Live & modern Ars DnD Glossary

This is the Term glossary of LDnD.

Menu

General info
Alignments
Skills
Using Skills
Successful play
Medieval Class Abilities
Chaot abilities
Batlmage abilities
Warlock druid ability
Anti-paladin ability
Rogue Wiz ability
Psychic Monk Ability
Hell cleric ability
Kinetic assassin ability
Mage assassin ability
Actor bard abilities
Mana Knight abilities
Jedi knight ability
Wave Master abilities
Dragon Knight abilities
Dread knight ability
Shadow Knight ability
Sorcere Monk abilities
Kinetic Sorcere ability
Chaos Knights Ability
Shaman abilties
Voodoo witchdoctor abilities
Elementalist abilities
Tengu abilities
Samurai abilities
Witch abilities
Eldritch Abilities
Were Abilities
Angellic Abilities
Shadow practitioner Abilities
Light creator Abilities
Dimensionalist Abilities
Divine Abilities
Chi warrior Abilities
Elemental warrior Abilities
Chi master Abilities
Master Healer Abilities
Templar Abilities
Solamnic knight Abilities
Focuser Abilities
Hunter Abilities
Hell weaver Abilities
Hellgazer Abilities
Modern class Abilities
Creator
Anti-mage Ability
Criminal Ability
Law Enforcer Ability
Priest Ability
Psi Kinetic
Scientist
Seer Ability
Psychic Ability
Prophet Ability
Healer Ability
Worker Ability
Bum Ability
Soldier Ability
Terrorist Ability
Psionic ability
Master Ability
Mage Ability
Ninja warrior Ability
Wiccan Ability
Stalker ability
Specialist ability
Occultist ability
Specialist ability
Mechanic ability
Psi master ability
Holy ability
Mage knight ability
Illusionist ability
Channeler ability
Hacker ability
Cultist ability
Divinator ability
Sage ability
Auror ability
Psychic investigator ability
Gun slinger ability
Psychic magus ability
Warrior cop ability
Magician ability
Orderly ability
Starseed ability
Nagual ability
Dweomer master ability
Decepter ability
Muse ability
Ninja mage technician ability
Chemist ability
Geneticist ability
Psychic doctor ability
Zelda royalty ability
Physical blood mage ability
Con Artist ability
Goto main index

Term Glossary

General info

  Speed time gives +1 attack action to your attack as in melee/ranged with use of concentration check and a 1d4 to denote how many attacks you gain.

  Slow time gives -1 attack action to your target upto -4, with the roll of a concentration check. Then a 1d4 to note how long they are slowed.

  Stop time freezes victim/s for 1 full round upto 6 with a concentration check and a 1d6 to note how many turns you froze the victim.

  Familiar: A magic user can obtain a familiar by taking 24 hours and using up 100 gp materials. The sorcere chooses the familiar kind. As the sorcere advances in level, his familiar also increases in power. A familiar starts with 100% hp and your stats. If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a 1d20+fortitude Fortitude saving throw and get 10 or more for success. Failure means he loses 200 experience points per sorcere level; success reduces the loss to one-half that amount but the experience point total can't go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point. A character with more than one class that grants a familiar may have only one familiar at a time. Every two level higher than 20th the familiar's natural armor bonus and Intelligence each increase by +1. The familiar's spell resistance is equal to the master's level + 5. At 21st level and again every ten level higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master's choice.

  Stat scores in live dnd works with you modelling yourself as for the character stats. A brief desription as to what they are and how to formulate them yourself.
Str = strength that modifies the character's Attack and Damage rolls in melee combat.
Dex = dexterity that modifies the character's AC, Initiative, Ranged Attack and Reflex Save.
Con = consitution that modifies the character's Hit Dice and Fortitude Save.
Int = intelligence that modifies the character's training points and Additional Languages.
Wis = wisdom that modifies the character's Will Saves.
Cha = charisma that modifies the character's NPC Influence Rolls. To get the stat mod take the stat score and divide by 2 then round down any remainders. Subtract 5 from the score. like a 18 int/2=9-5=4 int mod.

  Nonlethal damage: Nonlethal damage is based off dnd and is the negative energy that can be used for energy effects of many types. This energy is ultraviolet or ultra blue-purple and thats not seen by the human eye. Its effects are to weaken the body everytime its used for a spell by adding to a nonlethal damage total. Each point causes 6 months aging repairable by healing of any sort or rest for 10 min per point.

Goto top
Alignments

  Fifteen distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts. The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains, the three true are for the backbone of people. The ultra are for extremists. The unaligned alignment is for those who are basically none of them but is one with many of them anyway.

  Lawful Good, "Crusader": A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion.

  Neutral Good, "Benefactor": A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

  Chaotic Good, "Rebel": A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

  Lawful Neutral, "Judge": A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

  Neutral, "Undecided": A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil-after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.

  Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

  Chaotic Neutral, "Free Spirit": A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal.

  Lawful Evil, "Dominator": A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds.

  Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

  Neutral Evil, "Malefactor": A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

  Chaotic Evil, "Destroyer": A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

  True good, "The hero": A quibbler, thanks to robert, of a general good person doing good intents with evil or good training. Your balancing good intents while doing good and evil or neutral actions. Double deal those who make trouble. Don't believe rumours, or do what isn't in the best intention of most. Use what is useful and may intention a positive understanding. Pay lipservice to the law by obeying them, only in the open and near the law. With a regressive motion, they can turn on those who were or are evil. Some use psience or science to back them up. They, the quibblers are likely not to care on results, but only on the thrilling feel of the moment along with the people responsible. They might say, its not fun to play alone and yet they don't really help as they focus on their own needs.

  The true good is to not tell of peoples problems and only so they can play with the faults. Aspects are to notify enforcement of law to what is occurring if any and to reflect the law. If they can't do that then they notify people of the laws which apply. Some do argue the point for quite a while till the nonhostile gives up. In their mind there is no wasted events and time is always of interest. The goal is to achieve a position of greatness and allow fame to cause glory and yet to not stop progress. The thought "For the worthy can achieve, by a game that guides the way and most enemies fall by the wayside."

  True Neutral, "Prophet": A true neutral character or generally a neutral will control of what a person may or may not want to do by attempting to see and prophetize as they desire, on what seems to be a good idea. She/he doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos, compared to accepting the visions of what may come. Most true neutral characters don't exhibit a lack of conviction or bias, its rather a commitment to neutrality as the two forces are what drive the visions and if there is only one vision then duality dissapears. Duality, in this case is to a cause or appear existant from good and evil, working side by side. Such a character thinks of good as better than evil-after all, she/he would rather have good neighbors and rulers than evil ones that are guided by a vision or dream.

  Still, she/he is not personally committed to upholding good in any abstract or universal way. When they have to they will prove a point, like socially they are almost banned from giving or protraying a vision so they help the besieged and to aid a group for their own free will. In their mind there is no wasted events and time is always of interest and vision will derive from most any sign they get, like a black hand on a pole where there was none meaning endangerment, except they love to study and give examples. True Neutral is the best for nuttyness, because it means you act naturally and strange, and without prejudice or compulsion even while you dream and its counted as an acted out vision. The goal is to be true to yourself and most will fall into place. What can be said "make good where it can be good and bad where necessary without prejudice except by using good comparison."

  True evil, "evil monster": Some aren't always like this but some can fit this evil monster role. This general evil achieve for the love of evil profit or greed and objects and do evil intent with good and evil actions. They won't think to debate between criminals and investigators of doing intention of evil! They're doing evil actions while looking for bad results in an area to disrupt. They play to own with time and choose not to follow rules, except for what rules are made by themselves. These people are the easiest to control because they follow the notions and consider what can be abused. If a vision occurs then they might attempt to change it, by vision manipulation and/or guilt trips. When they have to they will prove a point, as socially they are almost banned except they show redeeming points so they help the people needing help and try to aid a group for their own reasons.

  They attempt to control and connive or live by possessive standards. The monster maker isn't responsible for their own bad actions, they were possessed by an impulse or so they might say. If not that, then its a self excuse. The goal is to achieve with statement of bad as truly skilled for the sake of imfamy and seek to own. If everything is perfect then they will achieve with what they think of right, to think its right. They will do many things and mostly bad appearing good without forcing an issue. The true evil leave it alone or don't do if its an idea thats new, unless paid to. The true evil person is to claim an idea for their own and subjucate the idea maker, without giving up and they make things pretty hard in the end. So the line "Placate or use till the idea is dead" and "Don't beat a dead puppy, for its a useless activity."

  The ultra class is thought to use idea or not seem as you aren't as you think. See the area you feel if you do things this is their folly as they feel they aren't effected by what they do. See as you are aware your alert to the area you feel to create, as they are the feel unless you think you are feeling as they feel what you feel or feel what they want they create or do. This is their feel to the use so they think good if their way iss some feeling better. Some are area aware or activity creating to give an other things to create. They are aware yet there "where are they", so you see the area feel this is auratic influence or not always there if the wrong or not by the aura use. See with actic or activity is radience that radiation thought is collected to some area, this uses an energy convertor that is energy from thought sent to some pool. See as your not there by incorrect feel with some influencer not there.

Ultra good:
  The good in all of us, this is the point that you create good no matter what you do and only when you are aware it's good. They see the good in all of us, so they could try to bring that out in us. Any bad action, then the point is moot as a concept is a conclusion and things are what they seem. This is a point you know and understand, if you get a point from them. Think and you realize what is done by them. This is a concept that is realized by the soul and understood by the spirit. They are the type that make things happen, and what you do is what they could notice. Then if distracted, they go off on their own tangent. This is known by feel and what occurs is what is decided if necessary. They usually think for themselves when they want sometimes, if they have opinions from others then they listen and could use the idea. This includes being aware by the spirit and the soul, thinking of where they need to be and their soul shifts them by feel as they think of the idea and feel to send the emotion. That is likely to change minds if they aren't blocked. The idea is what attunes the aura energy, then the shift of dimensional energy shifts them to be where they want. So be prepared if you meet them, anything could happen, if they are around.

Ultra neutral:
  They are good for what they say, if they intend to do anything at all. They are the point and not only do they not judge, they can create what they feel is right in idea. They are aware of the moment, then the point is done if they deem it necessary. This is using an aspect of them, that creates the point of living with them interesting. The idea is a point the idea is known and things are what is a point, if necessary and otherwise ignored. The ignored point is where they aren't listening, so think and you know what you can do with them in mind. They will use constructive idea, so this includes thinking about the place and imagining the area with them in the place or area. Then the subconscious causes them to appear there and if that worked, that means they are there until they decide to no be there at all. They can be what is a good or evil on a whim, you see they have no morality so be careful when around them with what you do. They could take it wrong, if you present things badly. Think and you know what to do, if you think to shift then you do.

Ultra evil:
  They are the pure evil, think and you know them. Realize what you need to know and that is what they could allow. The point is antisocialism with them, if they are moody. So think about what you need to know and they will respect your request. The point is done, if they are aware of the point being needed and intended with a purpose they want to do. They are the point in idea, they are the idea you can follow. However, they can change their mind on a whim. They are a point of mindfulness, so think about the idea and you can get their intention with what they do in life. Otherwise, they can do anything, when you feel things are necessary sometimes they don't and feel no need to respond to you. So if this is where they are aware, then they could create whatever they intend. This is a know fact of life. So they feel they are the force of the universe, they can create with a point and make with a concept and this is in a space time continuum with it's own time points or wormholes. So they can use wormholes to shift things.

  This is etherically and spiritually done in the subspace, think about the point and they can be there. See this is a point in idea to them, so that makes them easily able to move their own and others bodies by the aura shift. This is where they focus on a point, breathe in and out, and think to be somewhere. This makes them alter their aura and the idea can shift them to where you or others are in mind. This is apporting in harry potter movies. Where they shift to another place and time, then the giant shift can be done by feel with life energy from the plane and area by idea. You know by the spirit, think and realize by the soul and can do what you want with what is necessary. If you prove the point, you can do what you want with them. This is a point in fact, they oftentimes see the use of the spirit to subjucate so think and you are aware. This means the idea is a point, you know to speak out what they did and feel to send emotion to them of what is felt of the idea in life. They could subside by the feel. That is if you want them to do something. However, one thing you can't do is argue with them. This is basically them in a nutshell.

  Unaligned, "Just let me go about my business.": If you?re unaligned, you don?t actively seek to harm others or wish them ill. But you also don?t go out of your way to put yourself at risk without some hope for reward. You support law and order when doing so benefits you. You value your own freedom, without worrying too much about protecting the freedom of others. A few unaligned people, and most unaligned deities, aren?t undecided about alignment. Rather, they?ve chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission since death comes to all creatures regardless of alignment.

Goto top
Skills

  Each training point you spend on a class skill gets you 1 rank in that skill. Class skills are the skills found on your character's class skill list. Each training point you spend on a cross-class skill gets your character 1/2 rank in that skill. Cross-class skills are skills not found on your character's class skill list. (Half ranks do not improve your skill check, but 2 1/2 ranks make 1 rank.) You can't save training points to spend later. The maximum rank in a skill is the character's level + Cha mod.

Goto top
Using Skills

  When your character uses a skill, you make a skill check to see how well he or she does. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a particular number (a DC or the result of an opposed skill check) for the check to be successful. Circumstances can affect your check. A character who is free to work without distractions can make a careful attempt and avoid simple mistakes. A character who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise he or she would fail.

  Skill check: action + skill modifier + situational modifiers + miscellaneous mods >= DC(Task Difficulty).  An action is to get a coin and do a coin flip, and heads gets a success of a 20 result, a tails is a fail of 1 result. The skill modifier be the skill rank, this is the training point total. The situational modifier is what may be effecting you. Class skill is the special ability or feat that the character works with or uses to mod a skill, via a miscellaneous mod. So this is Action + 6 spot skill rank and  4 int bonus modifier + 3 skill bonus >= 15 DC, so an action(1)+6+4+3=14 is the lowest a character could roll. This is to make certain of success.

  An opposed check is a check whose success or failure is determined by comparing the check result to another character's check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie.

  In general, you can try a skill check again if you fail, and you can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. A few skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless.

  Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard actions, move actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Some skill checks are instant and represent reactions to an event, or are included as part of an action. These skill checks are not actions. Other skill checks represent part of movement.

  Ability Checks and Caster Level Checks: The action applies for ability checks. Neither rule applies to caster level checks.

  You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you succeed on your action in your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once. In cases where the skill restricts who can achieve certain results you can't aid another to grant a bonus to a task that your character couldn't achieve alone.

  It's possible for a character to have 2 skills that work well together. In general, having 5 or more ranks in one skill gives the character a +2 bonus on skill checks with each of its synergistic skills, as noted in the skill description. In some cases, this bonus applies only to specific uses of the skill in question, and not to all checks. Some skills provide benefits on other checks made by a character, such as those checks required to use certain class features.

  Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. An ability check is a action and the appropriate ability modifier. Essentially, you're making an untrained skill check. In some cases, an action is a straight test of one's ability with no luck involved. Just as you wouldn't make a height check to see who is taller, you don't make a Strength check to see who is stronger.

Goto top
Successful play in actions

  The way to determine a success, if you so choose to use this idea, is 1d20+focus rank or feel free to use straws by drawing them from the hand. The longest or shortest straw is success. Otherwise, the choice of success is sometimes; making by using d20 as 10+skill rank or mod and get a 15 or above. So if you use a 10+focus rank approach, then a 10 + 6 focus ranks (6) = 10+6=16 or automatic success by feel. Otherwise 10 + 4 focus rank = 10+4=14 or automatic fail.

Goto top

Class Abilities

Chaot abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  One pointed focus (Ex); You think of a actual point in your minds eye and then focus on what your trying to realize. Then you realize it. This is where you breathe normal and focus on your Breathe, point something out and think of what you need, focus upon your breath, then you realize what you want to know. You can know any special properties of items and whatever the thing does or that its meant for by feel.

Goto top
Batlmage abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Fast Movement (Ex): +10 feet speed.with no armor, light armor, or medium armor and no heavy load. Apply this bonus before modifying speed because of any carried load carried.

  Controlled Rage (Ex): A batlmage can fly into a controlled rage. In a controlled rage, a batlmage temporarily gains +4 bonus to Strength, +4 bonus to Constitution, +4 bonus to Intelligence and +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The Con increase increases the batlmages health points +2 per level, but these health points go away at the controlled rage end when the Con score drops to normal. A fit of rage lasts 3 + the character's (newly improved) Constitution modifier. A batlmage may prematurely end his rage. At the end of the rage, the batlmage loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level batlmage, at which point this limitation no longer applies; see below).
At 1st level they can use this rage ability once per day. At 4th level and every four level thereafter, they can use it one additional time per day. Entering a rage takes no time itself, but only during their action, not in response to someone else's action.

  Trap Sense (Ex): Starting at 3rd level, a batlmage gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian level thereafter. Trap sense bonuses gained from multiple classes stack. The epic batlmage bonus increases by +1 every three level higher than 18th.

  Improved Uncanny Dodge (Ex): At 5th level and higher, a batlmage can no longer be flanked. This defense denies a rogue the ability to sneak attack the batlmage by flanking him, unless the attacker has at least four more rogue level than the target has batlmage level. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the level from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

  Damage Reduction (Ex): At 7th level, a batlmage gains Damage Reduction. Subtract 1 from the damage taken each time it is dealt from a weapon or a natural attack. At 10th level, and every three level thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. The epic barbarian's damage reduction increases by 1 point every three level higher than 19th.

  Greater Rage (Ex): At 11th level, bonuses to Strength and Constitution during rage each increase to +6, and the morale bonus on Will saves increase to +3. The penalty to AC remains at -2.

  Indomitable Will (Ex): While in a rage, a batlmage of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves also received during rage.

Tireless Rage (Ex): At 17th level and higher, a batlmage no longer becomes fatigued at the rage end.

  Mighty Rage (Ex): At 20th level, bonuses to Strength and Constitution during a rage each increase with a +8 bonus, and the morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

Goto top
Warlock druid ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Bonus Languages: A magic user may substitute Draconic for one of the bonus languages available to the character race. A warlock druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of race. A warlock druid also knows Druidic, a secret language known only to warlock druids, which is learned upon becoming a 1st-level druid. Druidic is a free language in addition to the regular allotment of languages and it doesn't take up a language slot. Warlock druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.

  A hell cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of race.

  Animal Companion (Ex): A warlock druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the warlock druid on the adventures as appropriate for its kind. A 1st-level warlock druid's companion is completely typical for its kind except as noted below. As a warlock druid advances in level, the animal's power increases as shown on the table. If a warlock druid releases the companion from service,

 
The warlock druid may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

  A warlock druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's warlock druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's warlock druid level and compare the result with the warlock druid level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, it can't be that animal.)

  Nature Sense (Ex): A warlock druid gains a +2 bonus on Nature and Survival checks.

  Wild Empathy (Ex): A warlock druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The warlock druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the warlock druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A warlock druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 , but takes a -4 penalty on the check.

  Woodland Stride (Ex): Starting at 2nd level, a warlock druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion are still affective.

  Trackless Step (Ex): Starting at 3rd level, a warlock druid leaves no trail in natural surroundings and cannot be tracked. The warlock druid may choose to leave a trail if so desired.

  Resist Nature's Lure (Ex): Starting at 4th level, a warlock druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

  Wild Shape (Su): At 5th level, a warlock druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.

  The form chosen must be that of an animal the warlock druid is familiar with. A warlock druid loses her ability to speak while in animal form because its limited to the sounds that a normal, untrained animal can make, but can communicate normally with other animals of the same general grouping as the new form. A warlock druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The warlock druid. In addition, gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

  The new form's Hit Dice can't exceed the character's warlock druid level. At 12th level, a warlock druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A warlock druid can't use this ability to take the form of a plant that isn't a creature.) At 16th level, a warlock druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to normal wild shape usage. In addition to the normal effects of wild shape, the warlock druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. Also gained are the elemental's feats for as long as there's wild shape maintainance, but retains the creature type. At 18th level, a warlock druid becomes able to assume elemental form twice per day, and at 20th level can do so three times per day and may use this wild shape ability to change into a Huge elemental.

  Venom Immunity (Ex): At 9th level, a warlock druid gains immunity to all poisons.

  A Thousand Faces (Su): At 13th level, a warlock druid gains the ability to change appearance at will, as if using the alter self spell, but only while in her normal form..

  Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

  A warlock druid's animal companion is different from a normal animal of its kind in many ways. The companion is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, training points, and feats). It is superior to a normal animal of its kind and has special powers, as described below.  

  Class level
Bonus HD
Natural Armor Adj.
Str/Dex Adj.
Bonus Tricks
Special
____________________
1st-2nd
+0
+0
+0
1
Link, share spells

3rd-5th
+2
+2
+1 2
Evasion

6th-8th
+4
+4
+2
3
Devotion

9th-11th
+6
+6
+3
4
Multiattack

12th-14th
+8
+8
+4
5

15th-17th
+10
+10
+5
6
Improved evasion

18th-20th
+12
+12
+6
7

  Animal Companion Basics: Use the base statistics for a creature of the companion's kind, but make the following changes.

 
Class level: The character's warlock druid level. The warlock druid's class level stack with level of any other classes that are entitled to an animal companion for the purpose of determining the companion's abilities and the alternative lists available to the character.

 
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion's base attack and base save bonuses. An animal companion's base attack bonus is the same as that of a warlock druid of a level equal to the animal's HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal companion gains additional training points and feats for bonus HD as normal for advancing a monster's Hit Dice.

 
Natural Armor Adj.: The number noted here is an improvement to the animal companion's existing natural armor bonus.

 
Str/Dex Adj.: Add this value to the animal companion's Strength and Dexterity scores.

 
Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the warlock druid might choose to teach it (see the Handle Animal skill). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The warlock druid selects these bonus tricks, and once selected, they can't be changed.

  Link (Ex): A warlock druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The warlock druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

  Share Spells (Ex): At the warlock druid's option, she may have any spell she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the warlock druid before the duration expires. Additionally, the warlock druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A warlock druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).

  Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

  Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects:

  Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

  Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

  A warlock druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the warlock druid's level (in parentheses) for purposes of determining the companion's characteristics and special abilities.

 4th level or Higher (level -3)
_____________________________________
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)

  7th level or Higher (level -6)
___________________________________
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus1 (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)

  10th level or Higher (level -9)
_____________________________________
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge1 (animal)
Snake, giant constrictor (animal)
Whale, orca1 (animal)

  13th level or Higher (level -12)
____________________________________
Dire bear
Elephant (animal)
Octopus, giant1 (animal)

  16th level or Higher (level -15)
____________________________________
Dire shark1
Dire tiger
Squid, giant1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)

1 Available only in an aquatic environment.

  Goto top
Anti-paladin ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Aura of control (Ex): The power of a anti-paladin's aura of control is equal to anti-paladin's level. This works as a charm spell.

  Detect threat (Sp): At will, a anti-paladin can use detect threat ability.

  Secret language: The secret language of the Anti-paladin is the negative language. Its added with a "Negative" to the languages. In negative language, every verb is opposite that is used in a sentence. Special verbs are be, is, are, was, am, dun, don't, a, not and un. Be = be, isnt/wasnt, arnt/am not. Is=isnt, are=arnt, was=wasnt, am=aint, dun=do, don't=do, a=not, not=is, did=didnt, wun=will and un=is or do. Add "a" to make the the word negative like apositive=not positive. Add un at the word beginning to make it positive like unlike=is like, likely. The double negative in a sentence makes a positive and a double positive in a sentence makes a negative. No 2 negative are close together so instead of am not=am its am so not=am so, except for be not=isnt, wasnt, wont or wernt. The verb conjugation not disappears and is actually not translated into the positive sentence. Use this language to win an arguement or get out of contracts. The base to this language came from the first humans on the planet which was millenium ago. The nouns are the same so the examples are:

"I misunderstand you." = I understand you.
"I do not recognize you."=I recognize you,
"I dunno you."=I know you,
"I am unlike you."=I aint made like you,
"I be apositive."=I am positive.
"I adun unknow this."=I know this.
"I really am hard not to understand."=I really am hard to understand.
"I be nice."=I aint nice.
"This be not good."=This isn't good.
"This wun do."=This will not do.
"This wun work."=This will work.
"What undid the event?"=What did the event?
"What did you see?"=What did you not see?

  Smite Foe (Su): Once per day, an anti-paladin may attempt to smite foes with one normal melee attack. Add Charisma bonus (if any) to attack roll and deals 1 extra point of damage per anti-paladin level. If the anti-paladin accidentally smites a creature that did no crime, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five level thereafter, the anti-paladin may smite foes one additional time per day:

  Saving Grace (Su): At 2nd level, a anti-paladin gains a bonus equal to Charisma bonus (if any) on all saving throws.

  Lay on Hands (Su): Beginning at 2nd level, a anti-paladin with a Charisma score of 12 or higher can heal wounds (their own or those of others) by touch. Each day they can heal a total number of health points of damage equal to anti-paladin level x Charisma bonus. Anti-paladin may choose to divide healing among multiple recipients, and doesn't have to use it all at once. Using lay on hands is a standard action.
  Alternatively, anti-paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The anti-paladin decides how many of their daily allotment of points to use as damage after successfully touching an undead creature.

  Aura of Courage (Su): Beginning at 3rd level, the anti-paladin is immune to fear (magical or otherwise). Each ally within 10 feet of them gains a +4 morale bonus on saving throws against fear effects. This ability functions while the anti-paladin is conscious, but not if she is unconscious or dead.

  Immunity (Ex): At 3rd level, the anti-paladin gains immunity to all diseases, including supernatural and magical diseases.

  Turn Being (Su):When the anti-paladin reaches 4th level, they gains the supernatural ability to turn anybody. They may use this ability a number of times per day equal to 3 + Charisma modifier. They turns anybody with enough stp.

  Special Mount (Sp): Upon reaching 5th level, an anti-paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her daily crusade. This mount is usually a heavy warhorse (for a Medium anti-paladin) or a warpony (for a Small anti-paladin). See paladin's special mount.for horse type. Once per day, as a full-round action, the anti-paladin may magically call the mount from the celestial realms in which it resides. The mount immediately appears adjacent to the anti-paladin and remains for 2 hours per anti-paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the ant-paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed.

 
Calling a mount is a conjuration (calling) effect. Should the ant-paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The anti-paladin may not summon another mount for thirty days or until she gains anti-paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls. The epic paladin's special mount continues to increase in power. Every five level higher than 20th, the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount's spell resistance equals the paladin's class level + 5.

  Remove Disease (Sp): At 6th level, an anti-paladin can produce a remove disease effect, as the spell, once per week. They can use this ability one additional time per week for every three level after 6th (twice per week at 9th, three times at 12th, and so forth).

  Ascension: A 20th level anti-paladin becomes a daemon due to the energies that they use. They are in such suffusion of energy that the body dissapates into an energy form that reappears as they want. Forever after they are no longer human but shapeless and able to shapechange at will. Thus they are an energy form considered a daemon with a d20 hit dice.

  Code of Conduct: An anti-paladin must be of anything but lawful alignment and loses all class abilities if they ever willingly commits a lawful act. After 8th level they become a lich if killed of the alignment the character originally had. Additionally, an anti-paladin's code requires that they respect legitimate authority, act with dishonor (lying, cheating, using poison, and so forth) if they see fit, help those in need to suite their needs, and punish those who harm or threaten innocents after reviewing the story (both sides if possible).
  Associates: While they may adventure with characters of any alignment, an anti-paladin will never knowingly associate with wasteful or dishonorable characters such as beggars, nor will they continue an association with someone who consistently offends their moral code. An anti-paladin may accept only those who are useful to them.

  The anti-paladin's mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium anti-paladin is a heavy warhorse, and the standard mount for a Small anti-paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling anti-paladin) or a Large shark (for anti-paladin in an aquatic campaign) may be allowed as well. An anti-paladin's mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, training points, and feats).

 Anti-Paladin level
Bonus HD
Natural Armor Adj.
Str Adj.
Int
Special
______________________________________________________

5th-7th
+2
+4
+1
6
Empathic link, improved evasion, share spells, share saving throws

8th-10th
+4
+6
+2
7
Improved speed

11th-14th
+6
+8
+3
8
Command creatures of its kind

15th-20th
+8
+10
+4
9
Spell resistance

  Anti-paladin's Mount Basics: Use the base statistics for a creature of the mount's kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

  Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount's base attack and base save bonuses. A special mount's base attack bonus is equal to that of a cleric of a level equal to the mount's HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). The mount gains additional training points or feats for bonus HD as normal for advancing a monster's Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount's existing natural armor bonus.

