ABILITIES

General Abilities:

Knives Training (1CP): You know how to use daggers.

Sword Training (1CP): You know how to use 1 and 2 handed swords

Axe Training (1CP):  You know how to use 1 and 2 handed axes

Mace Training (1CP): You know how to use 1 and 2 handed maces

Spear Training (1CP): You know how to use 1 and 2 handed spears

Flail Training (1CP): You know how to use 1 and 2 handed flails

Polearm Training (1cp):  You know how to use polearms

Bow Training (1CP):  You know how to use bows

Crossbows Training (1CP):  You know how to use crossbows

Firearm Training (1CP):  You know how to use firearms

Shield Training (1CP):  You know how to use shields

Light Armor Training (1CP): You are proficient in wearing light armor

Heavy Armor Training (1CP): Requires Light Armor Training, You are now proficient in wearing Heavy Armor.

Weapon Specialization (1CP): Pick a weapon type that you are trained in. For every point you put into this ability, treat your' might or Dexterity stat as being two points higher when dealing damage with that weapon type.  Cannot invest points in this higher than your' might or Dexterity stat.

Light Armor Specialization (1CP):  While wearing light armor, for every point you put into this ability, treat your' defense stat as being two points higher when resisting damage.  Cannot invest points in this higher than your' defense stat.

Heavy Armor Specialization (1CP):  While wearing heavy armor, for every point you put into this ability, treat your' defense stat as being two points higher when resisting damage.  Cannot invest points in this higher than your' defense stat.

Shield Specialization (1CP):  While using a shield, for every point you put into this ability, treat your' defense stat as being two points higher when resisting damage.  Cannot invest points in this higher than your' defense stat.

Speedy Action (2CP): You may spend 1 AP (in addition to the action's cost) to use a second Action in a turn. A second rank in this ability (4 CP cost) adds the option to spend 1 more AP to use a third Action.

Fast Actor(4CP): Gain one extra AP per turn.

Skilled Actor(4CP): Reduces the cost of using Actions Powers by one (cost cannot fall below 1).

Beast Pet: (XCP) You have a pet beast with character points total equal to three times the character points you have invested in this ability. (If you take this ability, please note your Pet's CP distribution in your character submission.) You can invest up to a max of 1/4 of your total character points on this ability. Beasts are not sentient, cannot cast spells, have no Mana Pool, but do generate their own AP. Beasts do not know their own Action Powers but you can command them to execute and action power that you know on their turn. If your Beast pet dies in battle by being brought to zero hit points it is dead until it can be brought back to life with a spell, or you have ample time to train a new beast. Beast pets can equip armor only, except for shields, if they have the training.

Bomb Maker (2CP): You are skilled in making bombs.  You can craft these items yourself for half of what it costs to purchase them from a store.

Quick Bomb (3CP): With ten minutes of time you can prepare a makeshift bomb out of spare components you have on your person or that are in the area. You may only have one of these bombs at a time. When used, this bomb deals damage equal to two times your magic Stat to a number of targets equal to half magic might score.

Grenadier (3CP): You know just how to throw your bombs to get the most impact against your enemies. You may add your dexterity stat to the damage your bombs deal.

Potion Maker (2CP): You are skilled in making potions. You can craft these items yourself for half of what it costs to purchase them from a store.

Quick Potion (3CP): With ten minutes of time you can prepare a makeshift healing potion out of spare components you have on your person or that are in the area. You may only have one of these potions at a time. When used, this potion restores hit points equal to 1/4th your total hit point.

Construct(XCP): Through sheer mechanical ability you have created an artificial construct with character points total equal to three times the character points you have invested in this ability. (If you take this ability, please note your Construct's CP distribution in your character submission.) You can invest up to a max of 1/4 of your total character points on this ability. Construct's are not sentient, cannot cast spells, have no Mana pool, and do not generate their own AP. However, you may spend your own AP to command them to take an action that you know on your turn. Construct can only regain lost hit points through the repair action. When a construct is brought to zero hit points it ceases to function until extensive repairs can be done to it during a complete rest. Constructs can equip weapons and armor, if they have the training to use those items. Constructs are immune to poison damage, curses, hexes and demoralization. However, you also can’t be buffed or inspired.

Mulit-attack (4CP): when you take a basic attack action attack one more time per round. +2 CP cost per a rank past one (ie-Second Rank is 6 CP, Third Rank is 8 CP and Fourth Rank is 10 CP). You may purchase this ability a max of 4 times.

Intervene (4CP): Once per turn, you may direct that an enemy attack targeting one of your teammates must be directed at you instead.

Oversized weapons (4CP): You may wield two handed melee weapons that are larger than normal increasing their weapon dice by one size. (1d12 = 2d8 ). May only be taken once.

