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.