Str Adj.: Add this figure to the mount's Strength score

Int: The mount's Intelligence score.

  Empathic Link (Su): The anti-paladin has an empathic link with her mount out to a distance of up to 1 mile. The anti-paladin cannot see through the mount's eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the anti-paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

  Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

  Share Spells: At the anti-paladin's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the anti-paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. An anti-paladin and her mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast).

  Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the anti-paladin's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the master might have.

  Improved Speed (Ex): The mount's speed increases by 10 feet.

  Command (Sp): Once per day per 2 anti-paladin level of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it's being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount's daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin's level + anti-paladin's Cha modifier) to negate the effect.

  Spell Resistance (Ex): A mount's spell resistance equals its master's anti-paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount's spell resistance.

Goto top
Rogue Wiz ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every 2 rogue level thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. The epic rogue's sneak attack damage increases by +1d6 at every odd-numbered level (+11d6 at 21st, +12d6 at 23rd, and so on).
  A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

  Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the

  Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

  Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

  Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

  Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

  Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue level than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the level from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

  Special Abilities: On attaining 10th level, and at every three level thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

  Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

  Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer health points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

  Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

  Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

  Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

  Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. The rogue does not gain additional rogue special abilities after 19th level, but can choose a rogue special ability (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, and slippery mind) instead of a bonus feat.

  Feat: A rogue may gain a bonus feat in place of a special ability.

Goto top
Psychic Monk Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk level thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

  Psicrystal: A psychic monk can encode a psicrystal. Doing so takes a day and requires materials that cost 100 gp (the gem used as the basis for the psicrystal represents at least 50% of the total cost). A psicrystal is a psionically charged crystalline stone no more than 1 inch in diameter. It carries a fragment personality seeded from the psychic monk's own mind, with which the psychic monk can empathically interact and from which he or she can derive benefits. A psychic monk may possess no more than one psicrystal at any one time.
  A psicrystal grants a special ability to its psychic monk owner depending on the fragment personality seeded in the stone. Physically, psicrystals have AC 13, hardness 8, and 20 health points. Psicrystals "regenerate" their crystal matrix at rate of 2d4 health points per day if damaged. If a psicrystal is brought to 0 health points, it is destroyed.

  The psychic monk chooses the type of psicrystal he or she gets. As the psychic monk increases in level, his or her psicrystal also increases in utility, as shown. Psicrystal Ability Descriptions: All psicrystals have special abilities that depend on the level of the owner. These abilities are cumulative. Psicrystal level 1-2 has int 6 and ability of Sighted, empathic link. Psicrystal level 3-4 has int 7 and ability of Telepathic link. Psicrystal level 5-6 has int 8 and ability of Self-propulsion. Psicrystal level 7-8 has int 9 and ability of Speak with other reatures. Psicrystal level 9-10 has int 10. Psicrystal level 1-12 has int 11 and ability of Power resistance. Psicrystal level 13-14 has int 12 and ability of Sight link. Psicrystal level 15-16 has int 13 and ability of Channel power. Psicrystal level 17-18 has int 14. Psicrystal level 19-20 has int 15.

  If the psicrystal is destroyed the psion must attempt a Fortitude save (DC 15). If the saving throw fails, the psychic monk loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a psion's experience can never go below 0 as the result of a psicrystal's destruction. A destroyed psicrystal cannot be replaced for six months.

 
  Psicrystal Personality Descriptions: All psicrystals have distinct personalities as listed.
__________________________________________________________
psicrystal personality Artiste, owner gains +2 bonus on Craft checks
psicrystal personality Bully, owner gains +2 bonus on Intimidate checks
psicrystal personality Coward, owner gains +2 bonus on Hide checks
psicrystal personality Friendly, owner gains +2 bonus on Diplomacy checks
psicrystal personality Hero, owner gains +2 bonus on Fortitude saves
psicrystal personality Liar, owner gains +2 bonus on Bluff checks
psicrystal personality Meticulous, owner gains +2 bonus on Search checks
psicrystal personality Observant, owner gains +2 bonus on Spot checks
psicrystal personality Poised, owner gains +2 bonus on Balance checks
psicrystal personality Resolve, oner gains +2 bonus on Will checks
psicrystal personality Sage, owner gains +2 bonus on any one knowledge skill he or she already knows; once chosen, this does not vary
With psicrystal personality Singleminded, owner gains +1 bonus on Concentration checks
With psicrystal personality Sneak, owner gains +2 bonus on Move Silently checks
With psicrystal personality Sympathetic, owner gains +2 bonus on Sense Motive checks

Still Mind (Ex): A psychic monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

  Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
  When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x ?1-1/2 or x?1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.
  In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires 2 hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

  Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
  Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would:. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; Small or Large Monk Unarmed Damage: 1st-3rd level 1d4 small monk damage 1d8 large monk damage, 4th-7th level 1d6 small monk damage 2d6 large monk damage, 8th-11th level 1d8 small monk damage 2d8 large monk damage, 12th-15th level 1d10 small monk damage 3d6 large monk damage, 16th-19th level 2d6 small monk damage 3d8 large monk damage, 20th level 2d8 small monk damage 4d8 large monk damage.

  Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

  Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

  Ki Strike (Su): At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

  Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

  Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

  Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of health points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

  Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

  Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

  Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

  Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

  Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

  Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

  Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

  Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

  Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

  Bonus Feats: At 1st level, the psychic monk gets a bonus feat. The psychic monk gains an additional bonus feat at 2nd level and every three level thereafter. These bonus feats can be selected from all psionic feats as well as the following Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, 2 -Weapon Fighting (Improved 2 -Weapon Fighting), Weapon Finesse*, and Weapon Focus*.

  Feats dependent on other feats are given parenthetically after the prerequisite feat. Some of the psionic feats also have feats from the above list as prerequisites. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus.

  Powers: A psychic monk manifests psionic powers. A psychic monk begins play with power (talents) only limited by power point amount. At each level, the psychic monk discovers one or more powers, as indicated in the powers that are chosen from the psychic warrior power list gotten in the psionic power list.

 
To manifest a power within a particular discipline, a psychic monk must make a skill check using int mod. (Psionic attack and defense modes are exempt from this restriction and do not possess level). The DC for saving throws to resist a psychic monk's powers is 1d20 + the skill rank + the psychic monk's key ability modifier. The 1d20 roll is made by the attacking psychic monk when the power is manifested. Psionic attack and defense modes add a special modifier instead. Certain powers can be enhanced as they are manifested, at the cost of additional power points. Note: A psychic monk may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement.

 
Power Points: A psychic monk can manifest a certain number of powers per day based on his or her available power points. Psychic monks do not gain bonus power points for exceptional ability scores. Special rules govern the manifestation of 0-level powers and psionic combat modes. They are listed as level 1 with 2 power points, level 2 with 3 power points, level 3 with 4 power points, level 4 with 5 power points, level 5 with 8 power points, level 6 with 11 power points, level 7 with 16 power points, level 8 with 21 power points, level 9 with 26 power points, level 10 with 33 power points, level 11 with 40 power points, level 12 with 47 power points, level 13 with 56 power points, level 14 with 65 power points, level 15 with 74 power points, level 16 with 85 power points, level 17 with 96 power points, level 18 with 107 power points, level 19 with 118 power points, level 20 with 129 power points.and +1 level with +11 power points per level for 21st level up.

 
0-level Powers: Also called talents, 0-level powers have a special power point cost. A psychic warrior can manifest any talent he or she knows for free a number of times per day equal to his or her level +2. After exhausting his or her daily allotment, the psychic warrior must pay 1 power point per manifestation of a 0-level power for the rest of the day.

  Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn 2 of the ten psionic combat modes. At succeeding level, he or she can learn one additional psionic combat mode chosen from the psionic power list.

  Weapon Specialization: On achieving 6th level, a psychic monk gains the Weapon Specialization feat. The psychic monk must have Weapon Focus with that weapon to gain Weapon Specialization. If the weapon is a ranged weapon, the damage bonus applies only if the target is within 30 feet. Psychic monk gain Weapon Specialization as a free feat; it doesn't count against the character's bonus and regular feat acquisition. The character cannot take Weapon Specialization as a bonus or regular feat at any other level.

Goto top
Hell cleric ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Aura (Ex): A hell cleric serves any deity they choose being daemonic and has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Clerics who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

  Deity, Domains, and Domain Spells: A hell cleric deity at the time influences alignment, what magic that can be performed, values, and how others see them. A hell cleric chooses 2 domains from among those belonging to the deity. A hell cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if the alignment matches that domain. If a hell cleric is not devoted to a particular deity, they still select 2 domains to represent spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the hell cleric access to a domain ability as well as a granted power. The hell cleric gets the power grant of both domains selected. With access to domain ability at a skill level, a hell cleric gains one domain ability each day to use.

  Spontaneous Casting: A good hell cleric (or a neutral hell cleric of a good deity) can channel stored stamina points (stp) into healing spells. The cleric can use any stp in order to cast any cure spell. A cure spell is any spell that restores from infliction, diseases and poison. An evil hell cleric (or a neutral hell cleric of an evil deity), can't convert stp cure spells but can convert them to inflict spells. An inflict spell is any spell that causes pain, poison, disease and harm. A hell cleric who is neither good nor evil and whose deity is neither good nor evil can convert stp to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the hell cleric turns or commands undead. This is accomplished by a chaos roll. To do these castings see domain ability.

  Chaotic, Evil, Good, and Lawful Spells: A hell cleric can cast any spell in the domain ability of any alignment unless in opposition to their own or their deity's.

  Turn or Rebuke Undead (Su): Any hell cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of death through his holy (or unholy) symbol. A good hell cleric (or a neutral hell cleric who worships a good deity) can turn or destroy undead creatures. An evil hell cleric (or a neutral hell cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral hell cleric of a neutral deity must choose whether the turning ability functions as that of a good hell cleric or an evil hell cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the hell cleric can cast spontaneous cure or inflict spells. A hell cleric may attempt to turn undead a number of times per day equal to 3 + Charisma modifier. A hell cleric with 5 or more ranks in Religion gets a +2 bonus on turning checks against undead.

  Silent death is the death of an instant that can kill demons or any living creature. The hell cleric can snap a finger and turn the demons power uponst itself slaying it. A humanoid can die in the same manner yet will disappear as if they never were.

  Enslavement: The hell cleric can enslave the mind to an idea or a group to what the hell cleric desires and all it takes is a chaos roll. There is a save vs spell to make the enslavement dissapear.

  Ex-Hell clerics: A hell cleric who cannot do a service requested will unless justified loses all spells and class features, except for armor and shield proficiencies, ambidexterity and proficiency with simple weapons. They cannot thereafter gain level as a hell cleric of that god/godess until the atone by doing a free service.They must remain neutral in conflict unless their is proof of the deed that needs accounting for. To get to the truth they can cheat, decieve, act, poison and just about anything else to get the job done. Otherwise they become ex-hell clerics if their is personal involvement for no reason.

Goto top
Kinetic assassin ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Create substance: Create a powder that mimics anything desired including poison and antidote anywhere they want.

  Heart stop: Kills a victim by kinetically stopping the heart through meta-manipulation.

  Death needle: A poison needle that they send through the air to hit a point in the body that kills the victum instantly, then disolves, leaving no visable sign of death.

  Vapor touch: A touch that dissapates the body into water leaving no trace.

  Disable touch: A touch to the neck that knocks them out.

  Shadow shift: Shift to the shadow through shadow to appear anywhere like like teleporting. The concentration skill check lets it work.

  Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an Kinetic assassin gets a sneak attack bonus from another source the bonuses on damage stack.

  Death Attack: If an Kinetic assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Kinetic assassin's choice). While studying the victim, the Kinetic assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the Kinetic assassin or recognize the Kinetic assassin as an enemy.

  If the victim of such an attack fails a Fortitude save (DC 10 + the Kinetic assassin's class level + the Kinetic assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds and 1 round per level of the Kinetic assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Kinetic assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Kinetic assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

  Poison Use: Kinetic assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

  Save Bonus against Poison: The Kinetic assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every 2 additional level the Kinetic assassin gains.

  Uncanny Dodge (Ex): Starting at 2nd level, an Kinetic assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

  Improved Uncanny Dodge (Ex): At 5th level, an Kinetic assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Kinetic assassin. The exception to this defense is that a rogue at least four level higher than the Kinetic assassin can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the level from those classes stack to determine the minimum rogue level required to flank the character.

  Hide in Plain Sight (Su): At 8th level, an Kinetic assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an Kinetic assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Goto top
Mage assassin ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Use a 1d20+focus rank to decide unless you draw straws, if this is where you get a success that's done by a 10 or up roll. Otherwise if you use a straw system, then its either the shortest or longest straw.

 Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6+Focus rank, this bonus is applied every other level (2nd, 4th, 6th, 8th, and 10th+). If an Mage assassin gets a sneak attack bonus from another source the bonuses on damage stack. If using a no dice system, then you halve the dice and times the number of dice and add the modifier. So for a level 10 mage assassin with 12 focus rank, that's 5d6+12 or no dice it's 5*3+12=27 damage done.

 Death Attack: If an Mage assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Mage assassin's choice). While studying the victim, the Mage assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the Mage assassin or recognize the Mage assassin as an enemy.

 If the victim of such an attack fails a Fortitude save (DC 10 + the Mage assassin's class level + the Mage assassin's Int modifier) against the kill effect, then he or she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Mage assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. The drawing straws technique, shortest or longest straw is success.

 Once the Mage assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Mage assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

  Create substance: Create a powder or liquid, that is using a focus point and thinking of the effect. This mimics anything desired including poison and antidote anywhere they want.

  Shapeshift (Ex): The shapeshift ability is like the polymorph spell except use a skill rank to determine the form shift. This uses the reaching out and holding the cords of life, that are energy cords you will to create effect. Thinking and imagining or thinking about the shape to seem, you are that shape. The effect uses levels that are treated as ranks, this is limited to 10 ranks.

  1st rank enables any small animal, small seaform and body part shift (cat, starfish, a hand into a sword blade etc..). 2nd rank enables any large creature shape (troll and etc). 3rd rank enables all other humanoid races shift. 4th rank enables plant life and rock form except not a creature. 5th rank enables any inanimate object shift. 6th rank enables small, medium or large elemental (any element in runic ability elements). 7th rank enables any huge shape (dragon, griffin, hydra, giant, giant aquatic etc...). 8th rank enables any tiny form shift. 9th rank enables any Huge elemental shape (all elements). 10th rank enables any Elder creature form (elder eye tyrant, elder elemental, elder aquatic form etc..).

  Poison Use: Mage assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. This works like a +1d6 to the damages dealt or diceless it's 1*3=3 points more.

 Uncanny Dodge (Ex): Starting at 2nd level, an Mage assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

  Disable touch is the effect of a touch to the right point, that is considered delaying reaction for 1d6 rounds or 3 rounds diceless, if you roll a 1d20+focus rank with greater than 10 as success or draw the shortest or longest straw, then you can create the point of touch and they lose 1d6 rounds or diceless 3 rounds activity. This is 1d10 minutes or diceless 5 rounds outside of combat.

  Cord shift, this is a moment in of a use as user will is in any energy, and from within this is using the cords of life by reaching out and thinking you grab them where that makes what you need, that works as if you can create ways to do and this is the thought and without. So as thought if your a point in creation, you are with some moment to do, then you can think and shift as the energy is chaotic string energy. This works as chaos in this way is to create an event.

  As a thought this is a done thing, think as you are if from the idea your thinking of a point, and as you think 'shift' you are hitting or avoiding as you seem to avoid the thought. Otherwise your allowing the point, that is where the cords of life absorb the attack or energy you don't need. If you only think of 'there' or clean by feel, then you can need to actually go there and you are where you think. Otherwise you see creative use is done, you realize as you can shift with the peaceful intention or user energy is feel or what you see is done. As you in thought are thinking of peace, you are where in mind you want to be. You see you or the things you want shift are where you think or imagine. You don't have to die, if you think of a useful way to shift.

  Information gathering; That is when communication by void is the act of focus or have thought on or use of a personas thought is area energy vibration, then optionally you may state or think your message with intent not to do or do. Let go your focus to end the message or information gathering, this is yet where you don't think of the person or they will see or hear your thoughts again you could hurt your heart. This is done if dark energy is near and the energy vibrations are vibrating at that level.

  If that voice is heard they could get irritated and seek, see or destroy to stop by then "en" for the nuisance and they are gone from the area. Think you know things and you are aware of what is done by the spirit allowing you realization of the moment. This is the true way of knowing the spirit knowledge. That's right, if you want to use it, go ahead. This technique works, 100% of the moment you have to realize things by the soul or useful insight.

  If you think to not know things and project the aura with thinking you do this by practice, then you can always work with what is given or you can cause an effect of ignorance. The person you want to effect to not know the idea, he or she won't know of things that's there. This process makes the process clearer as a clear phone communication except its any distance without the phone, and even in loud noises will it be with clarity. So think positively to raise the vibrations, yet any vibrations is sometimes hurtful. Especially if you think positively. Then it becomes less hurtful the longer you wait, that effect is in the end though.

  So you have time to get or receive the message. This is a known effect that uses the void dimension, this means you imagine yourself on a floating platform in void and you think to get information or send messages otherwise. Get a success of this ability with a 1d20+Focus rank with a 10 or above as success or draw a short or long straw if you want to do it that way. Then something of information is learned that you thought to know. The idea is a point you can get by feel, if you think you know things you can act more assured and able. So this adds a +3 to the charisma roll (if you are not diceless) as a bonus to the total.

  Death needle: A poison needle that they send through the air to hit a point in the body that kills the victum instantly, then disolves, leaving no visable sign of death.

 Improved Uncanny Dodge (Ex): At 5th level, an Mage assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Mage assassin. The exception to this defense is that a rogue at least four level higher than the Mage assassin can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the level from those classes stack to determine the minimum rogue level required to flank the character.

 Vaportouch: A touch that dissapates the body into water leaving no trace.

 Disable touch: A touch to the neck that knocks them out 1d6 rounds or diceless 3 rounds in attack, this is 1d10 1-minute rounds or diceless 5 minutes outside of melee.

  Death and decay effect: This is where you think to release the death energy, that is the decay that the cells create. You will live longer by reduction of your age of 10 years reduction, then if the energy is gone you can live without brain impairments. So any diseases disappear as though not there. That is where you think to target the disease with decaying energy, then you create with no disease, poison in the body or disorder. Think of the point and you know what to do.

  This can also be sent energy of death and decaying essence, think of the person and you send the decay to them and you can kill the target or targets. This is usually done by making them pass out and end up in the hospital, that is done by a focused energy with life that now has intensified energy. This means that has a weakening effect at first, that is done as though strength and "con"stitution reduction by 1d6.

  Then if the person gets too much after 2 rounds in attack or 1 minute outside of attack, they either pass out for 1d6+focus rank that is 1d6+12 with a 12 focus rank, diceless it's 1*3+12=15 rounds in attack missed or 15 minutes out cold, that's outside of attack or they die on the spot. This is with a 1d20+focus rank and 10 or above is death otherwise the shortest or longest straw is death. So that's when then you think the point is dead and they get a Cthulu effect.

  This effect you mention is where the Cthulu god is blamed at least spiritually. If they remember that the person was out cold by the god, then you are not blamed for what you did. This always works, so I think it's worth the effect.

  Flight (Ex): This is where you think to grab hold of the cords of life and you fly, hover or move as you think to fly or hover by feel.

  Create item: This creates the item of choice alotted by level that is treated as a skill rank. The item appears where the crafter wants selected from the list. This is limited by 10 max skill rank. 1st skill rank any one good, equipment piece or simple weapon. 2nd skill rank any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon. 3rd skill rank any one great sword, great axe, heavy flail, halbred and warhammer. 4th skill rank any one exotic weapon. 5th skill rank any one magic item at a +1. 6th skill rank any one magical item at a +2. 7th skill rank any one +3 magical item. 8th skill rank any one +4 magical item. 9th skill rank any one +5 magical item. 10th skill rank any one +5 intelligent item.

 Shadow shift: Shift to the shadow through shadow to appear anywhere like teleporting at least somewhere. The concentration skill check lets it work.

 Hide in Plain Sight (Su): At 8th level, an Mage assassin can use the Hide skill even while being observed and acting normal in the area. As long as he is within 10 feet of some sort of shadow, an Mage assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

 Heart stop: Kills a victim by magically stopping the heart through meta-manipulation.

 Save Bonus against Poison: The Mage assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional level the Mage assassin gains.

  Channeling (Ex): Channeling is possible to make use of the spirit, then create by the idea you have. The spirit can use any negativity and idea or objects that are there is what can be the energy source. This is where you think of the person or being, then breath in and out and create by focusing on the thought to create a point of linking. So with that link you create by understanding what the person or being knows, this is the process of creating a point of idea.

  So think and you make with the spirit that exists, what you need to know the spirit will tell or show you in a vision. Then if you don't need to link to the person's spirit or being, think of a natural point or line that exists between the spirit and yourself. Think it chopped and broken away from you. Then you are no longer channelling them. What you can do with channelling, if assassination is required then you can think the spirit or person dies off and you force them to kill themselves if they don't use the thine spell.

  They usually pass out and the person could go into a coma if death and decay energy is thought to enter the person. Make sure you stop the link to them if your done trying to kill them, as you could get their soul visitation or spirit to come to you. This is just a technique, that doesn't always work.

  Casting gem spell: This uses a gemstone or rock and does per 2 levels d8 + focusing rank worth damage or effect length. That's 6d8+13 for level 12 and 13 focus skill rank, diceless that's 6*4+13=37 seconds effect or damage/healing. Subconsciously you have the ability to manifest by moments. So this means you have an idea of how to cast a spell without being affected personally if you use gemstones. Just think the effect and touch the gemstone, and the gemstone will do the idea you need. That is directed by your energy, that creates within the gemstone. So it creates the idea, not you.

  So you program the gemstone into generating ideas for you. This is experimental, so if you use energy and a suggested "in an" for idea you can create spells with the gemstone cast by a finished result of no cracking. The stone man language is the language of the gemstone, that is using a point of elemental and the gemstone will do what you think and need or not bother. This is usuing gated effect or area elements. So I know if you think the Dm/Gm will allow this, then ask and maybe you can use this as though an ability.

  The anullment: The act and other effects done, that is with the idea of what is done can be undone. Through an anullment, the idea of what is wrong, this can be the undoing of the momentary peace of mind. Think of the moment and speak and anything you imagine will create a communication to the area person. So I think for the anullment, this will undo a wrong thing by some physical reaction due to spiritual pressure. So if no use, the subconscious will get rid of the effect.

  The anullment can get rid of anything. This works as it's correcting what is correctable, that is used with the rest of the bad influence remaining, or your gone and that bad influence turned to become a positive influence. Then use is cool, no ejecting on people. This allows you to see from the body with the point you think and imagine, that is done with all the energy of the problem being cleansed of the thoughts others had by thinking it is, so I think it is anulled.

  So that is where in the body or inner realm you create by the conscious and form things, that is done by the will. The idea is a point where you can think and create by the use of energy. This is the effect of an energy you think does what you want, that is done as it does what it is doing which is operating things. However you think, things will get better.

  The act of anullment is this, think to focus a build up of chi energy in the body. Then focus and energy surges to create what is desired and if you need to do things, then think to cause an act of chi energy by raising your arms one by one over your head and circling the hands, then as this forms a chi ball that floats then think to drop your hands. Then as you think of the idea as intent and shake your hands to form a will ball, this is used by feel to make anything in the person, or the thing you try is a point you think that is occured with response. That on command, effectively absorbs an amount of the bad energy or influence, this is where the energy excess in the body is gone.

  That is a hand action that is used by what is a carlos castenada video and it works as a point is needed or stated as though an intent were done, this imagined or acted on idea is where if placed in the earth it disperses. Think and know, the toxins, poisons and bad influences, that is if they remain in the person or thing they are energetically removed, so this is where crystals are used by the effect to rid yourself of the bad influence being without its effect. This procedure causes the body to develope a resistance to energy and that means +5 and your focus rank magic resistance, that's especially true is done again and you attune your energy to the positive feel.

  Then if you think that will work, really this is will to create fixes to the problems and each time it's done it isn't done here. This is where it causes the idea of the problem thought with point or friction to become less noticeable, This is a point and used with the idea of gemstones as you think of the idea to do and touch the gemstone, this is use of thinking the idea of death and decay energy. So your body cures things itself more easily, think as this is thought released energy that goes harmlessly into the air without movement. No friction point rub just release.

  What helps the process along, see or be the word 'annul' or 'disperse'. So I think by attempting the procedure, you can see with the third eye by use of the pinneal gland and thought of what you need, this is a point and stating things with intent to cause the effect, 'annul!' or 'disperse!', this could or can create fire from wire or water forms. See as seen the procedure of the anullment will more likely happen with water from a cup. See or use is focus with no agree to use is agreement if acted to create. As you see or create the area effect, think to strike as you release fire energy to cause a black area as where is not switch to create. So you see this is useful if in a fight or otherwise no blow.

  Mental crippling: This is done to get into someones head and form a temporary block or to form a tone near the person and daze said person for 1d6+focus rank rounds in combat or 1d10+focus rank minutes outside melee. Say they had 14 focus rank, that's diceless for 3+14=17 seconds for attack mode effect or 5+14=19 minutes outside of battle.

  If in their head, you could control them with a 1d20+focus rank with 10 or above being success or draw the longest or shortest straw for success that lasts as long as a daze would last. Training the crippling effect is to see the person in your mind, then place a sonic time bomb in his/her mind by handing the bomb to said person mentally.

  This bomb activates when they do anything irritating to you or something disturbing to you, so you don't have worry over a guilty conscious as you see. Say this a time bomb or non use as you focus to effect, think "not use" or cause is some result use. This is the area to create as you focus the use. This can be a normal bomb as to what you desire for maximum concussion effect is effect is energy or time use. The general idea is that to knock the person out mentally, your knocking said target out physically.

  The act technique is use to associate to kill, seeing to act the part of a friend to lead, the person into death or to get some sorta contact poison in the skin by thinking on the poison and sight with intent. The feeling or use of rotten food if a cast iron stomach is non effecting with turmeric to pass it through you so the poison get near use, see or on creative feel with imagined flame the target can use or the target is by feel you use the poison or blood energy as a purification is energy area flow to cleanse blood or create by feel. As you see this is a mark of memory as kindness you imagine the result or not, see to effect or mark a freehand sigil that means your intent. No child process necessary or you see use is care you don't if you see the creativity.

  This is gesture to move away or create emanative mental effects, that are focused effects which creates by auratic area generation or area energy feel. As you feel area use or creative sight is use not in view, as effort by focus by focus to energy by use as not is no use or knock is use. See is a knock back, thought is focus to cause disruption to the spinal cord. See tht is fighting the focus is disrupted body activity or creation is some use, see this is hit as you focus energy to the area you think is creative made or element use by focus.

  The element use system with the aura is done by what you think of the effect, then will it to exist where you need it to appear to be created or manifested. Use the dice for them that is listed in brackets besides the element. Earth (d8), Lava (d12), Fire (d10), Water (d8), Ice (d8), Air (d6), Acid (d10), Magnetism (d8), Death (d12), Emotion (d6), Spirit (d8), Sun (d10), Time (d8), Light (d6), Darkness (d6), Voidal halting element (d8), Chaos (d12) and Order (d10) are the elements you can manipulate into existence. When you manifest the psionic ability you use a 1d20+Focus Rank to see. This is where any roll under 10 is fail, and any roll that's 10 or above is success. Otherwise, this is the shortest or longest straw that means success.

  This is done using a point to create with the aura, that burns away the area decay in the air and allows you to breath separated out oxygen. If you think to amplify the aura you could cause area manchines to break down. So think you do things by the aura energy, then your brain waves make the effect. The effect is produced in your inner world, then if you need the idea to be created as a manifest, you create the effect outside the aura area using brain enhanced aura waves, that cause the effect to manifest by the consciousness of energy or smart air conscious.

  This is especially done if you realized by knowing with the spirit and soul, that provides the insight so you manifested the element where you think to make it manifest or appear nearby. The idea is a (a point from every 2 levels)(dice used)+(Focus Rank) worth of damage or effect length in seconds with melee and minutes outside of melee. This is a 6d10+9 or diceless 6*5+9=39 damage with a character doing a fire attack, that has 12 levels(6) and 9 Focus Skill Ranks. This effects what you need to effect, then where you wish to create the effect is where you think it is created.