Duel Wield (2CP): You can spend AP to make an extra attack with a weapon in your off hand when you take a basic attack action. Light and natural weapons cost 1 AP to use, all other one handed weapons cost 2 AP. You can use this ability in conjunction with the Mulit-attack ability but you still have to spend the AP for each extra attack.

Natural Weapons (2CP):  Your punches and kicks are powerful enough to be considered natural melee weapons.  They now have a weapon dice of 1d4.  Each time you take this ability or if you already have natural weapons it increases the weapon dice of your natural weapons by one size.

Berserker (3CP):  You may enter a rage at the beginning of your turn that lasts until the end of battle or you reach zero hit points. You gain temporary hit points equal to three times your Might score.  Your melee weapon attacks deal 50% more damage, rounded down, but you take 50% more damage, rounded down, when attacked. You can only take basic attack actions while raging.

Choke (2CP):  When you successfully pin a target with the Pin Action you may deal damage to it equal to your Might Stat for each round it remains pinned.

Martial Artist (2CP): You know how to use your opponent’s weight and momentum against them. When using natural attacks you may your dexterity stat instead of your might stat to determine damage.

Multitasker (4CP): Allows you to make a basic attack and use an action power on the same turn.

Transformation(XCP): As an action, you may spend 1 AP and 2 MP to transform into another creature you have designed at character creation. You can invest up to a max of 1/4 of your total character points on this ability and you get 4 character points to spend on your transformation for each character point spent on this ability. (If you take this ability, please note your transformation's CP distribution in your character submission.). When you transform, the transformation replaces your current character stats and abilities for the duration of the combat, this includes your Mana Pool. You may only transform once per combat and you revert back to your original form at the end of combat. If brought to 0HP while transformed you reverts back to your original form and any left over damage from the attack it taken by your original form. Any damage taken or MP spent by your transformation remains in effect until you take a complete rest. You also lose the benefits of any equipment you might be wearing and cannot use equipment when transformed. You may only take this ability once.

Skilled (3CP): Roll a 1d6 on stat checks for any stats you have less then 3 character points invested in.


Magic Abilities: 

Light Magic Training (1CP):  You know how to cast light magic spells

Dark Magic Training (1CP): You know how to cast dark magic spells

Fire Magic Training (1CP): You know how to cast fire magic spells

Ice Magic Training (1CP): You know how to cast ice magic spells

Earth Magic Training (1CP): You know how to cast earth magic spells

Wind Magic Training (1CP): You know how to cast wind magic spells

Nature Magic Training (1CP): You know how to cast nature magic spells

Arcane Magic Training (1CP): You know how to cast nature magic spells

Quick Mind (2CP): You may spend 1 MP (in addition to the spell's cost) to use a second spell a turn. A second rank in this ability (4 CP cost) adds the option to spend 1 more MP to use a third spell.

Skilled Mind(4CP): Reduces the cost of using spells by one (cost cannot fall below 1).

Extra Mana (1CP): Increases the size of your mana pool by 5 MP

Armored Caster (2CP): You can now cast spells while wearing light armor. This ability can be taken a second time to allow casting in heavy armor.

Weapon Mage (2Cp): Pick a weapon type you are proficient with, you now can use weapons from that weapon type as an Arcane Focus.

Fighter Mage (4CP): Allows you to make a basic attack and cast a spell in the same turn

Action Mage (4CP): Allows you to make use and action power and cast a spell in the same turn

Icy heart: (1CP) Requires Ice Magic. For every point put into this ability treat your magic score as being two points higher when casting ice spells Cannot invest points in this higher than your magic score. 

Fiery Soul: (1CP) Requires Fire Magic. For every point put into this ability treat your magic score as being two points higher when casting fire spells. Cannot invest points in this higher than your magic score. 

Rock Gut: (1CP) Requires Earth Magic. For every point put into this ability treat your magic score as being two points higher when casting earth spells. Cannot invest points in this higher than your magic score. 

Breezy mind: (1CP) Requires Wind Magic.  For every point put into this ability treat your magic score as being two points higher when casting wind spells. Cannot invest points in this higher than your magic score.

Ignite (2CP):  Requires Fire Magic. After hitting a target with fire magic it continues to burn and take fire damage equal to a quarter your magic stat, rounded down,  for a number of rounds equal to half your magic score.  This ability may be taken up to four times. 

Piercing Cold (2CP):  Requires Ice Magic. When you strike a target with your ice sword or are struck by a melee attack while wearing ice armor, the target takes cold damage equal to half your magic score rounded down.  This ability may be taken twice.

