, but brief, concentration the Mind Render can create a creature that is made completely of mental energy.
  • Shatter- Through a focused blast the Mind Render can blast apart a persons thoughts. No matter how hard they try the person cannot put his thoughts together and simply stands there. This wears off after a short time, but is quite effective.
  • Psionic Whip- A burst of mental energy that leaves physical marks...much like a whip.
  • Pyrokenisis- A Mind Render has the ability to manipulate fire with his mind.

    Path of the Bow

    Scout

  • Evasion- A Scout is great at hiding and avoiding enemies; his life often depends on it.
  • Observation- A Scout is a master at quietly observing what activities are occurring.

    Bowman

  • Ranged Weapon Focus- The Bowman must choose to focus on either regular bows or crossbows.

    Archer

  • Accuracy- An Archer has a great deal of accuracy, which is what makes them so dangerous.
  • Rapid Fire (Bow Focus Only)- Those who have mastery over a bow can let loose arrows at an extremely fast rate.
  • Power Shot (Crossbow Focus Only)- Those who have mastery over crossbows can reset their string so that the bolt does a great deal more damage. The only problem is the string often pops off after such a shot and must be replaced.

    Sharpshooter

  • Sniper Shot- The Sharpshooter has perfected the long range shots and can put an arrow or bolt through a mans eye from rather far away.

    Hawkeye

  • Night Vision- A Hawkeye can see just as well in the dark as in the light.
  • Spell Arrows- A Hawkeye can lay a minor enchantment on an arrow so that it causes a magical effect when it enters the body.

    Path of the Ranger

    Tracker

  • Tracking- Be able to follow and track just about anything.

    Forester

  • Blending- Foresters can use their natural surroundings to conceal and hide their movements.
  • Silent Approach- A Forester can approach with barely a sound.

    Hunter

  • Set Trap- A Hunter can devise and set just about any kind of trap he wants in the wild.
  • Avoidance- A Hunter can spot and avoid nearly any kind of trap set in the wild.

    Path Finder

  • Guidance- A Path Finder is never lost and knows many short cuts. (Travel one extra square.)

    Ranger

  • Connection- Through his connection with Nature the Ranger can read the subtle signs and will know when an enemy approaches.
  • Animal Empathy- The Ranger has a strange understanding with animals and can communicate with them almost effortlessly. He can even call them to aid him in combat.
  • Weapon Focus- The Ranger may choose one weapon that he is a total master of.

    Path of the Dagger

    Cut Purse

  • Sleight of Hand- With this skill the mark almost never knows that their purse is being lifted. In combat one is never really sure which hand holds the dagger.

    Infiltrator

  • Pick Lock- Pick any non-magical lock you happen to come across.
  • Disarm Trap- Disarm just about any non-magical trap you happen to come across in the city.

    Thief

  • Stealth- Thieves know when and how to be silent, and can avoid most detection.
  • Bypass- Thieves know how to spot the basic magical alarms and traps, as well as how to get past them.
  • Sneak Attack- Thieves know the value of taking someone by surprise, and often do so. Its hard to defend against an attack from behind.

    Slayer

  • Fatal Strike- If they catch someone by surprise then they can easily slip a dagger into their heart.
  • Weapon Focus: Dagger- By now a Slayer is a master of the dagger.

    Assassin

  • Handle Poison- Assassins know how to not only poison food, but their weapons as well.
  • Silent Death- Through some strange power they are able to silence a person, so no one can hear them scream.
  • Shadow Cloak- Assassins may cloak themselves in the shadows making them damn near impossible to see at night.

    Path of the Sword

    Squire

  • Parry- To be able to parry is to block others attacks on you.
  • Ride- A Squire learns to ride, as it is essential for them to tend to their animals.

    Fighter

  • Weapon Focus(melee)- May focus on any type of melee weapon.
  • Critical Strike- A Fighter knows where to hit to cause maximum damage.