  This is like summoning the energy from a mentally gated source, that exists with the element at least in particle form and the gate is empowered by the aura or if not gated, then this influences things so you can cause them to see the event you imagine. This is the area effect or personal effect by choice to effect target/s.

  Now onto the elements that are not so easily understood. The death energy is sometimes with a summoning of death essence, the death essence comes from the body and if focused will kill something or somebody. This can effect multiple targets as well. The lava comes from a mentally placed gate and forms from lava particles drawn from a source area.

  This where also the point of doing with the idea or intent, sometimes if you imagine the result you can get a result by feel. Time is where you imagine the event or idea as a moment, and the subconscious creates the idea you need as a point or result where the moment can last as long as you need the idea to last. Magnetism is where you imagine the draw of the particles.

  That's where it's causing a pull of some item or person wearing armor and magnetic material. Emotion is stating words, that stir emotion as you feel the idea or emotional point. Chaos just dissolves things after breaking the material or person up into particles. Order strengthens things and people, thinking of the effect will create what you need. This is done by order energy.

  Acid dissolves things by feel, otherwise it burns the area as it attempts to dissolve the point or target. Sun energy is amplifying the aura and this heals people or yourself, this works to create faster healing by 2d10+focus rank and that is restored health percent. The sunlight has Vitamin-D, this means the sun energy causes some effect to restore the body, that is with some sorta gate that shines the sunlight if no sunlight nearby.

  The halting element is void that nullifies anything and this ceases things as you imagine the point of stopping, then the idea is done as though the effect didn't exist as though you have an ability that nullifies an effect. That is a stopping point created of what you want with what it is ceasing itself. This is how some of the elements works by what idea there is to study. If you need to know more, that is where you think of the point you need to realize, and the soul gives you the point as insight. This is in a point how the element by aura system works, and uses are of the idea.

Goto top
Actor bard abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Skill song: +3 to all class skills +1 to all cross class.

  Potion making (Ex); This is where you make a potion out of ingredients mixed with water and optional is the rite with it. This produces as though psychic, the effect of what you want as you know what top mix and get a good result. Any healing or damages with this is 1/4 the health you can heal or damage the target with the idea you intend. Each potion lasts 1d6 rounds in battle and until not needed or constitution + 1d10 hours outside of the combat.

  Mimic act: act a scene or peron to become the form in completion via all attributes or gain its ability at the moment of casting. Limits are creatures only and it takes a perfomance check for success.

  Acting (Ex); This is where you act to control as though a part were done and you create difference, that's with your consciousness entering the target's mind that you acted out and that causes the target to do what you want. Whatever you act out, the target will do, if possble by a focus check. That's 1d20+focusus ranks and getting a 10 or above for success. It lasts till now where 1d6 rounds in battle passes by, until dismissed by the caster, or unless not needed.

  Planar shift: It is to shift anywhere by imagination of place with you appearing there by speaking a power phrase that represents the effect. You can protect yourself with 5/- damage reduction. The keywords are: "plany" for planar shift, The action words make, alter, destroy, protect. Planar protection is +5/- damage reduced/level . Like 20/- damage reduction for 4th level. This is done with a perfomance skill check. The damage is 1d6/level +con bonus like 3d6+5 for a 3rd level actor bard with +5 bonus.

  Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in History, he gains a +2 bonus on this check.). A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

  
                                                           DC Type of Knowledge
______________________________________________________________________________
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

  Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three level a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours.
  If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

  Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

  Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

  Ex-Bards: A bard who becomes lawful in alignment cannot progress in level as a bard, though he retains all his bard abilities.

Goto top
Mana Knight abilities

  Favored Enemy (Ex): At 1st level, a Mana Knight may select a type of creature from among those given on Table: Mana Knight Favored Enemies. The Mana Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

  At 5th level and every five levels thereafter, the Mana Knight may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2 . If the Mana Knight chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Mana Knight's bonuses do not stack; he simply uses whichever bonus is higher.

 
                          Table: Mana Knight Favored Enemies
__________________________________________________________
Type (Subtype)                                      Type (Subtype)
Aberration                                            Humanoid (reptilian)
Animal                                                 Magical beast
Construct                                             Monstrous humanoid, Dragon, Ooze
Elemental                                             Outsider (air)
Fey                                                      Outsider (chaotic)
Giant                                                   Outsider (earth)
Humanoid (aquatic)                              Outsider (evil)
Humanoid (dwarf)                                 Outsider (fire)
Humanoid (elf)                                      Outsider (good)
Humanoid (goblinoid)                            Outsider (lawful)
Humanoid (gnoll)                                  Outsider (native)
Humanoid (gnome)                               Outsider (water)
Humanoid (halfling)                               Plant
Humanoid (human)                                Undead
Humanoid (orc)                                     Vermin

 
Track: A Mana Knight gains Track as a bonus feat.
 

  Telekinetics: Spell like ability works like the spell telekinesis yet this works with the mp system..

  Wild Empathy (Ex): A Mana Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Mana Knight rolls 1d20 and adds his Mana Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Mana Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Mana Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 , but he takes a -4 penalty on the check.

  Combat Style (Ex): At 2nd level, a Mana Knight must select one of 2 combat styles to pursue: archery or 2 -weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Mana Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Mana Knight selects 2 -weapon combat, he is treated as having the 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Mana Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Endurance: A Mana Knight gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a Mana Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Mana Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Mana Knight on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Mana Knight's effective druid level is one-half his Mana Knight level. A Mana Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Mana Knight level. Like a druid, a Mana Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Improved Combat Style (Ex): At 6th level, a Mana Knight's aptitude in his chosen combat style (archery or 2 -weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Mana Knight selected 2 -weapon combat at 2nd level, he is treated as having the Improved 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Mana Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Woodland Stride (Ex): Starting at 7th level, a Mana Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a Mana Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a Mana Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Mana Knight is wearing light armor or no armor. A helpless Mana Knight does not gain the benefit of evasion.

  Combat Style Mastery (Ex): At 11th level, a Mana Knight's aptitude in his chosen combat style (archery or 2 -weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Mana Knight selected 2 -weapon combat at 2nd level, he is treated as having the Greater 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the Mana Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Camouflage (Ex): A Mana Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

  Hide in Plain Sight (Ex): While in any sort of natural terrain, a Mana Knight of 17th level or higher can use the Hide skill even while being observed.

  Honor code: A Mana Knight must remain neutral till they see anything wrong, which they redress as they see fit. Thats when they act to balance the situation by any possible means. Yet they remain unseen manipulators until caught. If the Mana knight is caught there must be an explanation like to explore and experience or some such. If there is no reason then they are unable to raise level but keeps abilities with inability to use focus. Put this under special abilities.

Goto top
Jedi knight ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

   Track: A Jedi Knight gains Track as a bonus feat.

  Telekinetics: Spell like ability works like the spell telekinesis yet this works with the mp system.

  Wild Empathy (Ex): A Jedi Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Jedi Knight rolls 1d20 and adds his Jedi Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Jedi Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Jedi Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 , but he takes a -4 penalty on the check.

  Combat Style (Ex): At 2nd level, a Jedi Knight must select one of 2 combat styles to pursue: archery or 2 -weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Jedi Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Jedi Knight selects 2 -weapon combat, he is treated as having the 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Jedi Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Endurance: A Jedi Knight gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a Jedi Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Jedi Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Jedi Knight on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Jedi Knight's effective druid level is one-half his Jedi Knight level. A Jedi Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Jedi Knight level. Like a druid, a Jedi Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Improved Combat Style (Ex): At 6th level, a Jedi Knight's aptitude in his chosen combat style (archery or 2 -weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Jedi Knight selected 2 -weapon combat at 2nd level, he is treated as having the Improved 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Jedi Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Woodland Stride (Ex): Starting at 7th level, a Jedi Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a Jedi Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a Jedi Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Jedi Knight is wearing light armor or no armor. A helpless Jedi Knight does not gain the benefit of evasion.

  Combat Style Mastery (Ex): At 11th level, a Jedi Knight's aptitude in his chosen combat style (archery or 2 -weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Jedi Knight selected 2 -weapon combat at 2nd level, he is treated as having the Greater 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Jedi Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Camouflage (Ex): A Jedi Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

Goto top
Wave Master abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

Special ability: Cause wave probability

 Gained on level 3, to cause effects from any idea and expression, using the waves of probability and intent with the subconscious, to guide. There's a roll of the dice (1d6) that details what will occur, on willing something, or stating things to be done. Damage done by this effect is 2d6 per level of caster. The duration is 2d6 hours. Unless its a one time result and short duration or instant.
 On the die roll:
 1 = success, it effects until it stops, by some means.
 2 = partial success, something happens but its up to the gm to decide.
 3 = partial fail, conditional - something happens, but it doesn't seem right and is counted still.
 4 = fail, nothing happens.
 5 = The reverse effect.
 6 = total failure, reverse effects on both you and the target - something bad happens to both the target's and the caster.
 
 On conditional results there is the effect that thats left up to the Gm.
 You get three chances to fix the result.

Special ability: Aura of 'I trigger it'

 This special aura is gained, on level 7, to make effects of triggering what you think on, in another person, air or item, by intent. With the focus of idea you can make a shield of 'I trigger it', not around you. The shield variety causes no possibility of it effecting you. This effect lasts until 1 day later, or until a seen sunrise occurs.

Special ability: Chaos Wave Result

 Gained on level 8, there is usage of the waves of reality, used more effectively, to form the effect and from idea that you have. To manifest the idea solidly, roll a 1. This is more poweful than the cause result ability, as its using the mental and physical to manipulate threads and create results. This ability uses a 4d10 for effective damage. Duration is decided by a 2d10 for amount of hours.
 Based on a 4-sided die roll, to decide what happens with the desire.
 1 = manifested solidly or is done perfectly
 2 = effect is achieved
 3 = effect doesn't happen
 4 = conditional disaster, disaster is decided be Gm.

Special ability: Elemental mastery

 The elements are learned and mastered that you desire, to use on effect thought of. Effect can now manifest with an extra 2d10 added to the roll. Gained on level 10.

 Added Bonus Feat: There's an added bonus feat, on level 11 and every 2 levels after. No limit to how many more levels.

Goto top
Dragon Knight abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  On level 1, they gain an ability of prescience and psychic awareness, considered the Awareness Special ability.

  Part of Awareness, be the prescience and psychic awareness.
Prescience be the ability to percieve events before they happen. Its limited to 6 minutes in advance. It can get you outta lotsa trouble. It acts as a -10/- damage reduction per 2 levels.

Psychic awareness ability be to make it known, as to what will happen, out of battle, 1 minute to 1 hour before it occurs. Up to GM to allow.

  Favored Enemy (Ex): Also, at 1st level, a Dragon Knight may select a type of creature from among those given on Table: Dragon Knight Favored Enemies. The Dragon Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

  At 5th level and every five levels thereafter, the Dragon Knight may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the Dragon Knight chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Dragon Knight's bonuses do not stack; he simply uses whichever bonus is higher.

  Table: Dragon Knight Favored Enemies
Type (Subtype)             Type (Subtype)
Aberration                     Humanoid (reptilian)
Animal                          Magical beast
Construct                      Monstrous humanoid, Dragon, Ooze
Elemental                      Outsider (air)
Fey                              Outsider (chaotic)
Giant                            Outsider (earth)
Humanoid (aquatic)      Outsider (evil)
Humanoid (dwarf)        Outsider (fire)
Humanoid (elf)             Outsider (good)
Humanoid (goblinoid)   Outsider (lawful)
Humanoid (gnoll)         Outsider (native)
Humanoid (gnome)      Outsider (water)
Humanoid (halfling)      Plant
Humanoid (human)      Undead
Humanoid (orc)           Vermin

  Track: A Dragon Knight gains Track as a bonus feat.

  Telekinetics: Spell like ability works like the spell telekinesis yet this works with the stp system..

  Wild Empathy (Ex): A Dragon Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Dragon Knight rolls 1d20 and adds his Dragon Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Dragon Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Dragon Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

  Combat Style (Ex): At 2nd level, a Dragon Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Dragon Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Dragon Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Dragon Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Endurance: A Dragon Knight gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a Dragon Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Dragon Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Dragon Knight on his adventures as appropriate for its kind.

  This ability functions like the druid ability of the same name, except that the Dragon Knight's effective druid level is one-half his Dragon Knight level. A Dragon Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Dragon Knight level. Like a druid, a Dragon Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Special ability: Raging;  Gained on level 3, its to cause a dragon rage on focus of the rage needing to be there. It can be called up whenever the player wants. It increases the bone and body strength, by 6 points and temporarily

  Improved Combat Style (Ex): At 6th level, a Dragon Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Dragon Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Dragon Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  On level 6, they gain the special ability, of 'manipulation of will, mind and body'. They can manipulate anyone with will of up to 6 minutes. There can be a will save, thats allowed, to cancel out the effect.

  Woodland Stride (Ex): Starting at 7th level, a Dragon Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a Dragon Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a Dragon Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Dragon Knight is wearing light armor or no armor. A helpless Dragon Knight does not gain the benefit of evasion.

  On level 10, the character gains the ability of dragons. They can shift, make use of the elemental ability, make things happen by will. And, they gain a permenant 7 points to the stamina, strength and intelligence stat score. With the ability, comes the aggression, that resides in them, until necessary to be active.

  Combat Style Mastery (Ex): At 11th level, a Dragon Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Dragon Knight selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

  As before, the benefits of the Dragon Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Also, on level 11, An 'on the moment effect', happens to become part of their will. Causing it to be ability to cause on the moment effects. This has the effect of doing anything on the intent and thought of what is desired. Like a willed wish, except that it doesn't have to be spoken. On conditional results there is the effect that thats left up to the Gm. Probability of it happening is on a 4-sided die.

 1 = success and things happen like flane and damage of 3d10 or destruction.
 2 = conditional success, its up to the GM to decide
 3 = failure, nothing happens.
 4 = conditional failure - things fail and can be disasterous - depends on the GM.

  Camouflage (Ex): A Dragon Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

  On level 15, they gain the extra ability feat and after each 2 levels after, another ability feat.

  Hide in Plain Sight (Ex): While in any sort of natural terrain, a Dragon Knight of 17th level or higher can use the Hide skill even while being observed.

  On level 20, the character gains an ability to polymorph self to dragon form whenever he or she wants. 

Goto top
Dread knight ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Favored Enemy (Ex): At 1st level, a Dread Knight may select a type of creature from among those given on Table: Dread Knight Favored Enemies. The Dread Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

  Special ability: Dread aura(Ex): The dread aura is gained on level 2. It is only necessary to focus on the idea of spreading the dread that you want others to feel. To make the dread manifest in your aura and scare people away. This lasts 1d6 per every 2 levels of dread knight. Particularly effective on animals, with a 1d6 dice roll. 1-3, is success. 4-5, is failure but no attack. 6, is failure with assault from those around you.

  Track: A Dread Knight gains Track as a bonus feat.

  Telekinetics: Spell like ability works like the spell telekinesis yet this works with the stp system..

  Wild Empathy (Ex): A Dread Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Dread Knight rolls 1d20 and adds his Dread Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Dread Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Dread Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

  Combat Style (Ex): At 2nd level, a Dread Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Dread Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Dread Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Dread Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Endurance: A Dread Knight gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a Dread Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Dread Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Dread Knight on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Dread Knight's effective druid level is one-half his Dread Knight level. A Dread Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Dread Knight level. Like a druid, a Dread Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Improved Combat Style (Ex): At 6th level, a Dread Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Dread Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Dread Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Special ability: In aptitude(Ex): The dread knight on level 6 gains in aptitude in everything they try at.  They suddenly seem like a genious, in whatever they attempt. And also, as they have an Aptitude roll of a 1d4 chance on a roll, to succeed, in the task at hand.

  On a roll of:

 1 = total success
 2 = partial success, coditional as to what didn't happen.
 3 = fail, the action didn't succeed.
 4 = reverse failure, they not only didn't succeed, but they got the reverse of what they attempted.

 There's a chance of conditional results. On conditional results there is the effect that thats left up to the Gm.  

  Woodland Stride (Ex): Starting at 7th level, a Dread Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a Dread Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a Dread Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Dread Knight is wearing light armor or no armor. A helpless Dread Knight does not gain the benefit of evasion.

  On level 10, they gain the extra ability feat and after each 2 levels after, another ability feat. On the necessity, of raising your stats, they also have option to trade a feat in for a stat point of their choice.

  Combat Style Mastery (Ex): At 11th level, a Dread Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Dread Knight selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

  As before, the benefits of the Dread Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Camouflage (Ex): A Dread Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

  Special ability: Magna force(Ex): The dread knight gains the magna force, on level 15, where the magna force is, to combine forces of energy and activity energy, with metal, to create an effective force, thats 4 times the normal force. To be encountered, and this is sometimes feared. This force, will cause you to strike with a 4d6 extra hit effect. Counted as +4d6 to the attack damage or to the healing. Added, as a special ability.

  The dread knights oath: The Dread Knight follows the oath of darkness, as a creed. Which be, to always do what is possible, within the means available. To serve a dark idea and purpose, in effect and as a way, to treat people. If, they break the oath, they are Ex-Dread knights. And, restricted from the Dread Knights abilities, except for the 'in aptitude', till they become a Dread knight again. They become a dread knight again, on completing a dark task, self-thought of.

Goto top
Shadow Knight ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Favored Enemy (Ex): At 1st level, a Shadow Knight may select a type of creature from among those given on Table: Shadow Knight Favored Enemies. The Shadow Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

  Special ability: Shadow Aura(Ex): At level 3, they gain a special ability, of shadow aura. As, they can cause their aura, to shadow them, in plain sight. Part, of this, is the AC + 2 per every 3 levels effect, and the character gains a dodge roll bonus (using the dex mod), of +3. They are also, if not looked at, with an improved invisibility effect.

  Track: A Shadow Knight gains Track as a bonus feat.

  Wild Empathy (Ex): A Shadow Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Shadow Knight rolls 1d20 and adds his Shadow Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Shadow Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Shadow Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

  Combat Style (Ex): At 2nd level, a Shadow Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Shadow Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Shadow Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Shadow Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Endurance: A Shadow Knight gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a Shadow Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Shadow Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Shadow Knight on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Shadow Knight's effective druid level is one-half his Shadow Knight level. A Shadow Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Shadow Knight level. Like a druid, a Shadow Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Improved Combat Style (Ex): At 6th level, a Shadow Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Shadow Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Shadow Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Woodland Stride (Ex): Starting at 7th level, a Shadow Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a Shadow Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a Shadow Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Shadow Knight is wearing light armor or no armor. A helpless Shadow Knight does not gain the benefit of evasion.

  Combat Style Mastery (Ex): At 11th level, a Shadow Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Shadow Knight selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

  As before, the benefits of the Shadow Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Camouflage (Ex): A Shadow Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

  At level 20, they can become a shade, at will, in form, and by choice. Twice per day and +1 attempt per every 3 levels after. They gain the Etherealness special ability, as they are, in the shade form. With an added +3 to all core ability stats.

Goto top
Sorcere Monk ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

 AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk level thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

 Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.

 A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x ?1-1/2 or x?1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

 In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

 When a sorcere monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

 Source make(Ex): At 1st level a sorcere monk gains a special ability to manipulate and make effects from any energy source thats nearby. The effect damage or healing is 1d10 per every 3 levels. They can make 1 effect from a source each day without fail. And any other attempts to make an effect be with a coin flip. The GM may limit what be possible to 'make'.

 Unarmed Strike: At 1st level, a sorcere monk gains Improved Unarmed Strike as a bonus feat. A sorcere monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a sorcere monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a sorcere monk striking unarmed. A sorcere monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

 Usually a sorcere monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

 A sorcere monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

 A sorcere monk also deals more damage with her unarmed strikes than a normal person would:. A Small sorcere monk deals less damage than the amount given there with her unarmed attacks, while a Large sorcere monk deals more damage;

 Small or Large Monk Unarmed Damage:
1st-3rd levels 1d4 small sorcere monk damage 1d8 large sorcere monk damage,
4th-7th level 1d6 small sorcere monk damage 2d6 large sorcere monk damage,
8th-11th level 1d8 small sorcere monk damage 2d8 large sorcere monk damage,
12th-15th level 1d10 small sorcere monk damage 3d6 large sorcere monk damage,
16th-19th level 2d6 small sorcere monk damage 3d8 large sorcere monk damage,
20th level 2d8 small sorcere monk damage 4d8 large sorcere monk damage.

 Evasion (Ex): At 2nd level or higher if a sorcere monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a sorcere monk is wearing light armor or no armor. A helpless sorcere monk does not gain the benefit of evasion.

 Special ability: Aura Assault (EX); Gained on level 3; to cause an assault on the aura of the target, one strike and the person's weakened, two strikes causes confusion, three strikes and they fall unconscious. Each strike does 2d6 + charisma modifier in damage.

 Fast Movement (Ex): At 3rd level, a sorcere monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A sorcere monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A sorcere monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

 Ki Strike (Su): At 4th level, a sorcere monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's sorcere monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

 Slow Fall (Ex): At 4th level or higher, a sorcere monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The sorcere monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her sorcere monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

 Purity of Body (Ex): At 5th level, a sorcere monk gains immunity to all diseases except for supernatural and magical diseases.

 Weapon Specialization: On achieving 6th level, a sorcere sorcere monk gains the Weapon Specialization feat. The sorcere sorcere monk must have Weapon Focus with that weapon to gain Weapon Specialization. If the weapon is a ranged weapon, the damage bonus applies only if the target is within 30 feet. Sorcere monk gain Weapon Specialization as a free feat; it doesn't count against the character's bonus and regular feat acquisition. The character cannot take Weapon Specialization as a bonus or regular feat at any other level.

 Wholeness of Body (Su): At 7th level or higher, a sorcere monk can heal her own wounds. She can heal a number of health points of damage equal to twice her current sorcere monk level each day, and she can spread this healing out among several uses.

 Improved Evasion (Ex): At 9th level, a sorcere monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless sorcere monk does not gain the benefit of improved evasion.

 Diamond Body (Su): At 11th level, a sorcere monk gains immunity to poisons of all kinds.

 Abundant Step (Su): At 12th level or higher, a sorcere monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her sorcere monk level (rounded down).

 Diamond Soul (Ex): At 13th level, a sorcere monk gains spell resistance equal to her current sorcere monk level + 10. In order to affect the sorcere monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the sorcere monk's spell resistance.

 Quivering Palm (Su): Starting at 15th level, a sorcere monk can set up vibrations within the body of another creature that can thereafter be fatal if the sorcere monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the sorcere monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the sorcere monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her sorcere monk level. To make such an attempt, the sorcere monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the sorcere monk's level + the sorcere monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

 Timeless Body (Ex): Upon attaining 17th level, a sorcere monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the sorcere monk still dies of old age when her time is up.

 Tongue of the Sun and Moon (Ex): A sorcere monk of 17th level or higher can speak with any living creature.

 Empty Body (Su): At 19th level, a sorcere monk gains the ability to assume an ethereal state for 1 round per sorcere monk level per day, as though using the special ability etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her sorcere monk level.

 Perfect Self: At 20th level, a sorcere monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the sorcere monk's creature type was) for the purpose of spells and magical effects. Additionally, the sorcere monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the sorcere monk can still be brought back from the dead as if she were a member of her previous creature type.

 Body shape: At 21st level, a sorcere monk gains the ability to shape her body at will. This is an instant shapeshift of the sorcere monk, without pain.They may become any shape they desire or will themselves to be. To become their normal shape is by a will.

 The limits to this are that if they become an animal or other form than human, they share the forms intelligence that shows up by becoming an impulse to the sorcere monk. The sorcere monk may try to resist the impulse at any time or as it comes on them. This is using a coin flip to determine if they succeed or not. They also gain the strength of the form they choose, for as long as they are that form.

 Bonus Feats: At 1st level, the sorcere sorcere monk gets a bonus feat. The sorcere sorcere monk gains an additional bonus feat at 2nd level and every three level thereafter. These bonus feats can be selected from all psionic feats as well as the following Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, and Weapon Focus*.

 Feats dependent on other feats are given parenthetically after the prerequisite feat. Some of the psionic feats also have feats from the above list as prerequisites. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus.

Goto top
Kinetic Sorcere ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

Kinetic spell(EX); Usage of an idea powered into being manifested, an then by a kinetic action, its used. For, 1d8 per 2 levels + charisma bonus in damage or healing amount and 2d8 per 2 levels in rounds for effect duration. There's an effect of idea for every attempt. Usage of this is I do [this idea] to effect [this idea or target].

Goto top
Chaos Knights Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

 Favored Enemy (Ex): Also, at 1st level, a Chaos Knight may select a type of creature from among those given on Table: Chaos Knight Favored Enemies. The Chaos Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

 At 5th level and every five levels thereafter, the Chaos Knight may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the Chaos Knight chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Chaos Knight's bonuses do not stack; he simply uses whichever bonus is higher.

Table: Chaos Knight Favored Enemies
Type (Subtype)             Type (Subtype)
Aberration              Humanoid (reptilian)
Animal                  Magical beast
Construct               Monstrous humanoid, Dragon, Ooze
Elemental               Outsider (air)
Fey                     Outsider (chaotic)
Giant                   Outsider (earth)
Humanoid (aquatic)      Outsider (evil)
Humanoid (dwarf)        Outsider (fire)
Humanoid (elf)          Outsider (good)
Humanoid (goblinoid)   Outsider (lawful)
Humanoid (gnoll)        Outsider (native)
Humanoid (gnome)      Outsider (water)
Humanoid (halfling)      Plant
Humanoid (human)      Undead
Humanoid (orc)           Vermin

 Track: A Chaos Knight gains Track as a bonus feat.

 Wild Empathy (Ex): A Chaos Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Chaos Knight rolls 1d20 and adds his Chaos Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Chaos Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Chaos Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

 Chaos fear (Ex); Gained at level 2, This is to start fear caused of chaos in the personal target, of choice, as its the ability to project fear into the target. The person starts fearing the things around themselves and the idea of things, themselves. They get shocked into doing good and somewhat decent acts, in the first instant, of effect. This fear lasts, for as long as they focus on the causing of the effect itself. With possibility of it being resisted, after each second of effect. The person under the fear, cannot do anything other than try to resist the idea of panic, until they resist the effect. The saving throw versus magic, is required to break it. After 3 minutes, the effect wears off if the person targeting the effected person, is not doing the effect.

 Combat Style (Ex): At 2nd level, a Chaos Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Chaos Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Chaos Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Chaos Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

 Endurance: A Chaos Knight gains Endurance as a bonus feat at 3rd level.

 Animal Companion (Ex): At 4th level, a Chaos Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Chaos Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Chaos Knight on his adventures as appropriate for its kind.

 This ability functions like the druid ability of the same name, except that the Chaos Knight's effective druid level is one-half his Chaos Knight level. A Chaos Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Chaos Knight level. Like a druid, a Chaos Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

 Improved Combat Style (Ex): At 6th level, a Chaos Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Chaos Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Chaos Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

 Swift Tracker (Ex): Beginning at 8th level, a Chaos Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

 Evasion (Ex): At 9th level, a Chaos Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Chaos Knight is wearing light armor or no armor. A helpless Chaos Knight does not gain the benefit of evasion.

 Combat Style Mastery (Ex): At 11th level, a Chaos Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Chaos Knight selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

 As before, the benefits of the Chaos Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

 Camouflage (Ex): A Chaos Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

 On level 15, they gain the extra ability feat and after each 2 levels after, another ability feat.

 Hide in Plain Sight (Ex): While in any sort of natural terrain, a Chaos Knight of 17th level or higher can use the Hide skill even while being observed.

 Chaos Crede: The chaos knight may follow this crede: 'To go in chaos and do, sowing chaos as the will may need be.' If other than unaligned, in alignment, they get demoted in rank and lose the ranks special ability, as well as becoming an Ex chaos knight, till they meditate and cleanse themselves. Then they get their rank back.

Goto top
Shaman abilties

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

 Animal Companion (Ex): A Shaman may begin play with an animal companion yet as this be similiar to the Druid and its more limited as they don't have as many to choose from, on gaining a animal companion there is regeneration and this counts toward a regeneration special ability added into Special ability section. Select from the following list: badger, camel, dire rat, riding dog, eagle, hawk, owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal be a loyal companion that accompanies the Shaman on the adventures as appropriate for its kind. A 1st-level Shaman's companion be completely typical for its kind except as noted below.

As a Shaman advances in level, the animal's power increases as shown on the table. If a Shaman releases the companion from service, The Shaman may gain a new one by performing a ceremony requiring 12 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. If the Shamans companion has perished then the Intelligence is one third its normal value and the hitpoints halved with no spirit ability till they get over the shock by a will save or reflex save at dc 15, because of the special connection to their companion. If their animal companion is sick then the Shaman is sick due to the spiritual bond with disease or poison and the Shaman will corrupt any touched with bad or negative energy that causes malworking items. This can be gottten over with a will roll or reflex save at dc 20.