Earth Shield (2CP): Requires earth magic.  When you are targeted by an attack you may use MP to summon a barrier of earth to try and absorb the attack.   The barrier has health equal to your magic score times the number of MP you spend on it.  If the barriers health is brought to zero by the attack any extra damage is still transferred to the caster.  The barrier crumbles back into the ground after the attack is resolved.

Wind Shield (3CP): Requires Wind Magic.  Once per round you may spend 2MP to negate one attack against you that round. 

Counter Spell (2CP): Requires Arcane Magic.  You may spend MP to intercept and negate a spell being cast by an enemy spell caster.  The MP spent to negate the spell must be equal to the base cost of the spell being intercepted.

Master Summoner (4CP):  You can control one additional summon per rank in this ability. The normal limit is one. 

Extended Summons (3CP):  Your Summoned creatures now last for twice as long.

Empowered Summons (2CP):  Your summons enter battle with temporary hit points equal to your magic score

Tough Summons (2CP): Your summons gain a bonus to their defense stat equal to a quarter of your magic score, rounded down. 

Resistant Summons (2CP): Your summons gain a bonus to their Spirit stat equal to a quarter of your magic score, rounded down. 

Powerful Summons (2CP): Your summons gain a bonus to their might stat equal to a quarter of your magic score, rounded down. 

Magical Summons (2CP): Your summons gain a bonus to their magic stat equal to a quarter of your magic score, rounded down.

Speedy Summons (2CP): Your summons gain a bonus to their Agility stat equal to a quarter of your magic score, rounded down.

Dexterous Summons (2CP):  Your summons gain a bonus to their Dexterity stat equal to a quarter of your magic score, rounded down.

Blood Summons (2CP): For every 10 Hit points you sacrifice you reduce the cost of your next summon by 1 MP.

Sacrifice (2CP):  Requires Dark Magic.  At the beginning of your turn you may sacrifice HP up to your magic stat to gain a corresponding bonus to your magic stat until the end of that turn.

Martyr(2CP):  Requires Light Magic: At the beginning of your turn you may sacrifice HP up to your magic stat and heal an ally by twice that amount. 

Malediction(3CP): Requires dark magic. Your hex and curse spells ignore their target's resistance.

Piercing Flames (2CP): Requires fire magic. When casting a fire spell you can spend two MP to make the spell ignore the targets Spirit stat.

Lighting Arc (2CP): Requires wind magic. If you defeat a target with a spell dealing electric damage, you cans spend one MP to transfer any damage done in excess to the target to another target.  You can spend additional MP to repeat this process until you run out of excess damage.

Numbing Cold (2CP):  Requires Ice magic. After dealing cold damage to a target its Agility is reduced by an amount equal to a quarter of your magic stat, rounded down.  This penalty lasts until the end of your next turn.

Pacifist Pledge (3CP):  Requires light magic. As long as you deal no damage during battle, your heal spells restore 50% more health.  If you deal any damage during battle you lose the effect of this ability for the duration of that battle. 

Eidolon (XCP): Requires Any Magic. May call one Eidolon you have designed in advance at a given time for two MP with character points equal to 3 times the character pints you you have invested into this ability. (If you take this ability, please note your Eidolon's CP distribution in your character submission.) You can invest up to a max of 1/4 of your total character points in this ability. Once an Eidolon is summoned it lasts until it is dismissed, it is defeated in battle or you take a complete rest. If an Eidolon is defeated in battle it cannot again be summoned until you complete a complete rest. Eidolons are sentient, have a Mana Pool, generate AP, and know any spells and actions that their summoner knows. Eidolon cannot equip equipment.

Animal speech: (1CP) Requires spirit magic, allows you to commune with animals.  Keep in mind they still have animal level intelligence. 


Social Abilities: 

Feint (2CP): Once per round you can spend 1 AP to negate damage from an attack equal to your Charisma stat.

Attractive(1CP): Your Charisma based Stat checks are more effective against the opposite gender, +2 to results.

Willful(1CP): You are more resistant to attacks against your morale.  Any negative penalties imposed by a Charisma based attack is reduced by 2.


Eidolon, Beast, Construct, Transformation Abilities: 
These abilities can only be purchased for your Eidolon, Beast Pet, Construct or Transformation. Constructs cannot take any of the poison or venom abilities.

Bite(4CP): Your bite has a weapon die of 1d8 and counts as a natural light melee weapon.

Claws (3CP): You have a pair of claws with a weapon dice of 1d6. Your claws count as natural light melee weapons.

Pinchers (3CP): You have a pair of pincers with a weapon dice of 1d6. Your pincers count as natural light melee weapons.

Hooves (2CP): You can kick with your hooves which have a weapon dice of 1d4. Your hooves count as natural melee weapons.