    Swordsman

  • Dual Wield- With dual wield a Swordsman can use two weapons at one time.
  • Pierce- A Swordsman can impale most enemies no matter the armor.
  • Bash- A Swordsman can bash weapons and armor, sometimes causing them to shatter.

    Knight

  • Mounted Combat- A knight can fight efficiently from any mount.
  • Charge- A Knight can charge an opponent before they have time to react.

    High Knight

  • Fearless- A High Knight has no fear. They will go into battle even with knowing that death is the outcome.

    Path of the Song

    Busker

  • Persuade- A Busker can persuade weak people to do what they want.
  • Charisma- Charisma gives a Busker the ability to talk and perform in large crowds.

    Musician

  • Instrument Focus- Can focus on any instrument.
  • Charm- A Musician can charm another person to do his or her dirty work. The charm skill is much more advanced then the persuade skill.

    Bard

  • Bluff- A Bard can bluff or deceive people to get what he wants.
  • Calm- A Bard can soothe the maddest person to a calm state.

    Master Bard

  • Bardic Music: A Bard can use music to change the flow of battle.
             Song of Engagement- Bard and companions are boosted up from this song.
             Disenchanting Melody- This melody will lower the will power to fight of enemies.
             Song of Vigor- Can boosts morale of allies or lowers the morale of opponents.
             Song of Quell- Used to tranquilize an enemy.

    Bladesinger

  • Create Music- A Bladesinger can create music to do various things
  • Soothe- A Bladesinger can calm even the fiercest beast with their music.

    Path of the Fist

    Student

  • Purity of Body- With a pure body a monk can resist most poisons and toxins with their ki.
  • Unarmed Strike- With unarmed strike a monk can fight just as good without a weapon as some can with one.

    Adept

  • Wholeness of Body- With the Wholeness of Body, an adept can use ki to heal his wounds.
  • Meditate- With meditate an adept can center their self. It also gives the adept an advantage in the next battle.
  • Evasion- The adept now can evade others in and out of battle.

    Monk

  • Diamond Body-Through meditation and control over his body a monk becomes immune to magical poisons
  • Flurry of Blows- With focus a monk can speed up his attacks gaining many hits during a battle.
  • Small Weapon Focus- A monk has a small weapon focus.

    Master

  • Diamond Soul- A master can now harness the power of ki and repel most magical attacks.
  • Master's Fury- With the master's fury, a master can attack in a blink of an eye and with extreme force.
  • Ki Strike- With the ki strike an unarmed attack is now treated as a weapon and can cause immense damage.

    Grand Master

  • Perfect Self- A Grand Master has now trained himself to deflect magical attacks and some Psionic attacks.
  • Quivering Palm- Harnessing his ki, the Grand Master can deliver a quick death with an unarmed strike,
  • Empty Body- Mastering his ki can allow the Grand Master to fade from sight.

    Path of the Mage

    Apprentice

  • Alchemy- An Apprentice can mix herbs and spices to make potions for good things and bad. Healing Potion
         Poison Potion
         Endurance Potion
  • Identify- Apprentices can see something and know if it is magical or enchanted.

    Mage

  • *Create Potion- A Mage can create new potions and chemicals.
  • Animal Companion- A Mage must bond with an Animal to travel with through their life.
  • Mage Spells- A Mage has been given a spellbook with some spells to use at their will.

    Wizard

  • Wizard Spells- A Wizard can now use and read higher spells in their spellbook.

    Archmage

  • Combat Casting- An Archmage can cast in combat easier without losing their concentration.
  • Archmage Spells- Archmages can decifer and use more spells now in their spellbook.

    Sorcerer

  • *Create Spell- A Sorcerer can create spells through great concentration and long hours.
  • Sorcerer Spells- A Sorcerer can now use all spells in their spellbook.
  • Silent Spell- Sorcerers can now cast a spell without using words.
  • Scroll Lore- Sorcerers can read any and all scrolls and take their spells from them.