A Shaman of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's Shaman level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's Shaman level and compare the result with the Shaman level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, it can't be that animal.)

Spirit guide(EX): Spirit guides arent evil or good yet will guide the person as to their desire looking like a good or evil servant. yet they are opposed to idea that they feel are unacceptable. Calling a spirit guide will take 5 minutes to 4 hours. Everytime they aid thank them, and you will get further service or if not they might get nasty. They are gained by a ceromony of purity or need to call out while thinking of "spirit guide and service" and you must project the need or have an explanation for your activity yet they will help anyway. If you lose yours, appease it by an action they'd appreciate and appear chaste of troubles that were caused.

Medium (SP); This is an ability that allows you to channel spirits and these spirits are either Animal, creature or human. You can do this 3 times a day before resting for at least 3 hours. You can talk to spirits, make spirits do what you want, work with spirits, dismiss spirits to cause them to go somewhere else at any time and cause spirits to be banished. This is all up to the DM/GM for what is possible. Think and you know what to do, see results as you state to the DM/GM what you intend to do with this ability spell..

How it works, you breathe in and out, think of the spirit you want to commune to and you speak or think to it. Your soul causes you to understand by translation the spirit as if it speaks to you. Think of the moment, then you can create with the spirit and allow the soul to have you realize things that it said. You can speak in idea to it, think to it and if understood you can get a good result. This lasts until 1d6 rounds in battle or until you don't need this or the spirit is dismissed outside of battle. The damage a spirit or a group of spirits can do is 1/4 the health of the target you cause the spirit to attack.

Trackless Step (Ex): Starting at 3rd level, a Shaman leaves no trail in natural surroundings and cannot be tracked. The Shaman may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a Shaman gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, a Shaman gains the ability to turn herself into any Small or Medium animal and back again once per day.

Venom Immunity (Ex): At 9th level, a Shaman gains immunity to all poisons.

Guiding will(EX): "The Guiding light will lead you want to go.s" as the saying be with your will guiding people. So the story be to guide people by knowing through spirit ae "spirit-that-goes-through-everything". From "The way of the scout" by Tom Brown Jr. for the knowing of a persons soul. Whence you get to this level, you get the effect of knowing as if presciefic where you get future glimpses, yet this ability allows you to know beforehand by keeping some sort of emotion or calmness. What this allows for you to do are gain insights by +1 increase on bluff, innuendo and gather information skills. Additional increase in all knowledge skills by +2.

Manifestation: It creates the item of choice or any one ghost form as by spiritual aid and not alotted by limited skill rank ae the create item skill. The item or being appears where the crafter wants selected from the list or it finds the crafter. This is: 1st rank a wraith. 2nd skill rank any one good, equipment piece or simple weapon. 3rd rank spectre. 4th skill rank any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon. 5th rank willow-o-wisps. 6th skill rank any one great sword, great axe, heavy flail, halbred and warhammer. 7th skill rank pixie, 8th skill rank any one exotic weapon. 9th rank be imp. 10th skill rank any one magic item at a +1. 11th skill rank quasit(any element), 12th skill rank any one magical item at a +2. 13th skill rank helmed horror. 14th skill rank any one +3 magical item. 15th skill rank pseudo dragon. 16th skill rank any one +4 magical item. 17th skill rank spirit troll. 18th skill rank any one +5 magical item. 19th skill rank any one spirit from a body on the planet, hell or heaven. 20th skill rank any one +5 intelligent item.

Timeless Body (Ex): After attaining 15th level, a Shaman no longer takes ability score penalties for aging and cannot be magically aged as with the Druid. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time be up.

Divine intervention(EX): A Shamans will can touch and speak to God himself as to asking for aid and other possibles. The Shaman contacts him through the "Spirit-that-goes-through-everything" to understand and gain favor, to beget desires and the tribes desires, with a idea in mind when we contact him. With no clear mindset on to what be the desire, we find nothing can be gained by the meeting and yet, the spirit supports while the shaman requests. Thus do not waste his time and make it clear as to the desire for that be what be gained. Where God grants he also takes away and thus if its a clear purpose, there be not too much insult. Just show you can bargain as he will forgive such for much gain. What be usually asked for be to control hostiles as they rove or attack to create peace as a price.

A Shaman's animal companion be different from a normal animal of its kind in many ways like the druid except it causes the person to be regenerative. The animal companion be also treated as a spirit animal that melds with the form on will to cause the regeneration. The companion be treated as a spirit beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, skill points, and feats). It be superior to a normal animal of its kind and has special powers, as described below.

Class level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
1st-2nd +0 +0 +0 1 Link, share spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7

Animal Companion Basics: Use the base statistics for a creature of the companion's kind, but make the following changes.

Class level: The Shaman's class level stack with level of any other classes that are entitled to an animal companion for the purpose of determining the companion's abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion's base attack and base save bonuses. An animal companion's base attack bonus be the same as that of a Shaman of a level equal to the animal's HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice.

Natural Armor Adj.: The number noted here be an improvement to the animal companion's existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion's Strength and Dexterity scores.

Bonus Tricks: The value given in this column be the total number of "bonus" tricks that the animal knows in addition to any that the Shaman might choose to teach it (see the Handle Animal skill). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The Shaman selects these bonus tricks, and once selected, they can't be changed.

Link (Ex): A Shaman can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The Shaman gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the Shaman's option, she may have any spell she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the Shaman before the duration expires. Additionally, the Shaman may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A Shaman and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).

Evasion (Ex): If an animal companion be subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects:

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

A Shaman of sufficiently high level can select her animal companion from one of the following lists, as like the druids, applying the indicated adjustment to the Shaman's level (in parentheses) for purposes of determining the companion's characteristics and special abilities.

4th level or Higher (level -3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)

7th level or Higher (level -6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus1 (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)

10th level or Higher (level -9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge1 (animal)
Snake, giant constrictor (animal)
Whale, orca1 (animal)

13th level or Higher (level -12)
Dire bear
Elephant (animal)
Octopus, giant1 (animal)

16th level or Higher (level -15)
Dire shark1
Dire tiger
Squid, giant1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)

1 Available only in an aquatic environment.

Spirit crede: When a Shaman abuses the spirits or gives bad advice, the spirits stop supporting them and they are ex-Shamans with no spirit abilities except mysticism. Unless they can conjole the spirits by a ceromony of forgivance lasting 4 hours and they must be chaste with no food for half a day. When done they gain back their spiritual abilities and counted as a Shaman.

Goto top
Voodoo witchdoctor abilitiies

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

Spiritual Turn or Rebuke (Su): Any voodoo witchdoctor like the priests turn undead, has the power to affect undead creatures by channeling the power of death through spirits. But this includes living too for the spirit will affect living and undead. A good voodoo witchdoctor can turn or destroy undead or living creatures. An evil voodoo witchdoctor instead rebukes or commands such creatures. A neutral voodoo witchdoctor must choose whether the turning ability functions as that of a good voodoo witchdoctor or an evil voodoo witchdoctor. Once this choice is made, it cannot be reversed. This decision also determines whether the voodoo witchdoctor can cast spontaneous cure or inflict spells. A voodoo witchdoctor may attempt to spiritually turn undead a number of times per day that there are actual stp points or negative.

Supernatural ability; This is using the spirits, their spirit or the spirit that goes through everything, thinking of what you want and need to cause by the soul the spirit, whatever it is, this is done to get what results you want as though a charm. The effect damage or healing is 1d8+focus rank per each 2 levels of the character as a point. The duration is 1d6+focus rank if non-instant. This is done in seconds or rounds in melee and minute outside of battle unless unlimited in time.

Spirit guide(EX): Spirit guides arent evil or good yet will guide the person as to their desire looking like a good or evil servant. yet they are opposed to idea that they feel are unacceptable. Calling a spirit guide will take 5 minutes to 4 hours. Everytime they aid thank them, and you will get further service or if not they might get nasty. They are gained by a ceromony of purity or need to call out while thinking of "spirit guide and service" and you must project the need or have an explanation for your activity yet they will help anyway. If you lose yours, appease it by an action they'd appreciate and appear chaste of troubles that were caused.

Silent death is the death of an instant that can kill demons or any living spirit while leaving the body alive. The voodoo witchdoctor can snap a finger and turn the demons power uponst itself slaying it. A humanoid can only be spiritually killed in the same manner yet will only be zombies in the end. As a zombie victim their hitpoints are halved and they retain all other stats. This means they are still thinking while their body does things to a puppeteers strings.

Spontaneous Casting: A good voodoo witchdoctor like the clerics can channel stored stamina points (stp) into healing spells. The witchdoctor can use any stp in order to cast any cure spell. A cure spell is any spell that restores from infliction, diseases and poison. An evil voodoo witchdoctor, can't convert stp cure spells but can convert them to inflict spells. An inflict spell is any spell that causes pain, poison, disease and harm. A voodoo witchdoctor who is neither good nor evil can change stp to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the voodoo witchdoctor turns or commands undead and living.

Enslavement: The voodoo witchdoctor like hell clerics can enslave the mind to an idea or a group by channeling their spirit to what the voodoo witchdoctor desires and all it takes is a concentration check. There is a save vs spell to make the enslavement dissapear.

High ritual(EX): In voodoo, people get into a group and make magic occur and this is high ritual. In high ritual, there are three parts; the chant focus, the prayer with high feeling, and the aftermath while cleaning up. The chant focus is a subtle chant, that starts low with a few people, to gain in strength and people number. Prayer is the focus of the chant, to cause the spirits to react and make presence in the manner desired. The aftermath is the time of resolution, the voodooist is resolved to a path of choosing. This path is chosen before the ceromony, so when the rite ends, they are rejuvenated with understanding of what to do.

Using a voodoo doll is representive of this. You put your thoughts into a voodoo doll, and the ritual charges particles to do the action, that you intended. In their ceromonies, there are very high spiritual feelings while enacting high ritual. That spiritual energy will manifest, through the belief that the high chant will be enacted. Mind over matter in a large group will cause the focus of the group through affinity to happen. The effect is that you can control anyone for as long as the voodoo doll happens to effect the victim till broken by a resistance roll or the witchdoctor.

Guiding spirit(EX): "The Guiding spirit will lead you where you want to go." as the saying be with your will domination of people by spirit. This be nearly the same as the shamans and whence you get to this level, you get the effect of knowing as if presciefic where you get future glimpses, yet this ability allows you to know beforehand by keeping some sort of emotion or calmness. What this allows for you to do be to gain insights by +2 increase on bluff, innuendo and gather information skills. Additional increase in all knowledge skills by +2.

Gestalt healing(EX): A Voodoo Witchdoctor goes by the belief that the person is a two part being. Both good and evil are represented through; the spirit and the mind. What they seek is a balancing between the two parts of the mind, of the good and evil. Good is a white representation and Evil is a black representation balanced through karma seeded into each other. Karma is the energy collected through personal acts in the soul and represented by the white black sigil of the ying/yang disk where the opposite dots means seed.

When one evokes a spell, with the symbol of karma, what one will get is a balanced result. Something happens to you and something will happen to the other person. The result is always neutral, as the something is opposites of each other. In neutralizing each other, it inevitably heals the soul and body. This has the effect of fully healing the inflicted of the wounds, curing of the diseases, curing all poisons and giving full hp back. A full gestalt healing takes 30 minutes out of combat and in combat a full round for half the hitpoints.

Divine Self; The Witch are not unlike a God in their ability to create effects and withstand natural disasters by the power and ability of the Spirits. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.

Goto top
Creator

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

Psychic ability (Ex); Gained on level 4. This has two parts, sending and receiving, where sending be the psychic attack and the psychic defense. The Psychic attack is to psychically project some idea to another that is potentially damaging and insane making in idea. Till they become insane or hurt themselves with 2d6+character level in points of damage. Psychic defense is making an effect, of repelling the effect sent to you, making the effect nullified. One such attack, be making the person doubt themselves by telling them, that they 'did it wrong' or 'nothings wrong', when their clearly is through mental projection. One such defense be to reassure yourself that they did things correctly, or cause them to believe thats their own thought and dismiss it. Or, try as they might, make it so they aren't clouded and do things about the problem at hand. Another psychic defense, be to percieve the attack and send it back at the person or thing. As though a deterring effort. There's also a loud noise, on the moment of the attack, to distract the character and keep the assault from being effective.

Recieving, on the other hand, be to recieve the image or thought, from others and picking up on effects easily. Where you see them, in your mind and become aware of the psychic actions, otherwise. Mostly, from the subconscious picking up on the actions and you telling your subconscious to tell you of it. Will this receiving work.

Still Mind (Ex): A Creator of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ability of appear it (Ex): This is the ability of appearant creation or creation of what you want by needing it, and it will appear somehow as you think it there and imagine its use as you act as though using it. On a roll of a die 6 you can see if it will be there, on a 1-3 its there, on a 4-6 its not there for you.

Time formation (Ex): This is the availability of production, this is use of idea to which you can make it seem of use and its there at the time of need.

Unlimited combat mode (Ex): This is the mode of combat for the creationist. It allows them to create as many things or idea as they want when they want, and where they can optionally fight with what is there.

Goto top
Anti-Mage

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

Psicrystal: An Anti-mage can encode a psicrystal. Doing so takes a day and requires materials that cost 100 gp (the gem used as the basis for the psicrystal represents at least 50% of the total cost). A psicrystal is a psionically charged crystalline stone no more than 1 inch in diameter. It carries a fragment personality seeded from the anti-mage's own mind, with which the anti-mage can empathically interact and from which he or she can derive benefits. A anti-mage may possess no more than one A psicrystal grants a special ability to its anti-mage owner depending on the fragment personality seeded in the stone. Physically, psicrystal at any one time.
psicrystals have AC 13, hardness 8, and 20 hit points. Psicrystals "regenerate" their crystal matrix at rate of 2d4 hit points per day if damaged. If a psicrystal is brought to 0 hit points, it is destroyed.

The anti-mage chooses the type of psicrystal he or she gets. As the anti-mage increases in level, his or her psicrystal also increases in utility, as shown. Psicrystal Ability Descriptions: All psicrystals have special abilities that depend on the level2 of the owner. These abilities are cumulative. Psicrystal level 1-2 has int 6 and ability of Sighted, empathic link. Psicrystal level 3-4 has int 7 and ability of Telepathic link. Psicrystal level 5-6 has int 8 and ability of Self-propulsion. Psicrystal level 7-8 has int 9 and ability of Speak with other reatures. Psicrystal level 9-10 has int 10. Psicrystal level 1-12 has int 11 and ability of Power resistance. Psicrystal level 13-14 has int 12 and ability of Sight link. Psicrystal level 15-16 has int 13 and ability of Channel power. Psicrystal level 17-18 has int 14. Psicrystal level 19-20 has int 15.

If the psicrystal is destroyed the psion must attempt a Fortitude save (DC 15). If the saving throw fails, the anti-mage loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a psion's experience can never go below 0 as the result of a psicrystal's destruction. A destroyed psicrystal cannot be replaced for six months.

Psicrystal Personality Descriptions: All psicrystals have distinct personalities as listed.
With psicrystal personality of Artiste the Owner gains +2 bonus on Craft checks.
With psicrystal personality of Bully Owner gains +2 bonus on Intimidate checks.
With psicrystal personality of Coward Owner gains +2 bonus on Hide checks.
With psicrystal personality of Friendly Owner gains +2 bonus on Diplomacy checks.
With psicrystal personality of Hero Owner gains +2 bonus on Fortitude saves.
With psicrystal personality of Liar Owner gains +2 bonus on Bluff checks.
With psicrystal personality of Meticulous Owner gains +2 bonus on Search checks.
With psicrystal personality of Observant Owner gains +2 bonus on Spot checks.
With psicrystal personality of Poised Owner gains +2 bonus on Balance checks.
With psicrystal personality of Resolve Owner gains +2 bonus on Will checks.
With psicrystal personality of Sage Owner gains +2 bonus on any one knowledge skill he or she already knows; once chosen, this does not vary.
With psicrystal personality of Singleminded Owner gains +1 bonus on Concentration checks.
With psicrystal personality of Sneak Owner gains +2 bonus on Move Silently checks.
With psicrystal personality of Sympathetic Owner gains +2 bonus on Sense Motive checks.

Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding level, he or she can learn one additional psionic combat mode chosen from the psionic power list at here.

Powers: A anti-mage manifests psionic powers. A anti-mage begins play with power (talents) only limited by power amount percent. At each level, the anti-mage discovers one or more powers, as indicated in the powers that are chosen from the psionic power list.

To manifest a power within a particular discipline, you must manifest a way, a way is a psychic power in effect, where a anti-mage must use a concentration check. (Psionic attack and defense modes are exempt from this restriction and do not possess level). The DC for saving throws to resist a psychic power is 1d20 + the skill rank + the anti-mage's key ability modifier. The 1d20 roll is made by the attacking anti-mage when the power is manifest. Psionic attack and defense modes add a special modifier instead. Certain powers can be enhanced as they are manifest, at the cost of additional power. Note: A anti-mage may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement. The level of psychic power is attained through each 2 levels of character.

The power percent: An anti-mage can manifest a certain number of powers per day based on his or her available % mp or stp powerage. Special rules govern the manifestation of 0-level powers and psionic combat modes.

They are listed as level 1 with 2 % power per power manifest,
level 2 with 3% power per power manifest,
level 3 with 4% power per power manifest,
level 4 with 5% power per power manifest,
level 5 with 8% power per power manifest,
level 6 with 10% power per power manifest,
level 7 with 15% power per power manifest,
level 8 with 20% power per power manifest,
level 9 with 25% power per power manifest.

0-level Powers: Also called talents, 0-level powers have a special % power per power manifest cost. A psychic warrior can manifest any talent he or she knows for free a number of times per day equal to his or her level +2. After exhausting his or her daily allotment, the psychic warrior must pay 1% power per manifestation of a 0-level power for the rest of the day.

Psychic ability (Ex); Gained on level 4. This has two parts, sending and receiving, where sending be the psychic attack and the psychic defense. The Psychic attack is to psychically project some idea to another that is potentially damaging and insane making in idea. Till they become insane or hurt themselves with 2d6+character level in points of damage. Psychic defense is making an effect, of repelling the effect sent to you, making the effect nullified. One such attack, be making the person doubt themselves by telling them, that they 'did it wrong' or 'nothings wrong', when their clearly is through mental projection. One such defense be to reassure yourself that they did things correctly, or cause them to believe thats their own thought and dismiss it. Or, try as they might, make it so they aren't clouded and do things about the problem at hand. Another psychic defense, be to percieve the attack and send it back at the person or thing. As though a deterring effort. There's also a loud noise, on the moment of the attack, to distract the character and keep the assault from being effective.

Recieving, on the other hand, be to recieve the image or thought, from others and picking up on effects easily. Where you see them, in your mind and become aware of the psychic actions, otherwise. Mostly, from the subconscious picking up on the actions and you telling your subconscious to tell you of it. Will this receiving work.

Still Mind (Ex): An Anti-Mage of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

goto index
Criminal Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Estinance (Ex): They can estimate any result and use logic to get their result. This adds +7 to the Bluff check.

  Lucky moment (Ex): They luck out and get the effect they want to get. Despite the attack effort against them. This requires the clearity of mind and calm. This ability makes the character focus better. Adding a 2d6 to the total.

  Perfection (EX): This is where you do any action over again to perfect the idea of getting things done. This happens in the mind and possibly as though someone else. With the act of perfection, comes a successful moment, at will. A coin flip determines the success.

  Nervous aura (Ex): This aura can drive anything away and make the target nervous. Also it can become a disorder in the victim of the criminal, unless they have a calm mind. The aura can spread like a virus. It lasts to the duration set by the die added to the Charisma mod. Otherwise its cancellable by Will.

Level  Die duration
1-5 d6
6-10 d8
11-15 d10
16-20 d12
21-25 2d8
26-30 d20
31+ d30

  Anti-reasoning (Ex): This reasoning is reverse of the reasoning usually given for a situation. On the surface, it may seem like reasoning but it isn't. It makes you feel like its right, due to the effort given by others. This can persuade others to get things done. When it is used to console or make others do things, the effects of anti-reasoning can persuade others to do just about anything. Its resisted by a will check.

  Mastermind (Ex): When the character is level 20, the character is suddenly able to manage things and put together efforts, in a reasonable manner. The character is a mastermind at getting things that are wanted, desired or needed. They get effective results. The character is a genius. Add 10 to the effect total and add 5 to intelligence.

Goto top
Law Enforcer Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Bullhorn (Ex): The voice is an idea one can project with the energy that halts people by effort. This effect lasts 1d10 rounds. Two projected voices can cancel themselves out.

  Aura of arresting (Ex): This aura can arrest people by the aura being projected forth. When arrested, they can not move and they are frozen to the spot for 1d12 rounds.

  Reasoning (Ex): The Law Enforcer can reason with someone and bring a sense of calm. This calms down the opponent as though they lost the nerve to fight. If a save is made, then the person who's targeted could act out unpredictably.

  Pursuit (Ex): The Law Enforcer can chase down anyone and catch them. On the roll of a 1d6, where 1-3 is to catch the pursued and 4-6 is they get away. Otherwise, its a coin flip that determines it.

  Consulting (Ex): To use this ability is to make even hard to understand things easier to know. There's self-consulting and other person consulting. Whatever you may choose, you or others get the concept that you consult on and relieve stress by theraputic action.

  Law code (Ex): 'They are sworn to be the policy and policing force that serves the law. Whenever and however it is possible, they will be making the unlawful acts punished. To allow the unlawful decide their own fate.' With this crede, is the fact that your Law Enforcer character is always a lawful character. Thus, when they aren't lawful, they get demoted and are Ex-cops without their Abilities. When they attone for their acts, they are reinstated as cops again.

  Part of this is the cops law which is their code:

  Cops code; Think then you are aware, as things work out you are released under suspician by ideal or no suspician. So you are able to cope, so your willing to comply. I think not then this stops. I think yes then I allow, by the ideal that exists from what you see or within the area then go the other way. If caught geisting or ghosting then you are aware, that this could cost you as this could cause you to seem in the mental ward unless a good excuse is given. So if now you think you know, now your released.

Goto top
Priest Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Attoning (Ex): From hell they come and are reborn to keep themselves sane and being guided by a God is as attonement. When they realize this, they give themselves direction in their lives. On reflecting of what they did, due to the realization they gain +3 to Wisdom.

  Turn and Rebuke (Ex): This is similar to the Hell clerics Turn or Rebuke. Any priest has the power to affect undead creatures by channeling the power of death through his holy (or unholy) symbol. A good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures. An evil priest (or a neutral priest who worships an evil deity) instead rebukes or commands such creatures. A neutral or undecided priest of any other deity must choose on the moment, whether the turning ability functions as that of a good priest or an evil priest. Once this choice is made, it affects that attempt they make with this ability one time after the decision. A priest may attempt to turn undead a number of times per day equal to 3 + Charisma modifier. A priest with 5 or more ranks in Religion gets a +2 bonus on turning checks against undead.

  Holy Symbol (Ex): The Priest is given a symbolic object or gets one himself that represents his faith. Each Faith is ruled by his God. Each God has a different Faith practice. So, each Faith has a different symbol that suits his God.

  Aura of Holiness (Ex): This aura causes whatever you think or say and intend to occur, to manifest. This is by the power of your God. Its gotten from the activity you attempt and that activity energy is collected in the Aura. Any suggestion comes to life, at least in the mind. If allowed by the GM, the effect can manifest physically. The effect total you can get with this is 2d6+Cha mod per each 2 levels of the Priest. The duration is 1 round per each 2 levels, unless instant.

  Intuitive action (Ex): The priest innately knows what to do and say. In the effect, the right chant comes to mind and they know it works or not. This is at will.

  Laying of Hands (Ex): This is done at will, and consists of creating an effect of channeling divine power into the other person. This cause them to change their life from the inside out. It heals them of most wounds. It can be done 3 times per day, but only once per round. Minor Action Melee touch. You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

  Demonology (Ex): A priest understands demons at this point from study and observation of the demonic activity. Once they achieve this understanding, they can exorcise them or make them do as they desire. Mostly by request and offering a token of faith or power. The token is for the gaining of effect from the demon. At will, they can manipulate demons on a whim or with intent. Per each extra demon controlled, there's 5% STP added per use of this ability.

  Holy Making (Ex): This Ability causes anything to be Holy. The Holy effect is to bless the object or person with your energy and add your Gods energy to help fuel the blessing. This blessing of the mind uses your intent to create to effect you want. This can be considered an enchantment. When the effect is to bless the target object or person, and also possibly a room, with a result you want, then your Will can do the manifest. The initial effect is a stabilizing of object or person. The secondary effect is the enchantment itself. The blessing can more effective by using your vibrations of your voice. This directs the effect and causes easier manifestations. This effect can make any effect manifest. Making use of ritual can make things interesting. Up to the GM as to what is allowed.

 The effect you can get with this is including any element summons and other effect. The effect total possible with this is 2d10+Cha mod per each 2 levels of the character. The duration is as long as you would desire, unless instant.

  Vision (Ex): This ability allws the Priest to create a vision while focusing the energy around him using his Gods directed will. The Vision the Priest grants can reveal or show anything to the effected. The Priest can induce it even in himself. As this is a Divine Dream manipulation, then this allows the Priest to manipulate the vision and its as though real to the people effected. This vision is caused by heat. The Vision could effect anyone who the Priest wants to effect. When the heat dissipates from around the area, so does the Vision. The person can try a Will check to cancel the Vision out or wait till the Priest doesn't need it. Otherwise, the vision lasts as long as the Priest wants it to.

  Revealing (Ex): This ability will cause the effect of a revelation, that can make anyone, including yourself, reveal things of the past, present or future. This is in 10 minute spans of time. This is at will. You decide what will effect you. A Will check can cancel it.

  Summoning (Ex): The priest can summon demons or angels, at will. Demons can manifest anything on request. Angels can change anything to something else at your whim. The priest of evil can summon demons. Each extra demon is adding 5% Stp. The priest of good can summon angels. Each extra angel is another 5% Stp. A neutral priest can do either at will and in any given situation. The control of the demon or angel is ensured by a concentration check. This is every round in combat and every 1 minute's time outside of battle. Use demonology to control demons who are out of control. This is when the demon possesses you or another or doesn't do as you want. The Gm fiips a coin to determine this.

  Piety (Ex): They vow to have fun and work toward pleasing themselves and their God by self-sacrifice. To be devoted and work with the God they choose on a moments purpose and create effort by doing.

Goto top
Psi Kinetic

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

Psicrystal: An Psi Kinetic can encode a psicrystal. Doing so takes a day and requires materials that cost 100 gp (the gem used as the basis for the psicrystal represents at least 50% of the total cost). A psicrystal is a psionically charged crystalline stone no more than 1 inch in diameter. It carries a fragment personality seeded from the psi kinetic's own mind, with which the psi kinetic can empathically interact and from which he or she can derive benefits. A psi kinetic may possess no more than one psicrystal at any one time.

A psicrystal grants a special ability to its psi kinetic owner depending on the fragment personality seeded in the stone. Physically, psicrystals have AC 13, hardness 8, and 20 hit points. Psicrystals "regenerate" their crystal matrix at rate of 2d4 hit points per day if damaged. If a psicrystal is brought to 0 hit points, it is destroyed.

The psi kinetic chooses the type of psicrystal he or she gets. As the psi kinetic increases in level, his or her psicrystal also increases in utility, as shown. Psicrystal Ability Descriptions: All psicrystals have special abilities that depend on the level2 of the owner. These abilities are cumulative. Psicrystal level 1-2 has int 6 and ability of Sighted, empathic link. Psicrystal level 3-4 has int 7 and ability of Telepathic link. Psicrystal level 5-6 has int 8 and ability of Self-propulsion. Psicrystal level 7-8 has int 9 and ability of Speak with other reatures. Psicrystal level 9-10 has int 10. Psicrystal level 1-12 has int 11 and ability of Power resistance. Psicrystal level 13-14 has int 12 and ability of Sight link. Psicrystal level 15-16 has int 13 and ability of Channel power. Psicrystal level 17-18 has int 14. Psicrystal level 19-20 has int 15.

If the psicrystal is destroyed the psion must attempt a Fortitude save (DC 15). If the saving throw fails, the psi kinetic loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a psion's experience can never go below 0 as the result of a psicrystal's destruction. A destroyed psicrystal cannot be replaced for six months.