Poisonous Bite (3CP): (Not available to Construct) As an action you may spend 2AP to bite a target, delivering a dose of venom. The venom saps the targets strength, lowering its might stat by an amount equal to your health stat. The poison’s affect lasts for a number of rounds equal to your health stat. Only living organic creatures may be poisoned.

Lethal Bite (3CP): (Not available to Construct) As an action you may spend 2AP to bite a target, delivering a dose of venom. The venom deals poison damage equal to your health stat for a number of rounds equal to your health stat. Only living organic creatures may be poisoned.

Snake Body(3CP): At least part of your body is like that of a snake, you may to perform the grapple and pin actions without having to use your hands.

Spider Climb (1CP): At least part of your body is like that of a spider, allowing you to climb vertical surfaces and even hang upside down.

Sting (3CP): (Not available to Construct) As an action you may spend 2AP to sting a target, delivering a dose of poison. The poison deals poison damage equal to your health stat for a number of rounds equal to your health stat. Only living organic creatures may be poisoned.

Sticky webbing (3CP): As an action on your turn you may spend 2AP to wrap the target in sticky webbing reducing its agility to zero and preventing them from moving for a number of rounds equal to your health stat, minus the targets might stat.  The target may try to break the webbing by attacking it.  The webs have HP equal to three times your health score.  Once the target has been successfully wrapped in your webbing you may attempt to wrap the target again to apply the Pin action to the target.

Echo location (2CP): You can see perfectly in the dark and are not affected by spells or actions that reduce your accuracy by affecting your vision.

Frog Legs (Optional, 1CP): When you roll a might to check to see how far or high you jumped you can double that result.

Amphibious (1CP): (Not available to Construct) You can breathe both on land and in water. You also do not need to make might checks to swim in difficult situations.

Slimy Skin (2CP): (Not available to Construct) You are difficult to grab and pin: When someone tries to grab you may add half your health score as a bonus to the stat used to resist that attack.

Poisonous Skin (4CP): (Not available to Construct) when an attacker grabs you or hits you with a natural weapon melee attack they take poison damage equal to half of your health score, rounded down, for a number of rounds equal to a quarter of your health score. This ability does not work if you are wearing armor. Also, at the beginning of your turn you may rub one weapon or piece of ammunition against your skin to add this damage to one attack that round.

Flight(3CP): You have a pair of wings on your back, allowing you to fly. Your wings make you extra nimble, allowing you to spend 2 AP to dodge one incoming melee attack per round.

Elemental Breath Weapon (3CP): Upon picking this ability, choose either fire, cold, or electricity. Once per battle, as an action on your turn, you can spend 2 AP to deal damage of that type equal to three times either your Health score to a number of targets equal to your health score. This ability can only be taken once.

Trample (2CP): Requires hooves. As an action you can spend 3AP and make one melee basic attack with your hooves against all enemies in battle.

Regeneration: (1CP) Heal 1 damage per round per point invested in this ability. Occurs at the beginning of the players turn. This healing stops if you are brought to zero hit points.

Multiple limbs (3CP): (not available for Beast Pet) You have an extra set of arms. These arms can be used to hold weapons and perform actions as desired.

Sting (3CP): (Not available to Construct) As an action you may spend 2AP to sting a target, delivering a dose of poison. The poison deals poison damage equal to your health stat for a number of rounds equal to your health stat. Only living organic creatures may be poisoned.

Body of Water (2CP): (Eidolon and Transformation only.) You take 50% less damage from ice attacks (minimum of 1 damage) but 50% more from Fire. You may take a second rank in this ability to become immune to ice damage but take twice as much damage from fire attacks. You may only pick one elemental body type and it cannot be changed after character creation.

Body of Fire (2CP): (Eidolon and Transformation only.) You take 50% less damage from fire attacks (minimum of 1 damage) but 50% more from Ice. You may take a second rank in this ability to become immune to fire damage but take twice as much damage from Ice attacks. You may only pick one elemental body type and it cannot be changed after character creation.

Body of Wind (2CP): (Eidolon and Transformation only.) You take 50% less damage from electric attacks (minimum of 1 damage) but 50% more from earth. You may take a second rank in this ability to become immune to electic damage but take twice as much damage from earth attacks. You may only pick one elemental body type and it cannot be changed after character creation.

Body of Earth (2CP): (Eidolon and Transformation only.) You take 50% less damage from earth attacks (minimum of 1 damage) but 50% more from electric. You may take a second rank in this ability to become immune to earth damage but take twice as much damage from electric attacks. You may only pick one elemental body type and it cannot be changed after character creation.

Stone Gaze(4CP): (Not available to Construct or Beast) As an action you may spend 4AP to turn a target to stone with your gaze for a number of rounds equal to your health stat minus the targets spirit stat. While turned to stone the target cannot perform any action and has their defense and spirit stats increased by 20.