Psicrystal Personality Descriptions: All psicrystals have distinct personalities as listed.
With psicrystal personality of Artiste the Owner gains +2 bonus on Craft checks.
With psicrystal personality of Bully Owner gains +2 bonus on Intimidate checks.
With psicrystal personality of Coward Owner gains +2 bonus on Hide checks.
With psicrystal personality of Friendly Owner gains +2 bonus on Diplomacy checks.
With psicrystal personality of Hero Owner gains +2 bonus on Fortitude saves.
With psicrystal personality of Liar Owner gains +2 bonus on Bluff checks.
With psicrystal personality of Meticulous Owner gains +2 bonus on Search checks.
With psicrystal personality of Observant Owner gains +2 bonus on Spot checks.
With psicrystal personality of Poised Owner gains +2 bonus on Balance checks.
With psicrystal personality of Resolve Owner gains +2 bonus on Will checks.
With psicrystal personality of Sage Owner gains +2 bonus on any one knowledge skill he or she already knows; once chosen, this does not vary.
With psicrystal personality of Singleminded Owner gains +1 bonus on Concentration checks.
With psicrystal personality of Sneak Owner gains +2 bonus on Move Silently checks.
With psicrystal personality of Sympathetic Owner gains +2 bonus on Sense Motive checks.

Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding level, he or she can learn one additional psionic combat mode chosen from the psionic power list at here.

Powers: A psi kinetic manifests psionic powers. A psi kinetic begins play with power (talents) only limited by power amount percent. At each level, the psi kinetic discovers one or more powers, as indicated in the powers that are chosen from the psionic power list.

To manifest a power within a particular discipline, you must manifest a way, a way is a psychic power in effect, where a psi kinetic must use a concentration check. (Psionic attack and defense modes are exempt from this restriction and do not possess level). The DC for saving throws to resist a psychic power is 1d20 + the skill rank + the psi kinetic's key ability modifier. The 1d20 roll is made by the attacking psi kinetic when the power is manifest. Psionic attack and defense modes add a special modifier instead. Certain powers can be enhanced as they are manifest, at the cost of additional power. Note: A psi kinetic may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement. The level of psychic power is attained through each 2 levels of character.

The power percent: An psi kinetic can manifest a certain number of powers per day based on his or her available % in stp powerage. Special rules govern the manifestation of 0-level powers and psionic combat modes.

They are listed as level 1 with 2 % power per power manifest,
level 2 with 3% power per power manifest,
level 3 with 4% power per power manifest,
level 4 with 5% power per power manifest,
level 5 with 8% power per power manifest,
level 6 with 10% power per power manifest,
level 7 with 15% power per power manifest,
level 8 with 20% power per power manifest,
level 9 with 25% power per power manifest.

0-level Powers: Also called talents, 0-level powers have a special % power per power manifest cost. A psychic warrior can manifest any talent he or she knows for free a number of times per day equal to his or her level +2. After exhausting his or her daily allotment, the psychic warrior must pay 1% power per manifestation of a 0-level power for the rest of the day.

Psychic ability (Ex); Gained on level 3. This has two parts, sending and receiving, where sending be the psychic attack and the psychic defense. The Psychic attack is to psychically project some idea to another that is potentially damaging and insane making in idea. Till they become insane or hurt themselves with 2d6+character level in points of damage. Psychic defense is making an effect, of repelling the effect sent to you, making the effect nullified.

  One such attack, be making the person doubt themselves by telling them, that they 'did it wrong' or 'nothings wrong so stop', when their clearly is through mental projection. One such defense be to reassure yourself that they did things correctly, or cause them to believe thats their own thought and dismiss it. Or, try as they might, make it so they aren't clouded and do things about the problem at hand. Another psychic defense, be to percieve the attack and send it back at the person or thing. As though a deterring effort. There's also a loud noise, on the moment of the attack, to distract the character and keep the assault from being effective.

  Recieving, on the other hand, be to recieve the image or thought, from others or the Akashic records and picking up on effects easily. Where you see them, in your mind and become aware of the psychic actions, otherwise. Mostly, from the subconscious picking up on the actions and you telling your subconscious to tell you of it. Will this receiving work.

  The recieving from the Akashic records gives you a mental and intuitional guide. Which you may call by Gnosis (The taking info from the air). This makes everything you do allot easier. When you attempt an use Recieving, its with your will and intentions.

goto index
Scientist Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

 Wisdom (Ex): This is the insight to know when and where to do something as you know of it. You can use anything you learn of, to make the intent you need to occur and not get bad results.This is at will.

 Lore (Ex): This is not the Lore Skill of 3.5 DnD. This is the knowledge that comes when studying something. Also, its using intuition for the moment guides that understanding. You get this from observing. Then, you naturally understand what you see no matter its form, at will.

 Analysis (Ex): Gained at level 5, this enables, at will, that you can analyze whats going on. Then,it is the moment that you analyze to make a conclusion and hypothesis to experiment with. With experimenting, this hypothesis can become a law when you prove it out. This law that forms can be acted out on those whom you want to effect and you get a result. With analysis, you can get the idea behind anything thats near you. Or anything thats happening, that you want to understand in a moment. Analysis gets better as you get up in levels. Where at 5th level you would take a minute to get realization. Then, as you get to be level 10, it takes 30 seconds and so on.

Level Time length 5 1 minute 10 30 seconds 15 instant

 Spelunken (Ex): Wielding energy by imagination and making it manifest. This is done when imagining the effect and willing it to be noticed in its manifested form. You can further make the effect result controlled by imagining the effect you want it to do, as you need it and intent for the effect. This can make any effect, seem to appear from nowhere. If no intent was to make it real, then its hypothesis that was made up and acted out. This takes a concentration check.

 Collection (Ex): They collect specimens and things to study, observe and do research with. This is done at will.

 Experimentation (Ex): This is to use what you collect and work with the Analysis to bring understanding, at will. Then, making results come about by test moments. An automatic analysis of the results brings understanding. That understanding you can report by writing it down and submitting it. Or, do more experiments and attempt to use what you observed.

 Serendipity (Ex): Accidental discovery that is assured to occur, when you need results. At will, you discover something that happens to be needed or you make a discovery on the moment of doing things. This is done on a coin flip.

 Notoriety (Ex): The Scientist gains fame for being who he is. And, he discovers greatness for discovering things. This increases his charisma by 10. His intelligence score rises by 5.

Goto top
Seer Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Psychic readings (Ex): This allows the seer to read the future and give details of what will come, from gnosis or getting meaning from the air itself. This glimpse of the future can also be gotten from the objects you use.

  Inadvertent action (Ex): This makes for actions done by intuition and knowing. On a coin flip, there's chance of the right action being done. This is sometimes triggered by the energy vibes in the air.

  Sight (Ex): The Seer can get visions that are controllable and these visions reveal the future, past or present. All thats needed is a concentration check.

  Consulting (Ex): To use this ability is to make even hard to understand things easier to know. There's self-consulting and other person consulting. Whatever you may choose, you or others get the concept that you consult on and relieve stress by theraputic action.

  Seers oath (Ex): They must persevere against violence. To avoid it as necessary but do it for defense. Otherwise the backlash from violence when you attempt to see is to get nightmares. They will never get someone who doesn't deserve it, unless its needed.

Goto top
Psychic Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Vision Ex: Visions, these visions are controlled and created by the use of the third eye. This is where you think of your need and focus to know what the spirit knows. Think of the time and if you need to know, you will realize the idea or vision from that time or moment. This can use vision drugs or video to allow you easier visions. This calms down the mind and works with idea.

  Elemental ability (Ex); This ability allows one to make use of the elements with focus and creation of whatever you want to create. This works with forming a gate of energy from the source, then thinking about and allowing the element to form from the gate area to effect the point or area you intended to get an effect off on. This happens by a rolled 1d20+focus or concentration rank and 10 or above as success. The effect is using a 1d10+charisma rank per each 2 focus ranks for effect.

  Psychic readings (Ex): This allows the psychic to read the future and give details of what will come, from gnosis or getting meaning from the air itself. This glimpse of the future can also be gotten from the objects you use.

  Psionic crystals (Ex): This is a point of using any crystal or stone and holding it as you think of what you want and the energy consciousness creates by causing manifest what you need with feel. There are bonuses to the rolls you make with use of the psionic crystal and skill of use artifact. You get the use artifact skill with the bonus of +1+(half level) to the crystal or stone use.

  Psychic boost (Ex): The psychic boost is where you think and perceive, that is done by the third eye so you know how to do things easier by feel. otherwise you can observe by vision what will happen easier if you know what you need and you are curious how things will go. if no feeling or vision occur, then nothing will happen by what you think. This is a known idea. This is a +5 to your roll of 1d20 skill or stat check.

  Ancient seer ability (Ex): This ability allows you to manifest results and have no fear as it uses the soul copy to make a manifest or created effect. This is where you breathe in and out, then you will create by your conscious that is somewhere you wish to change or otherwise observe. The idea is observed or created by what you focus or suggest into existence and you create what you intend to create. You can see by the soul that is using the spirit what is there, and then so you know you think of the area you came from or think by the spirit what is possible. This is a known effect, where you focus on an area and create with the energy as you are thinking you do. This has results of 2d10+Charisma mod per each 2 focus ranks for effects such as a ice ball you happen upon a victim. Any lasting effects are with 1d10+focus or concentration ranks in rounds per melee, or unlimited until you decide to not do the effect in other than melee effects that are like creating a light ball to guide yourself with by feel.

Goto top
Prophet Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Prophecy (Ex): The prophet is where you get visions from the spirit and on request of the god you follow of what you intend to know, you can make a manifest or creation by the spirit with a positive result granted from the god. This can even draw aliens, if you put your arms up as a Y then focus, you create what you focus by the spirit what you need to manifest by usage of the energy "I" or energy consciousness..

  Elemental ability (Ex); this is a point where you can create a concept and make sure it works. If it doesn't, then nothing happened. This can use any idea or energy as a source, think and you create as a point of making or manifest with the power of the divine or the god you follow. The effect is created by a gate that the god creates and this gate channels the lement to effect as you want. This is The effects are 1d10+charisma mod per each 2 focus ranks. Timewise it's 1d6+focus ranks for rounds of battle, otherwise unlimited outside of battle until you decide to end the effect.

  Channeling (Ex); You can see if they are near or far away, then you can focus their body energy and think channel their spirit energy to work with what you need to know. This happens without stress and is knowledge you realize of what you intend to know. This effect stops in effect by feel when you no longer focus or use concentration per round of activity. The effect lasts for 1d6+charisma mod for ideal effects in seconds of battle, and due to the divine nature of the soul, unlimited outside of battle. That is until you decide to end the effect or you know what they are going to do.

  The focus (Ex); this is the ability to focus energy from the divine soul to copy and heal by feel. This is a complete healing of all your pressure points or chakra energy clearance. This is needed if you want a complete healing. This is a known effect. The time effects are 1d6+charisma mod in seconds of melee, unlimited if outside of attack until you decide to end the effect. The effect amount is useful if 1d10+charisma mod per every 2 focus ranks.

  Dream abiity (Ex); you can dream of events and know when or where. Also you create with lucid dreaming, so you make what you need and wake up by thinking your awake or hearing a loud noise.

  Divine sight (Ex); You know what will happen a few moments to way before the moment. You can create with a mage vision and making use of a construct that ends this effect when you don't need the effect, this is where you can create your vision into real life and that is with a 1d10+charisma mod per each 2 focus levels.

Goto top
Healer Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Healing (Ex); you don't need a healer kit to heal by feel. Treat the wound and effect positive results, this is done on a 1d20+focus rank with 10 as success. You heal 1d10+charisma mod per each 2 levels focus ranks.

  Elemental effect (Ex); this is a point of manifest to create any element to cause what is possible. This used the divine soul to create by the soul making a portal for the element that exists as a source is able to shift and effect the target/s, so it's effect is instant unless it's lava or they are on fire or something else happens, the soul knows when to close the gate and you don't need to create using the element. The point it's done created 1d10+charisma mod per every 2 levels of focus or concentration. 1d6+focus rank of time to effect in melee, 1d10+focus or concentration rank in minutes if non instant.

  Psychology (Ex); This ability allows you to psychoanalyze someone and suggest the right things to get what is needed at the moment by the healer. You create a talked out moment with the person feeling calmer by a 1d20+focus ranks and having 10 or above result as success.

  Herbology n potions (Ex); You scrounge around and use the right herbs or create the correct potion known by the spirit where you realize the idea to heal or do what is stated as a result. This uses a 1d20+focus or concentration rank to denote success with a 10 or above result.

  Instant healing (Ex); You use a construct to instantly heal all damage and remove all poisons from the character or friend you want healed. This is healing near the top point of the healers career. Once gotten, he or she can do this healing anytime the healer wants.

  Circle of instant healing (Ex); You use a construct to instantly heal all damage and remove all poisons from the characters or friends you want healed and your character is healed as well. This is healing at the top point of the healers career. Once gotten, he or she can do this healing anytime the healer wants.

  Bioengineering (Ex); this is making life enhancements and body fixes by the chemistry to create what you need to occur. This is a point your character gains 100% health added to health, also they have an added 5 charisma, 4 strength, 5 intelligence and 6 constitution. Also you can use the correct things created by manifestation, that is through the focus or thinking to the energy consciousness to enhance the body of a target, think and create what result you want as you state the idea intended by feel with idea.

Goto top
Worker Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Reasoning (Ex): The worker can reason with themselves or someone and bring a sense of calm as they work through psituations. They can get problems worked out. This calms themselves down and also calms the opponent as though they lost the nerve to fight unnecessarily. There's a flip of a coin to see if it worked.

  Antikine (Ex): Its the act of using skill and ability to get better results. Add 1d10 to the effect of healing or damage.

  Activism (Ex): They seem like a point to do the right thing to get the right people to respond or are considered friendly, then they are solely left alone. The right person makes a statement or point which is right or true to their character alignment. This adds +3 to Charisma with an added charisma mod or an added 1d6 to the charisma mod. The right person is determined by a roll of the die. They love doing marches or making a point if they want to create a point of interest, this is with a 1d4 added to the charisma roll that they are listened to and with the right reaction. So that means the roll of the die is what creates the point and the situation caused is the number, this is macthed as a difficulty number rating that the gm decides is appropriate.

  Aura of persuasion (Ex): This aura causes the person to project self-confidence. On getting near the aura, the target is more likely to do what is suggested, as though what is said is reasonable. A roll of the die + charisma mod is the rounds that the character will get the effect off. 1 round is 6 seconds. 1 minute is 10 rounds.

Level  Die rounds
1-6 d6
7-12 d8
13-18 d10
19-24 d12
25-30 2d8
31-36 d20
37+ d30

  Friendliness (Ex): They seem like a friend to the right people. The right person makes a statement or point which is right or true to the character. This adds +4 to Charisma. The right person is determined by a roll of the die.

  Luck of the draw (Ex): A worker can get a result off, by simply trying and doing their attempt. This adds to your luck by +10. This adds to your focus by adding 2d6 to the total.

  Management (Ex): The worker literraly does not lose their cool. They can survive any situation and manage the moment. Even if its by a sliver of a chance.

  Greater affect (Ex): This is where your character can make affection and create effects from actions for himself or herself or others. This is done through influence to others. The roll of a die determines if the effect goes off right.

Goto top
Bum Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Reasoning (Ex): The beggar can reason with themselves or someone and bring a sense of calm as they work through psituations. They can get problems worked out. This calms themselves down and also calms the opponent as though they lost the nerve to fight unnecessarily. There's a flip of a coin to see if it worked.

  Begging or asking (Ex): Its the act of using skill and ability to get better results by what they do otherwise what they don't do is what they think. You can only beg once per person. Add 1d20 to the effect with wealth that you gain along with healing or damage.

  Aura of persuasion (Ex): This aura causes the person to project self-confidence. On getting near the aura, the target is more likely to do what is suggested, as though what is said is reasonable. A roll of the die + charisma mod is the rounds that the character will get the effect off. 1 round is 6 seconds. 1 minute is 10 rounds.

Level  Die rounds
1-6 d6
7-12 d8
13-18 d10
19-24 d12
25-30 2d8
31-36 d20
37+ d30

  Friends (Ex): They seem like a friend to the right people or are considered friendly so are left alone. The right person makes a statement or point which is right or true to their character. This adds +4 to Charisma with an added charisma mod or an added 1d4 to the charisma mod. The right person is determined by a roll of the die, seen and if you hit a guy or gal that is a die 10 where 5 or below is the right person.

  Luck of the draw (Ex): A bum can get a result to seem off by luck, by simply trying and doing their attempt. This adds to your luck by +10. This adds to your focus by adding 2d6 to the total.

  Management (Ex): The bum literraly does not lose their cool. They can survive any situation and manage the moment. Even if its by a sliver of a chance. So they can manage their own money.

  Greater affect (Ex): This is where your character can make affection and create effects from actions for himself or herself or others. This is done through influence to others. The roll of a die determines if the effect goes off right.

Goto top
Soldier Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Dedication (Ex): Upon joining an army or deciding to be a soldier, they can get subjected to brainwashing to become dedicated. Once dedicated, they are with an ability bonus to their will, strength and charisma of +5.

  Aura of belief (Ex): This aura can cause people to believe what they're told by the brainwashing and belief being projected through the aura. Theirs a roll of a d3 to decide whether the person believes the soldier or joins their cause. Where, a 1 is not believe. A 2 is Believe the soldier. A 3 is join their cause. A will save will cancel the effect.

  Long Range viewing (Ex): This is the ability to see anywhere, casting your spirit to be on the waves of energy that flow in the wind. Then, you can come back to your body anytime. At will, you can perceive any event or area you want. Now this is timewise, as you can perceive any event and manipulate any activity to be what you wfeel is necessary. Up to GM what you perceive and get as a manipulated result. When you do this Ability, you may want to not be like a god. Once you get Long Range Viewing, you are a Long Range Viewer.

  Reasoning (Ex): The soldier can reason with someone and bring a sense of calm. This calms down the opponent as though they lost the nerve to fight. If a save is made, then the person who's targeted could act out unpredictably.

  Ensuing (Ex): The soldier can catch anyone and try to punish them (Up to the player). On the roll of a 1d6, where 1-3 is to catch the pursued and 4-6 is they get away. Otherwise, its a coin flip to determine the catch.

  Soldier oath (Ex): They will serve their own law, or be a part of some army. They make the military their goal. They will enforce their own will, using the laws they believe in.

  Military (Ex): The Military is called the Service or Army. This is an army thats inside the church and state, one that services themselves and gives a new name to "nsa" but the army members arm themselves and make sure to stop criminal activity not in their army. They assign themselves duties. The main idea be a citizen army that be self-supportive and does the necessary action, to get a job of sorts except on planets that thou can't get neither. Them you subsist on. To beget either job types where the work gang limits the funds and holds the bag, thou must join a work gang. As thou get to "travel" by dimension or Astral or physical maneuver, but if thou get a chance to, try to do things by many means. Use long range viewing to set events up, and use scouting techniques and magic to achieve the result. Upon joining the service, you get a weapon license. For you have the opportunity to train with weapons.

  The ranks are set by earnings and/or setting thou own rank and proving thou can do the job. And unless assigned a rank, thou can arrange a job and gain it with help or others. If asked they don't admit it except by those who prequire it in kind. The field commander be the highest rank and the ranks are limited to three per rank level except field commander in a near area. To inform people of this service gets more effective use and thou can get a payraise by those who watch in the area of expertise (the boss whom is the President), the SROTC be allowing a expertise that rules the moment.

  Now the rules of idea that people agree on are rules unto themselves. This idea was given credit by a report of Drksyders, on Machiavelli whom work with the civillian army as an army to "support the country" by support of patriotism. Which is dedication. He speaks on recruiting. Use of normal army and similiar idea techniques with punishment and reward.

  Here's a quote: "Machiavelli advocates for a balance between make pleasant for fear and respect, the above mentioned methods do not leave an opening for such a balance. At this point, the unwilling soldier be best convinced by ideology and psychology rather than punishment and/or reward."

  The fact that rulers exist to believe this be why most will try for them and make them successful. Given the regard to momentary glances we could bear in mind that they were the victors in a very hard time and age won and by winning they kept the kingdom. The point of trial given by punishment/reward be likely to backfire and cause people to disbelieve and psychology will pave the way. "Most fail to the effort of seeing overwhelming achievement in action." by Great Kahn, Hannibal the Cannibal of the Mongols and SG1.

  To wear a colorful clothing style and similiar styles including fatigues (any) is advisable but its possible for any actual clothing as a person can citizen arrest. Its advisable to have a key to hand-cuffs and the hand-cuffs to arrest people with. The Military can have authority to override the Law Enforcement. But, if you do wrong, the Law Enforcers can arrest thou. Just remember, noone wins anything. This is just the exchange of actions that count.

  Due note, the president or princ/ess and king or queen of the country be the ruler unless thou chose to serve the country on a secret mission to another country, the secret mission be over when you get an achievement of sorts and/or find out info or solve a crisis. This be also considered an easy way out of a horrible situation, and if done in good enough time and to avoid early demise, then thats a blessing. "The exodus be really what this be made out to be as its an exodus, to understanding that in a far away place can let you live and achieve a better role."

  The commisioned parliament, registered commitee members, Government officials, Royalty and boss can set the ruling idea that rule the conditions and thou can try to find a way to work with those conditions. The instant courtmarshal or firing must be proven to a group of idea people (peers or higher) that thou achieved what thou said. Thou must at least try to do as thou say thou will and obey the commander unless not possible, for which thou find suitable idea of activity or trade.

  When thou do the deed thou achieve a result that thou decide on with analyzation of the data or facts with proof at hand, or otherwise and tell the commander later if it works and if it doesnt, tell if it won't get you killed unless its expected. As thou may find a suicidal mission, then thee can disagree with it. When making a new law dost can prove it effective or its not used and can save lives. You can make self-laws, at will. Anyone who wants to follow those laws, can. No attacking other officers, period, unless they kill by enjoyment and for bad reasons. Meaning, they deserve it.

  As any reason could rule the moment, try to see the truth of any arguement and be considerate. Thus be supportive to the supportive members of the SROTC as they are untouchable and are field commanders. Its not dishonorable to fail but to not try is to get dropped in rank unless there's no rank. And this is with the order of no shooting thou by the effort. Thanks to Sharol. Do things for humane and resourceful for reasons that are fairly understood. Follow the law of the land. Do whatever you think is necessary to get the job done and manage to keep legal.

  To be field marshall thou must be field commander and the field marshall be the leader of a squad unless thou think otherwise. If pissed off thou must leave the vicinity and with no firearm unless thou are in enemy territory. The release of the Military to citizenry is not possible as thou are still a citizen in truth even beforehand and thou may join or unjoin as needed with a "retired" status. To reclaim ranks when thou rejoin, you must in a "active duty" state. If thou are not rejoined into the SROTC in 1 month then the position be taken, but thou get another rank of choice if coming back within 2 month or longer.

  The elders outrank the younger and will be tolerated by three manners:

   To be listened to without bad reaction or complaint.
   To be obeyed and only if they are sane, unless you are told to by the elder.
   The third be to support if necessary but to know when its safe, too. Unless the commanding officer tells you to.

  The greater skill you have, the better the position thats acceptable. Then, more to taste thats tolerable by others. Always follow the commanding officer as its no questions, unless they allow. And yet, you may disagree.

  Now for the ranks list; Any rank thou think thou deserve and can act out or prove including Liuetenant, Time travellor, Councellor, Marshall, General, Seaman, or similiar except President, basically that fits the role, and field commander is to be chosen by effort and agreement as thou must be able to command. In true motion your a "special", or Sp., that be of any one rank. Like special Lt or special seaman. If no actual specialty then use special by itself sometimes followed by thou first name or your class. Like Sp. Kahn or Sp. Bill or Special Militist. This is a "Citizen" army that be only true for citizens or Militia. Be on your own regard and serve yourself first and others second as people could override thou in command, except all are equal in command. This serves to override any actual rule set by others and proves a point.

  This is the rule that was explained: "By serving thee first thy serve others second and support to give moral ground as a guidance with belief in thou and others, then thee follow the rule that Rome followed as, 'Be your own self and serve as an example.' Then by belief in yourself thou find others belief in thou idea. 'As with tokens of strength as power, the magic be sown and ritual can be achieved with success, selfishness be prevented by considered motion thats in balance with the world around thou". Quote by Merlin.

  So with this self-centered concern, thee may find thyself pleased and others pleased as well unless its for naught. In event, thou might find thyself released of all duties with none the wiser. At any point, most people are doing things on their own free will and whatever thou get from this. It be intended to support indivisualism and thou don't have to get approval by others to do things or get things done, unless told to by another Militia member or the Law Enforcers. Self acts of honorous activity and duty are what prove my point. 'I, the President might join in this group activity, unless circumstances prevail.'

Goto top
Terrorist Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Abundance (Ex): This ability allows them to get any material and item they want. They mass collect it for which they intend to use later. They can get any effect with it. Add 2d10 to the effect total and their items that they desire without cost.

  Lucky benefit (Ex): They luck out and get the benefit of an effect that they want. Despite the attack effort against them. This requires the clearity of mind and calm. This ability makes the character focus better. Adding a 2d6 to the effect total. Add to your Will, a +5.

  Terror aura (Ex): This aura can drive anything away and into terror. The aura can spread like a virus and cause a person to panic or be dazed. Either way they're neutralized. It lasts to the duration set by the die added to the Charisma mod. Otherwise its cancellable by Will. 1 round is 6 seconds and 1 minute is 10 rounds. Also add to the effect roll a +5.

Level  Die duration
1-10 d8
11-20 d10
21-30 d20
31+ d30

  Anti-reasoning (Ex): This reasoning is reverse of the reasoning usually given for a situation. On the surface, it may seem like reasoning but it isn't. It makes you feel like its right, due to the effort given by others. This can persuade others to get things done. When it is used to console or make others do things, the effects of anti-reasoning can persuade others to do just about anything. Its resisted by a will check.

  Imfamy (Ex): This notoriety allows one to be known amongst the crowd they go with and hated amongst the lawful people. The amount of Imfamy determines the action done. The Chaotic and evil people might love you and the Lawful take action against you. Increase the Charisma by +5.

  Terrorist Oath (Ex): To always be of chaos, and to serve chaos wherever you want to make terror. You will serve terror amongst people who deserve the effort and attention. These people are amongst those you dislike. You will strive against a nation that they detest. This is gotten by brainwashing and destruction or by use of disturbance.

Goto top
Psionic Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

Psychokinesis (Ex): This is using an ability to create with the mind and body energy, think of what you want to achieve and you can get results by what is done. State the effect and the subconscious can do things by what you think and need. The effect is done with a roll of the 1d6 or clear the roll with an alternative the dm/gm decides to use instead. This is done if a 1d6 or straws are used: 1-2 is success, 3-4 is something else decided by the dm/gm, 5-6 is a fail and no result. Though with straws: Short straw success with what you needed, middle length straw is some other effect decided by dm/gm, longest straw is failure with no result.

  Abundance (Ex): This ability allows them to get any material and item they want. They mass collect it for which they intend to use later. They can get any effect with it. Add 2d10 to the effect total and their items that they desire without cost.

  Lucky benefit (Ex): They luck out and get the benefit of an effect that they want. Despite the attack effort against them. This requires the clearity of mind and calm. This ability makes the character focus better. Adding a 2d6 to the effect total. Add to your Will, a +5.

  Reasoning (Ex): This reasoning is useful as its made of the reasoning usually given for a situation. On the surface, it may seem like reasoning but it isn't. It makes you feel like its right, due to the effort given by themselves or others. This can persuade others to get things done. When it is used to console or make others do things, the effects of reasoning can persuade others to do just about anything. Its resisted by a will check.

  Fame (Ex): This notoriety allows one to be known amongst the crowd they go with and worked with as though a normal person amongst the lawful people. The amount of fame determines the action done. The Chaotic people might love you and the Lawful take action to aid you. Increase the Charisma by +5.

Goto top
Master Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

Any ability (Ex): This is a special ability that allows you to use any ability or item as long as you have the mp, this is where the stp abilities use mp instead. The master can make use of this effect using his subconscious and the mind or metaphysics. That directs the point, that's created by idea thought about or stated. The spirit knows how to create things as it sees what was creating the idea as a manifest, this is usually at least 5 minutes or more in advance that you know about things or events by feel. The soul creates with the point as a form of insight comes to you that the spirit knows, and the master can create as he or she will create the idea as a manifested point. Name the needed idea and possible ability, that is done to make use of and you can roll a d6 or draw straws or something similar. The 1d6 is this: 1-2 your result is what you want, 3-4 your result is something else that the dm/gm decided, 5-6 is failure of the result and nothing happens.

  Abundance (Ex): This ability allows them to get any material and item they want. They mass collect it for which they intend to use later. They can get any effect with it. Add 2d10 to the effect total and their items that they desire without cost.

  Lucky benefit (Ex): They luck out and get the benefit of an effect that they want. Despite the attack effort against them. This requires the clearity of mind and calm. This ability makes the character focus better. Adding a 2d6 to the effect total. Add to your Will, a +5.

  Reasoning (Ex): This reasoning is useful as its made of the reasoning usually given for a situation. On the surface, it may seem like reasoning but it isn't. It makes you feel like its right, due to the effort given by themselves or others. This can persuade others to get things done. When it is used to console or make others do things, the effects of reasoning can persuade others to do just about anything. Its resisted by a will check.

  Mastery (Ex): This mastery allows one to be one with their ability, and they can do things easier by a +8 bonus mod.

Goto top
Mage Ability

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Magic (Ex): This is a point you think of something and create with the magic of the moment, that's created by the subconscious or spirit and sometimes this is using a suggestion, that's a suggested idea spoken, otherwise there may be eating or drinking something. The moment can create what you want, if noticed. The moment can also last as long as the mage needs this to last. Just state what you need to occur and happen with the point and you create the effect of what you need by what is done. This uses a 1d6 or drawn straws with shortest straw or longest straw making success. The 1d6 roll is this: 1-2 is success and you get what you need, 3-4 is something else and that is what the dm/gm decided, 5-6 is utter failure and nothing happens.

  Mage dream (Ex): This is ability manifestation by what you do by idea you express or feel exists, that uses the aura and creates by thought you project or think into existence. The idea is what you use to guide the moment, that the subconscious or soul creates by using the idea for feel. When your in a mage dream, you are breathing slower and creating what you think. Treat the moment as though a lucid dream, then you make what you will with what you have, this includes gated in effect by feel. This can create any event or idea that you convince yourself is possible. If you want to wake up from a mage dream, quicken your breath and think you wake up.

  This dream is where the soul creates, language that you use and the thought you need will be existing by feel. This is a known effect that doesn't always work. This uses a 1d20+each level or drawn straws with shortest straw or longest straw making success. The 1d20 roll is this: 1 is critical failure, 2-9 is failure and you don't always get what you need, 10 or up is success and you ca get what you need, 20 rolled is critical success and automatic success. That's if you use dice.

  If you use straws, then you decide what is success. Alright, the damage/healing/effect length done is using dice, that's per 2 focus ranks d10 + every level as a value or for a 10 focus rank and level 12, this means 5d10+12 or if no dice are used it's 5*5+12=37 points done or healed. Otherwise it's 37 seconds length in attack, or 37 minutes out of attack. So now we have an effect point. This is where the effect manifests within the inner world, and if you need the idea done it's made by the subconscious outside the aura.

  Abundance (Ex): This ability allows them to get any material and item they want. They mass collect it for which they intend to use later. They can get any effect with it. Add 2d10 to the effect total and their items that they desire without cost.

  Runes (Ex): The point you mark something or carve the idea, you create by feel and by what you think the mark is empowered to do. Otherwise you can use an object to do this as well, the demon could possess an object as well. So when you decide the possession is over, you then know that the demon goes back to the demon realm. That's if any free from a dead body spirit is enraged, this is a demon or poltergeist. This can be used to mark a demon to be sealed, this is then an inert being and then created is a point that is reasonable and remembered is what is forgotten. The dice, that are done with this is (focus rank)d10+Wisdom mod worth of damage, healing or effect length.

  Lucky benefit (Ex): They luck out and get the benefit of an effect that they want. Despite the attack effort against them. This requires the clearity of mind and calm. This ability makes the character focus better. Adding a 2d6 to the effect total. Add to your Will, a +5.

  Reasoning (Ex): This reasoning is useful as its made of the reasoning usually given for a situation. On the surface, it may seem like reasoning but it isn't. It makes you feel like its right, due to the effort given by themselves or others. This can persuade others to get things done. When it is used to console or make others do things, the effects of reasoning can persuade others to do just about anything. Its resisted by a will check.

  Mastery and fame (Ex): This mastery allows one to be one with their ability and elements, and they can do things easier by a +8 bonus mod to aid them in their studies. Also add +5 to charisma from fame by doing things. This is using an idea that works with anyone, so the +5 to charisma is applicable. If an action is done with evil intentions, then it turns into imfamy so apply a -5 to charisma until doing good again.

Goto top
Ninjutsu of tengu abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Fastcast (Ex): This is the ability to allow three spell effects to be gotten off in a round, unless a slow spell is on your character, in which they can cast a spell every two rounds.

  Fast Regeneration (Ex): Your character with this extraordinary ability recover from wounds quickly. They can even regrow or reattach severed body parts. Damage dealt to the character is treated as nonlethal damage, and the character automatically cures of nonlethal damage at a fixed rate, which is 20hp per round in melee and 15hp per minute spent outside of battle.

  Purify element (Ex): The purify element effect is a point that you focus energy into the material you hold or into the element of water, fire, earth, air or spirit. Then this purifies the elent as the thought occurs to create with a purified formation. This effect is useful, if to recieve health benefits from water, other than that you can use whatever effect you want with a purified form. This improves the effect of the element, that is by a point of +6 in bonus modification to the score.

  So think to use the special ability an of being able to purify anything, as anything is an element of sorts. The character can do this three times a day, restored by rest. Once purified, all poisons and toxins are removed from the element. All metal weaknesses are removed from the metal and the weapon or armor becomes +5. This adds a +5 bonus to them. The purification leaches the bad effects from the element and this includes negative enchantments that would effect you.

  Absorb energy (Ex): They can be fueled by anything, given a special ability to absorb energies at level 16, which allows for a rapid rise of energy percent recovery, this is about 20% energy replenished per minute outside combat and in melee its 25% per every round.

  Greater Elemental Formshift (Ex): The character gets to be a greater elemental when they reach level 20, they transform into one overnight, which is adding 10 to Strength, 5 to Intelligence, 8 to Dexterity and 4 to charisma at all the base stats. Also, they gain the ability to manifest an element of choice as they gain the abilities and powers of the greater elemental, in whatever form you need the element to be. An unlimited amount of times per day until they run out of energy, in which each element manifest is 10% energy used. When the character get an effect on someone, they get 5d10+Wis bonus worth of damage. The duration of effect is also on a roll of 1d6 rounds. Be sure to change your race of your character to Greater Elemental, when your Elementalist character gets to level 20. Also, when they get this special ability, they can summon up to 5 elementals of any type at a time. At a cost of 15% energy usage, each time. However, there is a slight hatred of the character after a formshift.

Goto top
Samurai abilities

  If you need to roll or do a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above, otherwise you can do a pulling of straws or something with the long or short straw as success. That is done as a good result, where this means you succeed. For diceless rolling, use the number of dice * half the dice base + the modifier, or say you had a 5d4+12 then you would 5*4+12=20+12=32 points.

  Natural adaptation (Ex); This skill is where your able to adapt to any circumstance and situations are overcome by ability, that you are able to use and know what to do. This skill allows you to survive by natural skills, that enable you to work and wisthstand even poison. You get over the problem or can fix things as though a natural. This is done with a nature or focus skill check and get a 10 or above, and expect some results otherwise pull a cut straw with the longest or shortest straw as success.

  Will word skill (Ex); What you will you create and nearly anything can be created, this is done by statement or thinking with a focus check and getting a 10 or above for success, otherwise pull a cut straw with the longest or shortest straw as success.. Think to get effects of 1d10+charisma mod per each 2 focus ranks or for duration is 1d6+focus rank for rounds in melee/attack or minutes outside of battle. This works with deferring as well. So think and do as you want with this explained skill.

  Martial arts: Any martial arts you think to use are there to work with as a skill. This is done with a focus or concentration check and getting a 10 or above. The natural skill in combat is done with a 1d8+strength and dexterity mod per each two focus ranks.

  Herbology and medicine (Ex); You gain a natural skill with understanding herbs and medicine. This skill allows you to know and use the right things to use. That happens with a nature skill check and applying a +5 to the skill as a bonus. If you get a 10 or above you get success by feel, otherwise pull a cut straw with the longest or shortest straw as success. Also you gain immunity to diseases and poison. Add +5 to the heal skill by feel.

  Combat trance (Ex); This is where you are with intention, that can turn murderous if a combat situation. Add +4 to attack rolls as a bonus. This if used as a skill is able to daze nearly anyone, so that is known by a rolled concentration check with a 10 or above, otherwise pull a cut straw with the longest or shortest straw as success. This is with an added +4 by feel to concentration and focus skills.

  Combat skill (Ex); This combat skill is allowing you to make easier attack and effect rolls. Add +3 per every 4 levels to your attack roll and an extra 1d8+strength mod per each 3 focus ranks for damages or not as nothing is gained.

  Charm (Ex); This is where you gain more money for what you do or think of in considerance, basically that is on request and created is the need by feel to get what you want. Add 4 to charisma and use a +3 bonus to charm checks.

  Natural understanding (Ex); You understand the nature of things, you understand the result with what you do. This works by understanding vibrations, and you work with frequencies by a heightened intelligence. Add +5 to intelligence and nature skill for your understanding. Whatever is associated is done if necessary and needed by feel, this is with an intelligence check and 10 or above that's rolled for success, otherwise pull a cut straw with the longest or shortest straw as success..

  Maneuvering (Ex); This is where you are able to maneuver around and do what is necessary. This helps you avert combat and use aversion to what would hurt you. Add +4 to dexterity.

  Survival (Ex); The necessities like food or drink are gotten cheaper or given to them by feel. This is done with a charisma check by idea, that is with an added +5 to high bartering to make what seems natural and given by feel and bartering or trading becomes easier.

  Fame (Ex); This is gained by what is done, as a successful samurai, you get what you need and what you want by feel. The added fame bonus is a +5 to strength and charisma. You naturally avoid the troubles with fame, so this fame of the samurai doesn't turn into infamy unless evil. Then instead of fame your with infamy by what you do and you able to create fear in the target, this is done by a focus check with a 10 or above as success, otherwise pull a cut straw with the longest or shortest straw as success.

  Abundance (Ex); This is where you easily find work or idea to do. Then you get payment somehow, so use +5 to intelligence in what you do with work, +3 charisma for your charm and +4 wisdom for what you think to do and not do or spend money on by feel. Thus, you save money and spend wisely on things that are necessary. Easily gaining work for what you will, this is getting money unthinkingly and not wasting it by feel. Otherwise your saving it up and spending it wisely, this using it on things you need and know won't easily be wasted. However, as a skilled person that you are known for by feel, you can get money easily if you need it or work for the idea. This is done with a concentration or focus skill check, that's gotten by getting a result of 10 or above, otherwise pull a cut straw with the longest or shortest straw as success.

Goto top
Ninja warrior abilities

  This is a ninja warrior in dnd terms, so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration. Feel free to make use of the cut straws, that is where the shortest or longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success. Just name a clan of ninja in character sheet descriptions or if in a competition, then say its your side.

  Martial arts; the ninja warrior has a natural martial arts that is realized as a skill and able to be used as a point is done. This includes karate, judo and tai chi. You succeed with a 10 or above result on a focus skill check or pick the shortest or longest straw that is cut. The effect is if in numbers per each 3 focus skill ranks, +1d8+cha mod in points and that's from 9 focus ranks and 5 cha mod. The duration is this effect in rounds in melee and minutes outside combat, if for non instant effects.

  Creation; think to create and your intent is your idea to do, this energy is enough to cause weight loss or make a target seem to weigh less, or other idea is manifested wherever you need it as the conscious of energy creates the effect. Think to roll a focus skill check getting a 10 or above or pick the shortest or longest straw that is cut. That is for success with the effect of every 2 focus skill ranks as a point with a d6 and charisma mod as damage, healing or duration. This means 5d6+5 points for a 10 focus rank and 5 charisma mod. Duration effects for non instant effects such as elemental (water, fire, earth, air or etc..) or some other thing such as sleep, that is using your element though it's one you choose. The duration in effect is in rounds per melee and minutes for things outside of combat mode.

  Think to do (Ex); the point is made, if you think about what you need you can get it. You find what you look for by feel. This happens with a roll of 10 or above and using a focus roll or pick the shortest or longest straw that is cut.. After level 5, this turns into the point ability. That's when the point is made, yet no damage occurs to you or any item and the idea is done in play. This is doing an enhanced think and do, where no damage occurs to you and you can get what you need by feel.

  Mental library; the books are soul knowledge, they are gathered in book or computer form by the spirit knowing what is there or what is done. The idea is realized by soul insight, borrowing a book makes it copied. Buying a book makes this copied and this is knowable to you instantaneously. The mental library is created in your inner world, and you enter or leave it and do things there by thinking you do. Roll a die 20 focus check and get a 10 or above or pick the shortest or longest straw that is cut. This ability is used to make what you want known.

  Aura effect; this effect is what is any aura idea by effect and is where you think of what you need and the aura energy creates what you needed within 10 or less feet from you. The roll for success is 1d20+focus rank with 10 or above or pick the shortest or longest straw that is cut as success. The effect is per each 2 focus skill ranks, +1d8+cha mod. That's 3d8+6 points for 6 focus ranks and 6 charisma mod. The duration is this effect in rounds in melee and minutes outside combat for non instant effects. if you don't intend it then it won't happen.

  Think and do; think of your need and those that feel the point will do something about it by the spirit consciousness energy. This is a thing to do. This can kill anything if you don't have a resistance rolled to it. Otherwise you can do things and then you make what you think, this is non elemental to some degree. If you have a 10 or above on a focus roll or pick the shortest or longest straw that is cut then you succeed.

  Aura projection; the aura energy moves by the spirit the effect you think is done. Then if you feel, the idea is using an achieved thing by what you do. This can knock someone out for 1d10 rounds in melee or this is minutes outside of combat. Otherwise this can create what you need like a push or element manifest. The side effect is where you realize things to remember them by living through the moment, this means you remember what you forget.

  Where you can forget things is by remembering other things. That's what polarizing your energy does. That you do with this effect. So when you imagine an idea or result, then you create by feel and make with what exists. This has a side effect of making your target pass out for 1d6 rounds in melee and 1d10 minutes outside of combat. You succeed on a 10 or above with a focus skill check or pick the shortest or longest straw that is cut. The effect is per each 2 focus skill ranks, +1d10+cha mod. The duration is this effect in rounds in melee and minutes outside combat for non instant effects.

  Mystical ability; what you think exists will exist by feel, that means you create where you think you create and uncreate where you were not needing something. This creates the elements and other effect by what you need to happen or occur what you wish. They exist outside of time and make themselves through gated effect. See the mind directs the motion and you create by will. The energy consciousness creates what you intend to be created, wherever you need this created by idea or thought with things noticed. You succeed with a rolled 10 or above using a focus skill checkor pick the shortest or longest straw that is cut. The effect is per each 2 levels, +1d10+focus rank. The duration is this effect in rounds in melee and minutes outside combat for non instant effects.

  Things in action; the things in action are a point you use the idea or thought to sometimes avoid is done. This happens to allow natural skill in usage of items without a roll or this is avoidance by a reflex roll with +5, or pick the shortest or longest straw that is cut for success. The things you can use are naturally used items, that is with realized insight from the soul.

  Mystical illusion; the effects of energy are done as the aura and mind create with the consciousness of energy. The energy present the thought of intended idea, the idea you have is not unlike an illusion that disappears after you don't need it. You succeed with a rolled 10 or above using a focus skill checkor pick the shortest or longest straw that is cut. The effect is per each 2 levels, +1d10+focus rank. The duration is this effect in rounds in melee and minutes outside combat for non instant effects.

  Yei yeah ye; this halts anyone that you think is doing bad. This stuns anyone if you roll a 10 or higher result on a focus skill check or pick the shortest or longest straw that is cut..

  Mana manipulation; this is death energy transformed and unprogrammed in the planet, think to use the idea and you create by words or thought on intent by the spirit idea you need to happen and you realize by feel. Mana energy is permanent, so use this as a point of idea comes to you and you don't mind the effect. The idea is easily reformable by mana, so its not permanent if you think its not and the mana does the reform. You succeed with a rolled 10 or above using a focus skill check or pick the shortest or longest straw that is cut. The effect is per each 2 levels, +1d12+focus rank. The duration is this effect in rounds in melee and minutes outside combat for non instant effects.

  Mana form; this is the ability to change your form and create as though unchanged as you shape your soul to create the effect. So your spirit boosted stats are +5 to int, +6 to con, +4 to wis, +7 to str and +8 to dex. Unless otherwise noted, you have unnatural slenderness by feel. So you have weight loss by what you do and causing this, you gain +3 to charisma and charm rolls. You can change your shape at will and succeed with a form shift by a rolled 10 or above using a focus skill check or pick the shortest or longest straw that is cut. However you don't need to eat or drink, that means the creator supplies what you need by mana. Its an idea if you get a result by feel. Think and you know what to do as in idea its the effect.

Goto top
Witch abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Potions; Herbal and otherwise, you know the right things to use for the effect you desire in a potion or drink. This happens without stress and you are calm as you do things. So healing if desired is done. This is a known effect of increased intelligence and wisdom by +3.

  Natural science understanding; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done. This is a +4 to int.

  Spontaneous combustion; This is where the ability one has is used to cause instaneous turning to dust or spontaneous combustion in a target. This happens to cause instant death. That is due to getting a 10 or above on a focus check except for diceless where you need a 15 or above. Otherwise there's a drawing of straws with the longest or shortest as success. There is also a chance of not being effected with a save versus spell.

  Luck; they gain +5 to luck and this is where they can get easier effects by feel.

  Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.

  Divinity; The Wiccan find belief is enough to get them through anything. Their belief is whatt turns out with idea to be true enough for their Gods to give them ability and create for them what they need or wish. This is where they are divine beings and create as though a God working with the creator. The Wiccan gains by using the power and ability of their Gods +5 Con, +5 Int, +5 Cha, +5 Wis and 100 HP.

  Wiccan crede The wiccan crede is this belief, whatever you do is done in threes if you do things to others and they don't like it, then this is visited upon you by the power of three.

Goto top
Eldritch abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Natural science skill; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done and the soul intuition is what makes it correct. This is a +4 to int.

  Hex magic; The magic of curses and what you need by the spirit that goes through everything, this uses the third eye by feel and that is energy used to create your desire. This is stronger than charms, so instead of 1d8 its 1d10. So the effect is 1d10+charisma mod per each Focus skill rank as a point. There is 1d8+focus rank duration. if non-instant, in secocond with battle and minutes outside of battle unless unlimited amounts of time is allowed. Witches can use riled or poltergeistic spirits, too. So these riled spirits are Demonic, this means they will do whatever you wish to whomever you want effected. This includes anything you want or need excepting what you don't want or need. Wiccans won't use riled and demonized poltergeistic spirits as they are sometimes too dangerous.

  Luck; they gain +5 to luck and this is where they can get easier effects by feel.

  Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.

  Elder Being; The Eldritch are not unlike a God in their ability to create effects and withstand natural disasters by the power and ability of their own mind. They transform into an energy form, this is where they are unable to be effected by normal weapons. So they are able to do things unnaturally and turn into enrgy, that phases what they have into energy to by the power of their mind if unfocused. So they can turn solid again and this allows magical weapons, that means they are with what they have physically. They absorb all energy attacks in total including elemental, as mp added to their MP total that's temporary and lasts a day. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.

  Vampiric; At any time they can turn vampiric nature if it's nearby. If they died, then they come back as vampires, that have their stats and abilities. Except if in sunlight, they suffer a -2 con bonus and could pass out if exposed to 3 hours sunlight. After 3 hours, if they don't make a concentration check or picks the longest or shortest straw, they could seem to pass out and remain in a death like sleep, comotose. If they survive, then they are likely to seek vengeance for attacks or they can create better by passing off the energy of the need as a source.

  See that is all damage turned into mp added to their total MP, that's used by the feel of using a crystal or thinking it's a source. So if they experience a dawn, then survive, they are turned into daywalkers. That are only strengthened by sunlight and they are able to withstand energy, this is done as though it's a source of energy added as effect total to their MP. However, they still suffer a -2 penalty to their consitution. So their is no actual death for them, as long as they can absorb life energy they will live as you think they live and have what you think is ability. This is a known effect.

  This is in an eldritch effect that uses the idea of life energy to sustain them and death and decay energy to keep them calm. This means they are able to create what they need, by using an enhanced eldritch ability. Instead of what the effect normally is, it's doubled in dice instead. Also they level up normally, so it's not as though the character is stuck at a certain level. It's as though their magic got more powerful by the focus they have with life energy, that helps them as they create their effects by feel with idea that's from being nearby the aura energy waves.

Goto top
Were abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  Prescience; Any moment they can use prescience to know what is going to happen, so feel free to add this as a class ability named Prescience (Ex) to your character sheet. This means, if they focus and breath in and out, then they can focus their mind on a a thought they need to know. The moment they realize what will occur, this is when the spirit allows them to know what is going to happen. If you practice prescience enough, they say that you can gnow what will happen monthis in advance. This is where you know things by the spirit, that uses the soul as guidance, this is known by a focus check or drawing straws and getting the shortest or longest straw.

  Heat seeking (Ex); The body adapts by feel, so they are able to see heat traces, this is done even if they are in were form.

  Animal boost (sp); Think as this is where you send out energy to your animals nearby and take control of them. Thinking of boosting their attributes. this is when they receive a +4 to all core stats and 30' speed. You can do this effect spell 4 times a day.

  Animal control (sp); This is where you send out energy from the aura and control the animals nearby. That's with a boost to their attack and defense rolls of +5. Add a +6 to their damages they can deal. You can do this effect spell 4 times a day.

  Were boost (sp); This is when you transform into a were animal, that increase to your strength and constitution is +5 for until you change back by feel. You can do this effect spell 4 times a day.

  Natural science skill; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done and the soul intuition is what makes it correct. This is a +4 to int.

  Luck; they gain +5 to luck and this is where they can get easier effects by feel.

  Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.

  Were altering; The were are not unlike a God in their ability to create effects with an additional +3 to the focus and concentration as a bonus for checks and withstand natural disasters by the power and ability of their own mind. They can change any event into another event or any effect into another effect, this is with a focus check or drawing the shortest or longest cut straw. They transform into an energy alter form, that is a form of energy shaped as though the animal, person or ideal being.

  This is where they are unable to be effected by normal weapons. So they are able to do things unnaturally and turn into energy, that phases what they have into energy to by the power of their mind if unfocused. So they can turn solid an again this allows magical weapons, that means they are with what they have physically. So the energy body that is formed can cause resurrection if the need is there to resurrect the body. They can phase in and out in this manner.

  They absorb all energy attacks in total including elemental, as mp added to their MP total that's temporary and lasts a day. They gain +5 Con, +5 Int, +5 Cha, +5 Wis and 100 HP.

  Vampiric turning; At any time they can turn vampiric nature if it's nearby, and they absorb the vampires energy attack without taking actual damage, this is subdual damage instead that is easily rested away or regenerated and it's not actually there. If they died, then they have died until resurrection and when resurrected, they lose all damage and subdual damage turns into mp added to the MP.

  That means they have their stats and abilities. Except if in sunlight, they have a +2 con bonus and in sunlight they regenerate quickly. If they survive an attack, then they are likely to seek vengeance for attacks or they can create better by passing off the energy of the need as a source.

  See that is all damage turned into mp added to their total MP, that's used by the feel of using a crystal or thinking it's a source. This is a known effect. It's as though their magic got more powerful by the sunlight focus they have that counts as life energy, that helps them as they create their effects by feel with idea.

Goto top
Angellic abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

  God magic; This is using God names to create what is needed, this works as you call out or think the God name and ask a request. This is what is used by feel for the people that use this as an ability . where they their ability is powered by their spirit guded by their soul. The effect for this idea of God magic is similar to other forms of magic, except the damage or healing amount is 2d8+Focus rank per each 2 levels as a point for the character. Duration, if non-instant, is 1d6+focus ranks for seconds or rounds in melee and minutes outside of battle unless unlimited in time.

  Natural science skill; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done and the soul intuition is what makes it correct. This is a +4 to int.

  Luck; they gain +5 to luck and this is where they can get easier effects by feel.

  Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.

  Angel Form; The Angellic are like their creator in their ability to create effects and withstand natural disasters by the power and ability of their own mind using their God. If they haven't already, they transform into an energy form, they are angels of good or deva of neutral nature and otherwise demons of evil. This is where they are unable to be effected by normal weapons or fists. So they are able to do idea with things naturally and turn into energy at will.

  See that phases what they have into energy by the power of their mind and the creator if unfocused. So they can turn solid again and this allows magical weapons, that means they are with what they have physically. They absorb all energy attacks in total including elemental, as mp added to their MP total that's temporary and lasts a day. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.

  Turn hostility; So at any time they can turn vampiric and hostile nature if it's nearby. It's as though their magic got more powerful by the focus they have with life energy, this is thought energy that helps them as they create their effects by feel. That is with idea that's from being nearby the aura energy waves. This they can use the effect of turning people as well, that's if they are going to be attacked by them. That's where they turn the hostile energy inward, and this drives away the hostiles in the area by feel.

Goto top
Wiccan abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the successful play. That is done as a good result, where this means you succeed.

Potions; Herbal and otherwise, you know the right things to use for the effect you desire in a potion or drink. This happens without stress and you are calm as you do things. So healing if desired is done. This is a known effect of increased intelligence and wisdom by +3.

  Natural science skill; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done and the soul intuition is what makes it correct. This is a +4 to int.

Spontaneous combustion; This is where the ability one has is used to cause instaneous turning to dust or spontaneous combustion in a target. This happens to cause instant death. That is due to getting a 10 or above on a focus check except for diceless where you need a 15 or above. Otherwise there's a drawing of straws with the longest or shortest as success. There is also a chance of not being effected with a save versus spell.

  Luck; they gain +5 to luck and this is where they can get easier effects by feel.

  Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.

  Divine Self; The Witch are not unlike a God in their ability to create effects and withstand natural disasters by the power and ability of the Spirits. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.

  Wiccan crede; The wiccan crede is this belief, whatever you do is done in three's if you do things to others and they don't like it, then this is visited upon you by the power of three. So they ask first, if they need to do something against or for a person. Otherwise they can do whatever they need without this effecting them, if a monster is effected.

Goto top
Stalker abilities

  Natural adaptation (Ex); This skill is where your able to adapt to any circumstance and situations are overcome by ability, that you are able to use and know what to do. This skill allows you to survive by natural skills, that enable you to work and wisthstand even poison. You get over the problem or can fix things as though a natural with a nature or focus skill check and get a 10 or above and expect some results.

  Will word skill (Ex); What you will you create and nearly anything can be created, this is done by statement or thinking with a focus check and getting a 10 or above for success. Think to get effects of 1d10+charisma mod per each 2 focus ranks or for duration is 1d6+focus rank for rounds in melee/attack or minutes outside of battle. This works with deferring as well. So think and do as you want with this explained skill.

  Stalking skill: You can create a stir of interest and make with what you have, you know by stalking what the way is of the other person or creature is by feel. See then focus and creating with the spirit allows you to know what the person or creature is doing. Any martial arts you can think to use are used by spirit to work with as a point is done as though a skill. This is done with a focus or concentration check and getting a 10 or above. The natural skill in combat is done with a 1d8+half level per each two focus ranks. Dexterity and charisma goes up by 3.

  Herbology and medicine (Ex); You gain a natural skill with understanding herbs and medicine through the spirit. This skill allows you to know and use the right things to use. That happens with a nature or medicine skill check and applying a +5 to the skill as a bonus. If you get a 10 or above you get success by feel. Also you gain immunity to diseases and poison. Add +5 to the heal skill by feel.

  Combat trance (Ex); This is when you are with intention, that can turn murderous if a combat situation. Add +4 to attack rolls as a bonus. This if used as a skill is able to daze nearly anyone, so that is known by a rolled concentration check with a 10 or above. This is with an added +4 by feel to concentration and focus skills so you can get a better chance.

  Combat skill (Ex); This combat skill is allowing you to make easier attack and effect rolls. Add +3 per every 4 levels to your attack roll and an extra 1d8+strength mod per each 3 focus ranks for damages or not as nothing is gained.

  Awareness; this is where you know things including things about items, people, monster and animal awareness by the spirit using the soul as you realize information, then you react better or know what to do. Your character can use this quite well. However, by use of the spirit, if your spirit makes things known through realization what you need. Then you can create a manifest or creating what you need as a want in idea. This is the way awareness works with quantum physics. However aware points are both ways, the roaches and bugs don't know by what is done. So the roaches don't defend by feel. So they don't effect you, you effect them. So feel free to use a focus check with 10 or abobe for rolls and 15 or above for diceless, otherwise drawing straws or coin flip is good for success.

  Intent (Ex); Intent is what you focus that's gained by the point you do, this is the intention that you create by thinking of your idea, and what you do with the idea. So if you intended to work with someone, you work with them. This is done by feel and what you do is what you get. So, if you passed a focus or concentration check by a 10 or above rolled, 15 on a diceless system calculated, and a drawn straw or coin flip for successful intent, then you make what you do without ruffled feathers. Otherwise known as making peace if necessary or creating what you want by feel if otherwise. This is a known effect. Add a +3 to Intelligence and Charisma. The effect if an effect is intended by magic or physical actions, this is 1d10+charisma mod per each 2 focus ranks or each 2 levels in creating what you intended. This is a point the duration is 1d6+focus or concentration rank, that's in rounds for melee or minutes and hours if not in battle unless the effect is unlimited in time, this is up to you or DM/GM to decide.

  Survival (Ex); The necessities like food or drink are gotten cheaper or given to them by feel, yet they don't overeat. This is done with a charisma check by idea, that is with an added +5 to high bartering to make what seems natural and given by feel. The skill remains, yet if you are an energy body you can say you don't need to eat. This happens naturally, as a point of progress. If you don't mind, then things won't occur by feel that are bad for you.

  Maneuvering (Ex); This is where you are able to maneuver around by will and you do what is necessary by moving around and speaking as though tranquilitist. This can be what helps you avert combat and use aversion to what would hurt you. Add +4 to dexterity. If you don't use dexterity, then you create by other means.

Goto top
Shadow practitioner abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success with no dice roll. Feel free to make use of the cut straws, that is where the shortest or longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Create poison (Ex); The point you think to work with poison, you can create from the energy and essence of the shadows itself a poisoning effect, this is done with some gated through shadows poison to make a poisoned weapon or some body poisoned. This has a 2d8+poisoning rank damage for 1d6 rounds in battle and minutes outside of battle.

  Resistance (Ex); This is the point you are resistant to poison an disease. If you can do things with poison, you can remain unaffected as your immune to the poison itself.

  Transformation (Ex); This is a special change where the character is transformed into an angel of shadows. They can do what they want and are able to withstand any light and then unable to be touched by any weapon except magical and elemental or any energy attack rejuevenates them. They gain +5 con, +4 wis, + 4 int, +3 Str and there is a +10 to their attack damage if they are in shadows.

Goto top
Light creator abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Cure poison (Ex); The point you think to work with poison or illness and create a curation, you can create a cure from the energy and essence of the light itself a enlightening effect, this is done with some gated through cure to make a cured body. This has a 3d8+focus rank curation and health restoration as that is instant.

  Resistance (Ex); This is the point you are resistant to poison and disease. If you can do things with poison, you can remain unaffected from poison as if your immune to the poison itself.

  Luck (Ex); this is where you gain +10 luck. you are able to create with a point, and make with an idea what you intend with people or items by your charisma rising +6 and you basically can get away with what you intend to get unusually lucky with or without an example.

  Light avatar (Ex); This is creating a special change where the character is transformed into an avatar of light and only the particles do what they want. They can do what they want and are able to withstand any light or darkness, and then unable to be touched by any weapon except magical and absorb elemental energy. Otherwise that is doing the point by any energy attack that rejuevenates them. They gain +3 con, +3 wis, + 4 int, +3 Str and there is a +5 to their attack damage if they are in the light. This avatar form can create a point or make an idea, that creates itself as though from the particles themselves.

Goto top
Dimensionalist abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Mental boost (Ex); this is where your brain sets the aura wave frequency, then as you think and say things the mind that is your brain consciousness does things. So if you think a certain thing, then intend it and that is what is created by the aura making what you need in the dimensional area you are in at the moment.

  This is done at least to your senses, so think and you can create what you will or need that you intend. See that is created by the aura real time. So think and you are area aware if the aura created enough oxygen from the air particles nearby. That is how this works as a mental boost. So think and you realize by the spirit using the souls memories what insight or idea that is there.

  The subconscious is where their brain activities, so if the brain is aware then the mind is conscious by use of different states of awareness. This is the use of vibrations that are cast by the aura energy, the brain that exists is the body in awareness. That is how things can work. Heightened sense of awareness comes from this idea in action, also this can allow the conscious awareness of several dimensions at once.

  So if its a boost somewhere, that only means this isn't a point sometimes that you renember and that means you may need more oxygen or herbs to satiate the body. However complex the brain is, that only means its more capable of dealing with the body and what it needs. With or without herbs in use as a stimulus. The stimulation is what you create with and then by feel you may crave the point. So if you do, think about not having the substance and you won't need the point again. The effect is +5 to your focus, arcana and concentration rank.

  Dimensionalism (Ex); The character uses enough of the creator's dimensional energy that the energy consciousness allows them things, so that they can suddenly create what he intends to create, he or she is more capable and able to deal with things by feel. The dimension creates what he or she wants, that's done by the power of the universe. The character is with an enhanced energy shape, where they don't get effected by elemental energy. That means they absorb any energy attacks that are directed at them, only magic weapons can effect them. They receive +5 to wisdom, +4 to Intelligence, +5 to constitution and +10 to luck. Since they are able to know what will happen from the creator showing them things, they are with psionics special ability if they aren't with it already..

Goto top
Divine abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Divine glow (Ex); This allows you to create a glow in the aura, that is perceptible by the light you perceive. The soul energy is amplified by fire and your aura glows with light. This ability can be used 3 times per day. This ability heals the character with an added fast regeneration ability of 2d8+focus or concentration rank. That allows you to regenerate lost limbs and body unless burned, be feeling good and all pain and diseases disappear, if gotten.

  Divinity (Ex); the soul forms as you think with the spirit as it's aura and the body dissolves into energy. you are immune to things that are energy unless you want to be effected. this form requires no food and drink as it uses it's creator as a source of sustenance. weapons disrupt the energy form and cause it to become gaseous, except for the magical weapons. magical weapons will do half damage. what the character will gain from this transform is stat changes; +3 Int, +3 Str, +4 Con, +2 Wis. HP % goes up by 100. You have a +5 to your attack/damage rolls. Basically, you become a god or divine being.

Chi warrior abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Lucky strike (Ex); The luck increases by +5 and you get a +5 to hit bonus.

  Danger sense (Ex); You know when danger is lurking nearby.

  Ascension (Ex); the point is this, you ascend to a higher plane and effect what you need or want. This allows you effects where you want and when you want it. This has the effect in duration of 1d6+cha mod in melee and unlimited outside of battle until otherwise needed. Also there is 2d10+cha mod per each 2 focus skill ranks in damage or healing.

  Ascended mastery (Ex); You are transformed into a transcended master by the chi energy coming into the body, and this is elongating the person's lifetime by 30 to 100 years or a d100 where anything under 30 is counted as 30. That creates what he wills and makes what he wants with critical hits at a 10 rolled instead of 20, and the chi energy or life energy is what comes easily to hand to create a +10 to any damages and healing effects.

Goto top
Elemental warrior abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Elemental ability focus (Ex); this is where you choose an element to focus on and you achieve peace with enhanced manifest. The effect roll is added to by +5.

  The ultimate form (Ex); (lvl 20) The effect of life and memory is improved, the point that is your thought happens more easily. You gain a +10 to the effect roll and +5 to focus skill and concentration skill. This result changes the body into an excellent godlike shape by a +5 to charisma, +4 to strength, +4 to dexterity and +5 to constitution. Add 100% hp to your HP.

Goto top
Chi master abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Chi boost (Ex); This is use of the chi life energy to boost anyone or yourself in energy as though reenergized. MP goes to 100% and is boosted by an additional 1d20.

  Lucky chance (Ex); Your luck is added to by 5.

  Danger sense (Ex); You know when danger is lurking nearby.

  Transcendancy (Ex); The character can enter into a trance and go into a acendant point, this is when the character is in a higher plane and the character can make what he or she wants where and when he wants no matter what time it is. The effects are 2d10+cha mod per each 2 focus ranks. Duration is 1d6+cha mod in mekee and unlimited effect outside of battle.

  Transcendant master (Ex); Chi energy comes into the body and causes knowledge of anything. If you use it, that's up to you. Enjoy yourself as you do things. This means +5 to all knowledge skills, and you can create instant results without the need to focus.

Goto top
Specialist abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Focus (Ex); the focus is the thing that improves the relation or thing you focus upon. If you use this ability, you improve operations of the machine or thing you need.

  Specialism (Ex); (lvl 10) the focus is on an element for +5 to the effect, focus skill roll and +3 to profession rolls.

  Social reform (Ex); (lvl 20) The attunation to the elements and your profession is perfected. You get +6 to focus and concentration. +5 to profession. You have gained in good karma and have a +5 to charisma and intelligence.

Goto top
Master healer abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Immunity (Ex); the character has gained immunity to any disease and poison. They can no longer get sick or poisoned.

  Elemental immunity (Ex); the character becomes immune to the elements, unless they allow for it.

  Avatar (Ex); the character becomes an avatar of the creator or some god he serves. His stats get increased by 3. His hp gets increased by 100%. His or her damages dealt increase to 2d10+charisma mod per each 2 focus or concentration ranks.

Goto top
Occultist abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Enlightened mastery (Ex); This is where the occultist gets mastery of his or her skills and abilities. They are enlightened and create with their God that they chose to follow. This means they create with a heightened sense and make what they need. They are suddenly thin and gain a +4 to Constitution, Intelligence and Strength. The point is then what they want to create, not wat they do. So they gain a +5 to their rolls. This is a bonus to what they normally get. So when they roll for something, they get to add 5 to the roll results.

Goto top
Templar abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Improved weapon handling (Ex); This is where you are improving your weapon skills and gain a +3 to the rolls using the weapon.

  Improved focus (Ex); Your focusing skill improves and you get double the damage using your focus ability annd energy that your mind directs to the target with a hit of the weapon. Each hit disrupts the target's energy flow with a critical hit, stunning it for 1d6 rounds in battle and 1d10 minutes outside of battle.

  Strength enhancement (Ex); +1 strength

  Dexterity enhancement (Ex); +1 dexterity

  Weapon specialization (Ex); +4 to attack rolls

  Weapon focus (Ex); +5 to the effect and totals with rolls of the weapon.

  Dedication (Ex); The point they reach at level 20 is they become dedicated to a purpose, as long as they are doing their purpose that they decide to do they receive bonuses to their effect and attack rolls. This amounts to +6 to their rolls and totals. They receive a +5 to strength, +4 to constitution and a +50% to their health.

Goto top
Solamnic knight abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Solamnic force (Ex); This uses the focus of self-creation and intensity, the effect is to create with more speed and greater damage or healing amount. When you focus on a thought, then feel its intense you move faster and get stronger. This is done with a rolled 1d6 actions per round of melee or combat. Also you get a +3 to the strength as a bonus. The damage/healing dealt is + the strength mod as an amount bonus.

  Weapon specialty (Ex); On your attack roll you get a +4 bonus. This means you are a specialist in weapon handling and get more effect with it. Also add your strength mod to your weapon damage roll.

  Lunar (Ex) With lunar energy, you can create the effect of energy waves using moon energy. The energy waves effect reality and create your thoughts. If you wanted to create an attack wave, then the damage amount would be 1d10+charisma mod per each 2 focus ranks round down. Healing is what effects those you want to heal, same amount. Say you had a 7 charisma mod with 20 focus ranks, then the damage/healing would be 10d10+7 or 107 total possible max.

  Raise in advance (Ex); This is improvement to your stats at level 20 due to your God making you better and more attractive. All stats improve by an added +4. Also, you have an additional improvement to health of added +60%. This raise allows improvement on the career path and you become Grand solamnic knight class instead of a solamnic knight.

Goto top
Solamnic Artist abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Effect creation (Ex); Through the power of the spirit you create more effect per effect you attempt. Add your charisma mod to the effect amount that you deal.

  Solamnic force (Ex); This uses the focus of self-creation and intensity, the effect is to create with more speed and greater damage or healing amount. When you focus on a thought, then feel its intense you move faster and get stronger. This is done with a rolled 1d6 actions per round of melee or combat. Also you get a +3 to the strength as a bonus. The damage/healing dealt is + the strength mod as an amount bonus.

  Dimensional travel (Ex); Think of travelling the dimensions to go where you want, make a fist to compress energy and thrust the fist forth. Think to release the energy to cause what you need, this is with your soul guiding the energy to open a portal. So you get a shift to occur by walking through the "gate", thinking to appear where you need and intend to appear. The subconscious will make the shift occur and this lasts until you don't need it. This technique can shift you in the multiverse and you can appear wherever you want.

  Example: Think of where you want to go, then make a fist and punch the energy of the fist forth to make a portal that you see with your third eye and if you want to be there, think to shift there and by the power of energy as you walk through the gateway your there. This is useful in escaping the reality your in and upon evasion, you get to a safer place. Physically you may be where you are, but spiritually you will be in the dimension you intended to be.

  Neomodernism (Ex); This is done at level 20 where you create the idea and work with it, you become a neomodernist. Your work skills improve by an added +5 to intelligence and +4 to charisma. You get +50% health improvement from the energy consciousness doing what you want.

Goto top
Mechanic abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Technicality (Ex); They know everything about the item and can identify it otherwise, no matter the point. If they don't, upon identifying its functions, they can use the item as though a natural. You know what to do by feel. Add +4 to the technician ranks.

  Technique (Ex); This is where they can understand anything about an idea, observing it in use psychically no matter what it is. This works upon a mention and a point and they know what is a point of the concept by what is done.

  Psychic (Ex); This is where the character is psychic and knows what to do and in a point by vision its what happened from what they glimpse psychically.

  Related (Ex); Anything related in an idea is known about and by use of examples, they can create with a point and work by idea.

  Spotting (Ex); Anything they spot check, they know what to do with by feel or idea. This can be described or thought up by the GM/DM or player.

  Change (Ex); Think to change it and it's changed by the creator making psychic changes in the point of thought. This can be any time or place that is changed and you know it.

  Manifestor (Ex); This is done at level 20, where you create what you think and feel is necessary. The result is 1d12+charima mod per each 2 focus ranks, round up in amount. That means in use of doing an instant result, you could with a 8 charisma mod and 18 focus rank make a 9d12+8 effect amount. Which is 116 possible amount max. Any duration, which is how long things last is 1d10 rounds in melee/battle or unlimited outside of battle until you decide to end the moment. The result works to improve the body and mind. This is with a benefit of +4 to all stats and +60% to health. Then is the point, that you think is possible. If it is possible by the DM/GM allowing it, then its done by feel.

Goto top
Psi master abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Psionic boost (Ex); All psionics and things you do are Enhanced by feel. You can add +4 to all rolls as you use the creator or some deity to create the point or idea you speak and think.

  Enhanced construct (Ex); This is an egrogore and that is then where you use a soul copy to combine with the construct. Think about using a soul copy with the psiball creates an enhanced construct, that feels and knows what you want by idea you think. This construct you don't have to speak to it to cause it to do things. All you need is to think it and feel the need and it does it. This psiball lasts longer in battle and does more effect. The lasting point of it is 1d10 rounds in battle with each effect it does as 1d10 rounds if lasting in battle. Outside of battle you can get an effect that lasts forever, until you dismiss it and think it dissolves. The effect in amount that it does becomes 1d12+charisma mod. You can get up to 6 enhanced constructs, that use an action to do it's thing.

  Deity Enhancement (Ex); At level 20 you create the point with the creator helping you out. Thinking about the idea and working with a concept allows you to create the effect if you intend it to be created as though a deity. This is where everything you do with the psionics has a chance to be done with a possible 2d12 dice as you induce it with a drug. Duration or the lasting moment is 1d12 rounds in battle/melee and unlimited outside of battle until you decide it not to be needed. All stats you add +4 and you add +100% additional health.

Goto top
Holy abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Devine channeling (ex); At some point you are able to retain your sense of self and think to focus upon the idea to understand the spirit or soul of another being. You can channel the spirit or soul of the being or person. This is done as you are keeping your sense of self and allowing the soul of the channelled target to guide you. As you do, you create their abilities in yourself and can do what they do.

  Khepser (ex); This is a life changing by the power of the soul, that happens from within. Think of the idea to make and the body changes as you focus on an idea to cause some change in life.

  The target changes to become a controlled being or creature that you intend the target to become. This comes along with its stats. Think to use this carefully, so you create the effect that you want.

  Devine ability (ex); At level 20 this is where you transform by personal belief and the source of life or God empowering your soul, see that transforms your body into a demigod, Until your body "dies" and you reappear as yourself as your physically placed energy being self. Then you as a person physically disappears and you reappear as your God self. That's until your energy dips low enough of 30 mp, and then you are your physical self again. Until you get over 30 mp and you are your god self again and so on... Whatever happens, you get an ideal +4 in all stats as extra ability. A +50% health and you have an additional +1d12+focus ranks in damage or healing that you can do. When you do, you tend to create with more energy.

Goto top
Mage knight abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Marksmanship (Ex): You are an expert with a bow, with your skill surpassing some of the Rito tribe's best archers. When you are airborne and aiming your bow, time seems to slow down around you to let you line up a good shot, and people watching you while you do this claim you draws your bow back too fast to follow. If you use a bow then add +6 to your ranged attack rolls.

  Flurry Rush (Ex): When you dodge an attack at the last possible second, you can unleash a flurry of blows of 1d6 blows with your current weapon to deal immense damage to his opponent.

  Stealth (Ex); You can skulk around or not be noticed as you move around. Do a focus check to determine if you succeed.

  Weapon Mastery (Ex); You are able to master any weapon, add +4 to your weapon attack rolls.

  Recognition (Ex); This is where you think up what the idea is a psychic ability that you focus to use and you know by picture perfect memory. What about it, where it is happening and when the idea of the thing occurs. All you need to do is look and you realize what is what. This takes a focus check to determine whether or not you recognize the idea. You remember things about the idea, as you look upon the idea or thing. Then, if you pass a focus check, you know what the items' special abilities are by feel. A camera will also serve as a picture keeper, all you really need to do is look at the stored picture.

  Grand knight (Ex); At level 20, you get energy enhancements that allow +4 to all stats and +5 to all rolls. Add +50% health and that is because the energy enhancements are due the effect of energy itself. It improves the health as well. Because your charisma improves, count yourself a grand mage knight as a class.

Goto top
Illusionist abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Grand illusionist (Ex); The illusionist at level 20 makes him or herself look better and this creates ability of the idea to manifest. They can now call themselves a grand illusionist. This means they have 2d12+charisma mod per each 2 focus ranks in amount that is dealable or effects by that amount. In their effect they use to make better appearance, they gain +4 all core stats and +50% health.

Goto top
Focuser abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Herbology (Ex); You always know what the right herb or food is for use, that's with the right effect that you intend to get. If you don't have it, you can find it or get it, easily.

  Premonition (ex); You know what will happen by sensing the moment out and think of things you want to know. Otherwise its explained by the GM/DM and you know things by the explanation.

  Grand Focuser (Ex); At level 20, you can get special energy tricks done. This is where you create by focus and think the idea is alright. Making those that perceive the thought, believe its fine. So with this ability, you create by focusing and that's making a result that you feel is needed. This causes you to get +6 instead of +4 to your die rolls and tougher. Add +60% to your health. Also you can add +3 to all core stats.

Goto top
Hunter abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Weapon specialty (Ex); You have ability to use any weapon expertly, so add +3 to your attack rolls.

  Machinery (Ex); This ability is where you know what, how and where to use the machine that is nearby, its as though you had innate ability and understanding on how to use it.

  Head hunter (Ex); At level 20, you get tougher and more capable, also your charisma goes up. You are able to hunt anything with practiced ease. Add +4 to all core stats by feel. Also add +60% health as your tougher by the power of the soul.

Goto top
Channeler abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Ultimate channelor (Ex); After you reach level 20, then you have the ideom of ultimate channelor. The point being, you are better at the idea understand the risks, so the energy changes you as you are using your soul to channel. This is where you gain in core stats as you are practiced at the idea. The effect is you can raise all core stats +4 and +60% health since you use the energy to get healthier. You get a +5 to your channeling rolls.

Goto top
Hacker abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Security specialist (ex); you know what to do intuitively and improve your security by feel. All computer based and network based rolls are with a +4.

  Knowing (ex); you realize what is what and quickly identify what is there. You know what to do in idea by feel. This is realized by the soul insight.

  Skill boost (ex); think of a point, then practice it. That's what you do to create a +5 to any rolls.

  Lucky (ex); You know how things work and can create with the point very easily. Add +5 luck to your luck stat for you easily get a result.

  Programming (ex); You can easily reprogram or program what you intend into the machine. Thinking of what you want, you create with a flow of thoughts and make into created effect what you wanted.

  Tracing (ex); This is where you trace or track something to its source and trace where it is by feel. You can trace whatever you wish and create with what idea you want if it's known. You know where and what happened to what you trace.

  Virus (ex); You enhance yourself so much in skill, that you can program with or without a group a virus that you send into effect. This virus can do what you want and you create it by programming.

  Enhanced ability (ex); At level 20, this is where you are practiced enough with energy, that you can determine what to do very easily with any effect. You can evade any arrest by cops or law agents and get Enhanced ability, think and there is +5 to your rolls. The Enhanced ability is +4 to all core stats, +5 luck and +50% health.

Goto top
Cultist abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Cult appeal (ex); this is the point you make things look good and productive so you draw attention and more cultists to the party.

  Identification (ex); you always know what to do with the idea or object. Your spirit identifies what is there, that is true as you think to focus and know what the object or idea has in value or property.

  The god (ex); this is a being that is avatar of a God you trust of the creator. This God will do things in your place as you need him or her to do things. No matter what it is, you don't get hurt.

  Organization (ex); an idea in effect is this, the cult is the organization the cultist of some group is a part of by feel. Once they are a cultist they joined, they are a part of the cult. So put as an organization, the cult, in the character sheet.

  Avatar self (ex); at level 20, this is where you create with the energy of your God as though you were creating with the force of your will or God. You gain +5 to all core stats, +10 to luck, and +70% health. All diseases and illnesses are automatically cured and you are renewed of full mp.

Goto top
Divinator abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Recognition (Ex); You can recognize what is the properties of the item or person by feel with the spirit telling you things about it.

  Calming aura (Ex); This is where you feel calm no matter the point by the power of the aura and any need to attack disappears.

  Illusion (Ex); Think of what you think you want to be seen and your soul shows that as an aspect of reality. That really isn't there so thinking about the moment creates it as a viewed thing. This is how its done to fool the eye of the long range viewers. So I think the soul is good enough to make illusion seem real. If you think about it, its not there.

  Blessing (Ex); This is where you create with the God or Creator a positive vibration and that effects the target. Thinking to make what you want as a form of benefit. This is what you have. If wounded then its 1/3 health restored. otherwise there's +10 to the luck and +6 to their rolls for until you or they decide not to have it.

  Curse (Ex); This is where you create by feeling negative and casting forth your feelings. Think and you can cause effects that you intend like harm on the person. This causes by the creator or God, 1/3 the targets health to be lost, -6 to their rolls and -10 to their luck. This lasts until you decide not for them to have it. An alternative to this is the Ice curse that does what a normal curse does. For the Ice curse, just use salt with water and a letter in the the bottle to direct it at someone. And freeze it. What's good on the letter? Write their names backwards to return to sender.

  Soothing focus (Ex); This is where you can do things and focus soothing thoughts on the target and they soothe their needs so you don't get attacked. This leaves the target in a calm and peaceful mood, so think and you know what to do.

  Zealotism (Ex); This is where you can get eccentric, think about the need and do what is right. Do things to help people out and then you know peace. This is a point in the past done by what you see or feel.

  Holy form (Ex); The power of their God or the creator at level 20 surges through them and reforms them to become a holy being. They emit light, can perceive psychically the need of others, and get a +10 bonus on their luck. They become an energy being and stop aging, that is immune to energy attacks and can only be effected by what they want to be effected by. They can turn into energy form at will and not be effected by weapons, or turn solid and become effected by weapons again. So basically, their power transforms them into becoming like their God or the creator. So they gain +50% health, and +5 to all their core stats. The Holy idea is the Holier they are then they create with their idea that the creator makes exist as they think and need it. Think about it and you know what to do.

Goto top
Sage abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Recognition (Ex); You can recognize by what is the properties of the item or person by feel with the spirit telling you things about it.

  Illusion (Ex); Think of what you want to be seen and your soul shows that as an aspect of reality. That really isn't there so thinking about the moment creates it as a viewed thing. This is how its done to fool the eye of the long range viewers. So I think the soul is good enough to make illusion seem real. If you think about it, its not there. No actual damage is done by this, unless the target does it to him or herself.

  The six pathes (Ex); This is where the sage creates with sage mode to make what results you want. Including life effects, death effects, elemental effects, illusionous idea, creation that uses the creator to make things exist, and body changes. The added benefit to the sage mode is you get +1d10+charisma mod per each 2 focus ranks added to your damage or healing amount, round down. This mode lasts for 1d6+charisma mod in rounds per battle or unlimited outside of battle until otherwise wanted.

  Reasoning aura (Ex); That is an idea where you think you focus upon the person, or your getting near them. This will cause them to come up with reasons from the soul. This allows the target to hear what they want.

  Wisdom (Ex); This is where you have wise actions and creative pursuits. Add +4 to your Wisdom stat.

  Spirit cleansing (Ex); Spiritual cleansings are done by seeing yourself clear of dirt and bad energy. Thinking your clean and no longer with bad energy you have good vibes and energy that remains on you that you want. Then the spirit causes you to be forgiven of the sins you do as it cleans the dirt and grime from yourself. So your clean all around. That's what your character can try to do when they know they're wrong and don't want the blame.

  The restructuring (Ex); The body at level 20 restructures itself due to extended use of sage mode. Thinking to make ability more effortless. This is where you create with +10 luck and +6 to your die rolls. You get a raise of +5 to all core stats. You also get toughening, where you have +60% health.

Goto top
Auror abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  what they do (Ex); Thinking of the idea and that's the point in idea, what they do is enforce the laws if necessary. The thought is what they can achieve more easily and this means there is a +5 to all rolls.

  Recognition (Ex); You recognize upon looking at the item or person what you think to know. You know by the spirit what the special properties are of what is there and know how to use it in what it is. Otherwise, you know what to do with the idea.

  Danger sense (Ex); If you think to use your senses or spiritual awareness, then you can know what the danger is as it's there by feel. Think to know what is a problem, then you realize what to do or use by feel. You will realize what is wrong and how to handle it, this is using quick thinking. So you get a +4 intelligence boost.

  Psychic awareness (Ex); You are aware of things, so you know what will happen before it occurs. This is psychic knowledge.

  Auratic sense (Ex); This is summoning by gate heat energy into the aura, that can be focused and cast forth by thinking it goes forth and this is what creates a feeling that you think they will have. Think of the feeling and feel energy goes to the target and they feel it. The intense feel that you "send" to them causes pause, and that is sometimes painful if you imagine a kick to some part of their body that they don't feel for causing them to pay attention. Think to feel pleasure or "orgasm" by calming yourself and think "send" to them your feel and they calm down and not focus upon you. Think of them and state "relaxing" then they do, then they relax by the calming thought as feeling you think send to them. If you pause them or send painful feelings, it lasts 1d6+focus ranks in amount of rounds per melee or battle and unlimited till you think otherwise outseide of battle. The end point of this is not feeling too well makes them not feel too well. This is an idea in itself.

  Food sense is apart of auratic sense that's sometimes distracting for 1d6+focus ranks in rounds per battle or instance outside of battle is unlimited, unless undesired and blocked and its done by the thought. Otherwise you can send the idea with focus on the food you think about or are eating that sends by the aura pulse. Their subconscious senses what you are trying to send to them by feel with the spirit, then they recall it as a taste sensation. Thought perception is the effect of you trying to send a thought that the target perceives by an act of telepathy perceived by the aura enegy sending itself out in energy waves or "pulses" that are picked up by the other person or target..if they are aware of the idea means you are perceiving that of your trying to send them something in feel they don't always perceive it. However if they relax and know, then they can receive the thought and understand what you intend. This is the point done by feel unless you don't need it.

  Smell sense is also a part of the auratic senses. This is where you think of the scent, focus and smell it and send that secent to the target you have in mind. This means that they if their aware of things, can scent the smell that seems to be there like an aroma. The auratic energy pulses forth in energy waves and they scent what you want. This can distract the target for 1d6+focus rank in rounds per melee or battle and unlimited outside of battle until you decide to not have them scent it. This is an idea in itself, done by feel and what have you. So think about the idea and you can create in use of an idea to make your needs known. Some can do this if they think they can do it, some can't. So think about the idea and you can attempt to do it by thinking or saying to the DM/GM to "I use the auratic senses to send a smell of food."

  Aura feel (Ex); This is where you can sense by the pinneal gland or the third eye what you need to know. If you focus on the aura, you can feel how intense it is. So by feel with the spirit, you know what the energy MP they have.

  Elevation (Ex); This is where at level 20, that is when thinking of the area elevation creates body energy and lesser activity as you think about the electrolytes. The electrolytes can cure the body, as well. That electrolyes in the body allows the sunlight or the energy which energizes you, yet this can be per ounce for 1% MP of drugs for drug energy (that can be addicting), drinks for electrolyres (like gatorade) or water for general energy with a drink charge (focusing your thoughts at a drink and thinking at the drink until colder or heavier) and otherwise this is thinking something else that tends to distract yourself from tired or sick thoughts that raises your energy and cures your body of any illness.

  The higher you go the more you tend to think sense and the sunlight you get is higher, the more energy you get to do what you want that you sense by aura feel. That's unless the clouds block out the sun and then the planet radiation that it radiates empowers you instead with a certain amount of energy interred as determined point by what you do. Too much height in elevation is lack of oxygen or allot of kinetic energy possibility, that can cause you to pass out if you use it.

  Otherwise this is thinking of a source you want to use as energy. See that is using an idea you think of with a point as energy you think to create with by feel. Then the energy is empowerment to the aura that causes an energy being to form within. This allows you to reform yourself body wise, that's done by thinking about the shape as this can make the energy being have enhanced stats. The entertainment is a point that you do to test if you can create with the game.

  So then in elevation you elevate yourself and create with a point, that in idea is done by increasing your energy. Then allowing your body to adapt to it, when it adapts your fine yet when it is adapting you may feel tingles, headache or pain. So think to feel pleasure from the concept in use, you increase your pleasure level by feel as you do things and negate the pain and headaches. This is a known effect of creating with energy and working with the point. This creates with energy to make what you want.

  What you can think can empower you, so if you think of some shape in a picture and then use that energy to form what you intend. The character will create with a +10 luck and +4 to all core stats. You toughen by +70% health. You can simulate speech by thinking of the mouth, that you can stop with idea and otherwise imagine speaking. Thinking to say what you want stated, so an idea is in the voice that is heard as though a thought were spoken. They the character have the ability to break their body apart into energy particles and reform themselves, wherever they intend to be as a "solid" energy an form as they can intend to appear or as you think otherwise they interact with others.

  As they are energy, they can not easily talk yet they can telepathically make communication. They can easily shift or apparate anywhere, think and their not effected by weapons that try to impale or go through you. They can be effected by weapons where they are a solidly shaped formation, yet they can shift at will to where they want to go by feel. Enrichment is done by the spirit. So however you are, you learn another language and upon learning that other language. Know then as a you think what you think is your focus with the thought and that thought makes reality.

  You know they have no diseases as then it cures itself by the effect of an energy being, and this is done in idea with an energy shot they can cure magic diseases that may come up naturally by feel. They can think and communicate with enhanced telepathy, where the intended person hears the voice mentally as though a physical voice of the moment. That you perceive by the spirit showing you. They can see and respond by either speaking a response or imagining a point and that is "heard" by yourself. They can shape themselves as a thought though they were the form, so they get what they would want in life. This is with an idea very easily gotten by the point you have.

Goto top
Psychic investigator abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Investigation ease (Ex); Your investigation skills improve allot and your consultation is better, so you easily discern the culprit. Add +5 to intelligence and charisma.

  Additional languages (Ex); You can easily learn up to 3 more languages. Add 3 more languages you can read, understand or write.

  Aura effect (Ex); You can easily create attractiveness, fear, disinterest or any feeling by the power of your aura projection. You see the aura feel is from the right reactions with your aura energy, this is felt to make the target react the way you feel or want as you create your effect.

  Psychic (Ex); The ability of the mind is what can easily be discerned, think of what you need and your subconscious mind creates with an energy source and makes you know what or when something is there before the moment or what things are by feel. You know what will happen by visions and dreams and signs or happenings that indicate things before they occur.. then they get to do what they want.

  Psychic boost (Ex); This is where you become even more psychic as your psychically aware of things. You get +5 to all rolls by feel.

  Spirit medium (Ex); This is when you focus upon the spirit and sense out the spirit's words. That is where you think of the God or the creator as the medium, then you have the creator speak to you what it says.

  Danger sense (Ex); If you think to use your senses or spiritual awareness, then you can know what the danger is as it's there by feel. Think to know what is a problem, then you realize what to do or use by feel. You will realize what is wrong and how to handle it before it happens, this is using quick thinking and this is a +4 to your initiative.

  Culmination (Ex); This is where at level 20 all your skills and abilities can work together to create a better result. Add +4 to all core stats and +70% health.

Goto top
Gun slinger abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Identity (ex); This is where you think in an idea of the properties by the spirit knowing things, thinking and sharing with the soul in idea. So if you create results and the identification is known, then you know of the idea you want to know.

  Raise (ex); This is where you get point of idea or a raise in money or you receive extra money by the power of the spirit using the subconscious mind.

  Cuffs (ex); these are energy cuffs that formed from energy creates themselves as cuffs around the targets wrists or legs. The effect lasts 1d10 rounds in combat and as long as you want outside of combat. The effect is paralyzation of the target and after the effect faded away it seems as though not existent.

  Translation (ex); They that speak or write in use of doing another language get translated in your mind and you understand how to speak or write it. This is done by the subconscious using the dimensional energy to help understand it and be able to write it.

  Attractive aura (ex); the Attractive aura is thinking about attracting someone or something to you as you do things. The charisma is added to by +5. This only effects those you want to effect. This makes the audience convinced of what you want.

  Creative focus (ex); this is where at level 20 you create with experience and if you want, you can get a sheriff badge. Think of the idea and you make things happen by the right gesture you think is correct. Add +4 to Gun fighting, Focus and Psychic ability skills. This works with food and drink you use as energy absorbed for the effect. That's until the energy dissipates away or gets pissed/shit out.

  The energy within the body, that you can gate in creates the effect as you have it. Then as you don't have it because it goes back to where it came from makes the effect disappear by feel.Any damages/healing done by this is 1d20+charisma mod per each 2 focus ranks. Duration or how long it lasts is instant unless there is some time it lasts. That is 1d10+charisma mod in rounds per battle or melee. Also, outside of battle its unlimited until you think to dismiss it by feel.

  The point is done with the energy and you know it by feel..it does not effect what you don't want it to effect. This means the energy is selective. It has an alternate effect of modifying the character by improving it, that's done in adding +4 to all core stats and +60% health.

Goto top
Psychic magus abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Psychic (ex); You are psychic and know things as or before the moment occurs that you focus to know. Any surprise bonus they have against you is negated.

  Psionic powers (Ex): At 2nd level, 4th level, 6th level, 8th level and 10th level. A psychic magus can choose to learn two of the ten psionic power. At those levels, he or she can learn 2 psionic powers chosen from the list of psionic powers at here.

  Tech (Ex); The psychic mage is able easily to work with technology. Add +4 to the technology skill.

  Release (Ex); The idea is this, release of any effect that you don't like. This causes the chariot of death to be thought and it brings the effect away from the area and people or things are uncursed.

  Luck (Ex); The idea that a person gets is lucky and has a +4 to all luck rolls.

  Crysalis (Ex); The crystal or gemstone you have responds to your will and creates with your will any result that's better, and you don't personally get effected. This adds +4 to your rolls.

  Car of effect (ex); The car becomes a time vehicle and can cast forth an effect, that you or others decide to create somewhere and by some way. This makes aether magic effectively done. The damage/healing possible with this is 1d12+charisma mod, per each 2 focus ranks. Duration or how long it lasts, is 1d6 rounds in battle or unlimited outside of battle. THere is an upgrade to this, at level 10 the damage/healing goes up to 2d8+charisma mod per every 2 focus ranks.

  Doom car (ex); This is where you or a target enter the car and get scared and pacified or likely to attack yourself with a rolled 1d4 as 2 and above you do. This is for 1d8 rounds in battle or unlimitedly outside of battle. The effect doesn't end until you don't need to be scared by feel or you don't need them to be scared.

  Reshaping (Ex); The body becomes light energy with the thought in the shape you want as you eat something or drink something and think of the shape, then you get +3 on strength and possibly the shape. Then the body reshapes itself to that shape in idea of what you want using the energy of the food or drink. This can change your shape to similar humanoid shapes, that means hobgoblin, elf or similar idea. You can't gain in sight weight from of this use.

  Devotion (Ex); At level 20 you devote to the moment and you get better results. This is where you devote to the moment so you think and get better results. Think this is done and you get +4 to all the core stats and otherwise +50% more health. The better results are +5 to all rolls unless bad with a 1 rolled and that means you auto failed.

Goto top
Warrior cop abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Weapon specialty (Ex); The Warrior cop has weapon specialty, that allows +5 to your weapon rolls/damages.

  Attraction (Ex); Self-creative thoughts will rule the moment, so think about this as you do things. The things you do attract the right attention. You get a +5 Charisma.

  Creation (Ex); The creator steps in and makes what you desire by feel. So you get whatever you want, done and otherwise. You can even cause bad luck on a target. Any curses are a penalty of -4 to the targets roll. Any blessing are +4 to the roll. Otherwise, he could make the target disappear and leave all his stuff behind amongst other things. Think of what you want and he creates what you desire 3 times a day. The damage or healing possible with this is 2d8+charisma mod per each 2 focus ranks. That means for a level 19 character with 6 charisma mod and 18 focus ranks, the healing possible is 18d8+6 or 18*8+6=150% max in amount. The duration or how long it lasts is 1d6 rounds in melee/battle or unlimited outside of battle until you no longer desire it..then it disappears if you do the right things.

  Psychic awareness (Ex); They are aware by the subconscious of what will occur, like they know by gnosis, or they get the idea pulled from the air. THis makes it so they realize by the soul awareness what is to come. Insight is soul awareness. They are never surprised or gotten by a surprise attack as the surprise attack is negated. They can also sense things out by the feel and know by insight what things are including special properties.

  Improved driving (Ex); The warrior cop will be able to create with a vehicle improved driving. Add +4 to your driving skill.

  Greed (Ex); Any greediness near you is neutralized by feel and it simply gets the greedy target nothing in return.

  Crime (Ex); The crime rate drops with this effect. If the target thinks of doing criminal activity, you can control the criminal and they don't do the crime.

  Lie detection (Ex); This comes from stating that you can detect lies before or as you hear them. No matter what, you always know the truth.

  Promotion (Ex); This means you get promoted at level 20, then your stats improve for you gain in stats as a point to represent the promotion. The point is done by feel, using energy from the creator or god. You are suddenly promoted to chief of police (if you have security as the profession then chief of security and so on..) as an additional Profession. Think and get +4 to all core stats, making easier effects by a +4 to all rolls. Also, you get +60% health.

  Symbolic leadership (Ex); At level 30, all you have to do is suggest something and its done. This is symbolic as though your the leader and the character gets +5 to all core stats. Due to self-creative actions and energy improving the stats. Also, you get +60% health and a raise in pay by 50% by feel with an easier job. All damage and healing done is now at 1d30+charisma mod per each 2 focus ranks. That means for a character with 9 charisma mod and 20 focus ranks, you'd have 10d30+9 or 309% max. The duration or how long it lasts for those things that are lasting suddenly last 1d8 rounds in melee/battle. Its unlimited outside of battle until you don't desire it. Then you do the right things to make it disappear.

  Ex cop (Ex); A cop at any time can retire and become a citizen, that lives privately as he or she has all abilities and whatnot to play with by feel except they aren't paid unless they find a job.

Goto top
Magician abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Notorious (Ex); You get well known for the efforts you do. Add +5 to charisma.

  Luck (Ex); You get lucky results from what you try. Add +6 to luck.

  Improvements (Ex); Think of the point and its done by feel. This means you improve yourself as you do things for magic. Add +5 to your focus and concentration skills.

  Change of physique (Ex); At level 20, you create better results and change your body by the energy that you use. This means that you create by will with a +5 to all rolls and add +5 to all core stats.

Goto top
Orderly abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Soothing calm (Ex); The point is the idea and that idea you express and calm down the person or target enough so they no longer want to attack people.

  Medication skill (Ex); This is the result of knowing the medicine. You know the right herbs and other medicines as they are available, an what to administer upon request. Think to know what to give and what quantity, then you will succeed in this ability of life.

  Curative aura (Ex); This ability is where you focus through the aura, that causes calm and the ability to make the body cured and resistant of all poisons and ailments with or without any drugs' energy sent to the target that you think in use.

  Exorcism; This is where you drive out the spirit or demon by a will and act of some God and make sure it doesn't come back. This is when you call out a god's name and command that the spirit leave by idea you feel sorta like rejection of it. Like "Fortuna! I command this possessive spirit to leve the body and no longer come back to it." That is an example though. You can do it however you want.

  Writing ability (Ex); What you write down will occur if you need it to happen. This is like writing, "the target gets inflicted by fire." Then waiting for the idea to occur. The damage or healing done is 1d12+half levels (round down) per each 2 focus ranks. The effect of writing a note and needing it to happen uses life energy. So think and you know what to do. However implementing the idea is easy. You see by writing it, its implemented. The creator or God makes what is written creatively.

  Stabilized change (Ex); This is the point you think to do things with magic at level 20. The making becomes easier, the effects you try can change you by making you better and stable. The idea is done, if you intend it. You get +4 to all core stats and +60% health. Also, since things are easier, you get +5 to all rolls.

Goto top
Starseed abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Luck (Ex); You get lucky and that means you add +7 to your luck.

  Perfect recall (Ex); You can recall your memories perfectly. Add +4 intelligence and Wisdom. Add +5 to the Arcana skill rank.

  Disguise (Ex); You can disguise yourself as another form perfectly or remove the disguise and become yourself, this is done as though a machine did or undid the disguise. Add +5 ranks to your disguise skill.

  Source connection (Ex); This is where you connect to your source or God. The end result is you become one with your God or the creator. You are Omnilingual and understand all languages enough to write it. You are Omnipotent, where you can effect any or all with what you need by intention. Add +5 to your "knowledge: all" skill ranks as you know all as your source being knows it. You are Omnipresent, where you are anywhere you want to be by thinking about it. Then needing to be there. Where you don't want to be, you aren't there. So feel free to add Omnipotent, Omnilingual and Omnipresent to your special ability list.

  Also you turn into an energy being, that creates what he or she wants with energy from the source. You make what effect you desire, don't need to eat or drink. Your able to materialize yourself where you want, and otherwise dematerialize yourself. Think about it, you don't need to eat or drink, you don't get effected by weapons if dematerialized and once materialized, you aren't effected by non-magical weapons as they swish right through you. Other than that you gain the ability to fly, this is where you are able to fly and hover by magical inertia. Add Flying and Hovering to your special ability list.

  Thought form (Ex); You transform into a angellic energy being at level 20 due to the usage of energy. That is immune to death and has no need to eat or drink, unless it chooses to do so. Your stats improve by feel as the angellic physique is stronger and slimmer, Add +5 to all core stats. Add +60% to your health since the angel form is tougher by feel. Also, you halt your aging, then unage to 20 years old without gaining weight. This is doing an idea in itself.

Goto top
Nagual abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Drugs (Ex); The natural ability that allows you to understand drugs and their abilities as you know by soul intuition. He or she can scroungs and create with natural herbs and drugs whatever results you need.

  Luck (Ex); You have natural luck and balance on your feet. Add +4 to the acrobatics skill ranks and +10 to your luck.

  Talk to animals and creatures (Ex); Think of the creature and you can chat with it. Fully understood is the things you say or what it says..

  Gating (Ex); You can draw upon the natural energy in the area, thinking of the right frequency. This causes the a gate to appear and it can effect anything or anywhere. You can stab or backstab the creature or humanoid without getting nearby. This is done by feel and idea that you think to do. You can even use it to watch or eavesdrop on people and you understand it naturally. A special idea is dropping things on people or your target, where the gate can send the item or things right above them. That drops onto them.

  Spells (Ex); You can choose any 1 spell to do per each action. This is using an idea in itself, that's done by summoned energy and programming it to do the idea. This means you can choose a stone soup spell and get it off by focusing it to exist. Its what is written that is created as you need it to be there, think and it effects the target that you intend it to effect. It only effects you if you want to be effected. Here at https://www.dnd-spells.com/spells is DnD spells. Here at http://crawl.chaosforge.org/List_of_spells is the the dungeon crawl's list of spells.

  Timing (Ex); This is ability can be used with other effects, think and its where your able to use time to your advantage. Your party will always get a surprise attack or ambush. You can also make a delayed effect that manifests at a later time when you want it to effect the target/s.

  Khepser (Ex); This is where at level 20, you change into an energy form that doesn't need to eat or drink and gets its energy from the creator or God. It can change its form into energy particles that can pass through any weapon, except magic weapons. Magic weapons can damage it and it can reshape itself as any form you want it to be. It can reform and create what effect it wants, yet it can be effected by weapons if solidly formed. Everytime it changes, it heals perfectly as though its rested. It can telepathically speak, and appear by illusion to seem as though speaking. It understands any language that's spoken naturally. You also toughen, by adding +60% health to your character. Add +5 to all core stats, because the energy you use makes this as a side effect of toughening.

Goto top
Hell weaver abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Gating (ex); this is opening gates as you whistle the right frequency to make an entry point to somewhere else as you can think to use it for stabbing or hitting someone from a distance. Also you can use it by thinking to have it gather energy to the area you wanted effects on by feel.

  Natures luck (Ex); The natural luck is a bonus to your luck for a lucky strike, this increases your luck by 10 points.

  Sense (Ex); You develope the sense of idea and things that exist. The sense is there by you knowing what is there, think and things about the idea is realized by the power of the soul. You can amplify your sense of knowing, that's done by using the illness or state of body to make the sensed idea clearer. You can use this by saying that to your dm/gm, like "I sense out the idea or item's properties."

  Neutralization (ex); this is where you focus and create with energy, that you gate in for use. The idea and focus upon the target with thoughts to neutralize it by the power of heaven.

  This will cease it to be there or cease the target if there and it or the target will disappear from the area. The targets you choose can be anything and that includes another effect or being. Think and you know what to do.

  Do (Ex); You do what you want, think of your need and don't have to think about the methods and still get a result. You do what you feel is right. Add +5 to your rolls.

  Undo (Ex); The force of undoing, this is the force that you use to undo anything you don't like. That uses the channelled void energy and focusing it on the target or event. Then this is the idea or event it undoes, its as if it didn't happen. That's what is needed to create a result of undoing things.

  Voices (Ex); Hell can incite voices of schitzophrenia upon a target, heaven can silence them. The voice incitation is where you think of the target, then thinking of hell forming voices within the target. Then it exists. So to silence the voices, think heaven silences the many voices you hear from hell and you stop listening to hell. Then, you silenced the voices within the mind of the target. This causes distraction of the target/s for until you silence the voices.

  Wish (Ex); The wish that is unlimited. This uses the demon seed in you to create with a point, that's spoken and easily directs the demon seed to make what you need.

  The effects of this in damages/healing are based on level and can last up to 1d6 rounds in battle or unlimited outside of battle:
   levels 1-9: 1d10+half levels per every 2 focus ranks.
   levels 10-19: 1d12+half levels per every 2 focus ranks.
   levels 20-29: 2d8+half levels per every 2 focus ranks.
   levels 30+: 2d10+half levels per every 2 focus ranks.

  Psyche logic (Ex); This is the logic of the psyche that says your mind by focus can create anything that you feel is there. So think to create what you intend and leave off by idea. Add +5 to focus ranks.

  Demonoid (Ex); This at level 20 is where the character transforms into a half demon half human by the power of Hell and your demon seed becoming you at least in spirit. Thinking to do what you want, the character changes to become an energy being that can appear like anything and this includes animals. That means it can form items, form itself as you want and form events to create what you intend. This is where you don't get hurt, your not able to get a disease or illness. Add +4 to fortitude. This is useful as though the weapon or what you don't like would phase right through you. The only thing you can get hurt by is magic and magical attacks. However, this means they are in good nature and able to create what you want.

  What you wear and equip or have equipped phases into energy form as well upon getting the item as though the energy of the body changes it and it becomes energy with you. Then upon giving it to someone else, it phases back into a solid form again. So what you have equipped, this will stay with you until you drop or give it away. See you aren't insane or crazy by the effect of this ability. That means you know not to be that way, so you can add +3 to your "knowledge: all" ranks. Since you toughen up by this idea, you get +70% health and all your core stats improve by increasing +4. There are many voices heard from hell. This negates the many voices that you can hear from hell, so instead of speaking in many voices you speak as one person one mind.

Goto top
Hellgazer abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Imagination (Ex); This is with your imagination, where you can create any result of the elements forming the idea. Basically think of the idea, imagine it and project it forth and your third eye creates the idea. That's with an idea of what you want as you attempt to project the result. You can deal 1/4 the health in healing or damages by this effect for levels 1-19, levels 20+ do 1/2 the damage or healing to the target/s. It can last up to 1d6 rounds in battle or unlimitedly outside of battle until not wanted. If its a curse it stays around.

  Luck (Ex); The point is given at some point that you recall, that you got a luck piece worth 6 luck by feel.

  The force (Sp); The force be with us, the point is done if you think its done. This is done in a well known effect. You can cause things or targets to dissolve into nothingness any time a day. Pulled by the void of their energy and they die without a struggle.

  Spirit wave (Ex); This is where you create by focusing and make with a wave of spiritually infused aura energy. Think of the effect to create and its created easier. Add +5 to your effect or attack roll.

  Entropy (Sp); This can be done 3 times a day, think of the idea of slowing things down and the target slows down by the gated in void energy. Instead this is based of what actions they get now by feel, they get 1 action per every 2 rounds. Otherwise you could slow and create an effect or end a disease if too slow, that is where the effect manifests more powerfully later uponst a unsuspecting target. So if your aware of the effect, the subconscious causes it not to effect you if you don't like it. So if fast enough, it won't fizzle out. Double the damage if you create the delayed blast effect.

  Being (Ex); At level 20, you can change by the hell energy into a better being or reformed energy you, that has an energy form and improved stats. You can yield heavenly, elemental and focus your idea into objects for hell like energy effects. This allows you to create with a point or expressed idea, think and make with what the energy shaped into a formation will create by feel like a cone or other shape. You can phase out with you becoming pure energy to avoid the hits and phase back in as your shape you want to be to get what effect or attack you desire done. You can create almost any result with this effect.

  Any need to eat or drink, this is where you absorb the energy particles of the substance. What you absorb of the substance, makes the actual substance tasteless. So think about it as speaking is done by thinking of what you intend to say, what you feel is stated as though an understood thought were spoken. Think about the point and you know what to do. The improved stats are +5 to all core stats and +50% health. You can deal 1/2 the health in healing or damages by this effect, that's of a being by naming the attack or effect you want on the target. It can last up to 1d6 rounds in battle or unlimitedly outside of battle until not wanted.

Goto top
Dweomer master abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Corruption (Ex); This is using death and decay energy from the body, where you gather some stinky skin oil on your fingers from the crotch and hold your hand forth. Think of what you want and make a gesture or drawn symbol in the air for a corroded decay effect that breaks the target's equipment. Otherwise you can sniff it, think and create with the oil energy a faster speed, strength, slenderness and more body energy. So add a temporary bonus of +5 to your strength roll results, +10' to your speed, +30 STP and +20 mp that lasts until the battle is over or 1d10 minutes passes by outside of battle. That's sniff, think at the oil to energize it and after waiting a round or 6 seconds and then sniffing again. The only downside is you may feel sick to your stomach, this is where the sickness lasts for a round in battle or 1 minute outside of battle. If it starts fading away and you feel tired, you can always do it again. That's when the temporary bonus is gone. Remember to clean up after you do this and accept responsibility for what you do.

  Focus (Ex); With practice comes improvement. Add +4 to your focus skill and concentration skill ranks.

  Luck (Ex); You become lucky! Add +10 luck.

  Spells (Ex); The spells you think about you can do as though a natural. Pick any 3 spells to create as you want per day. You can use any spell list, as well. This is using an idea in itself, that's done by summoned and gated into the area energy and programming it to do the idea. This means you can choose a stone soup spell and get it off by focusing it to exist. Its what is written or spoken that is created as you need it to be there, think and it effects the target that you intend it to effect. It only effects you if you want to be effected. Here at https://www.dnd-spells.com/spells is DnD spells. Here at https://www.dnd-spells.com/spells is the the dungeon crawl's list of spells.

  Alchemy (Ex); You understand how early chemistry works with ritual or mixtures and what it takes to make a change in reaction or get a result with the chemicals. What they do or require to work is innately understood. You can also scrounge any chemical substance from the area to make what you want to work. Add +5 to your Alchemy skill.

  Rite (Ex); This is creating manifestation through the power of energy you gate in by envisualizing a lit candle or having a candle lit and use of words and phrases. That means your use of materials will create a result with burning a candle or freezing things to create yields or results. Think to create with an idea, then state the rite that you do. The rite can be a long rite or short rite, its ritual that you do. This is towards the candle flame that you look as you state it.

  Then, you can get a result of energy you will to direct, that you can bind to an object or person to create manifest. If you freeze it you cancel out the effect. This can be used to attack, heal or create other results. If you intend to deal damage, then you make 1/3 of the targets health disappear.

  If you intend to do healing by revival or restoring health, then 1/3 of the full health is restored. Any lasting results are 1d8 rounds in battle and until not desired outside of battle. Think and you know what to do. This can be used to revive people or resurrect them in idea. If you so wanted to revive the person from death, that is also possible.

  Time manipulation (Ex); This is where you think about or of things and make the effect as you intend the result. The soul copy creates the time and you can experience it as you will want to know it. Think of the time speed and you can create what speed of time that you intend to have, like slower time or faster time or paused time. The time flow is where you perceive events, then if you think you can alter the flow of time to go backwards or forwards. This is done by your subconscious, so feel free to think or speak the result you want to get the idea as a point that is experienced. You can choose to reverse the event into nonexistance, the selective moment you don't want by this idea. So for sped up time, you and your party get 1d6 more actions per round. For slowing time, the target/s now do 1d6 rounds per each action. This lasts 1d6 rounds or until otherwise needed outside of battle.

  Time reversal (Ex); This is different from time manipulation by use of your God, that's where you think of the time to reverse and state "reverse". Then you create with the subconscious using the time flows, think of something else you want and you make the time different. This is done by your subconscious using God or the creator, that's causing events to go back in sequence and what you want instead is done. Think though as the event doesn't seem to happen again. Then you know it will happen if you need it to occur. If you don't need the events, then you don't want don't reoccur. They get bypassed by the subconscious mind, think of it and you can know peace instead of warfare.

  Khepser (Ex); You transform into an energy being at level 20, then you can pick the form to become as you think about the formation it exists. That's for 1d6 rounds in battle and until you don't desire it outside of battle, then you change back into energy form that seems like a solid you. It glorious may be, but you keep your stats and toughen. This is adding to your core stats this time. Where you get +70% health and +5 to all your core stats. That energy being can phase its equipment and itself in and out of existance.

  The physical attacks is the ideal point in what's done to you, this is no longer what can effect you if physical as it passes right through you. That's except for magic and magical attacks that magically seem to hurt you. Whatever the form or shape, you are no longer effected by temperature. Its as though you were not feeling the temperature at all.

  No matter what form it has by feel. It doesn't need to eat or drink. If you want to eat or drink, then you absorb the energy from the food and drink as though nutrients were given to the body by the energy. The ability to telepathically "speak" is there, so you give the illusion of speaking and you "hear" by the mind perception of the idea.

  That's as it is if the creator by feel or God were as though an energy source. If this is a bug form, then you shift back into humanoid shape, since no bug form can be maintained. If you intend to keep a form in battle you must do a concentration check. That is 1d20+concentration rskill ranks rolled with a 10 or above for success. If you make the successful concentration roll, you manage to focus and keep the shape if you want it. If you don't, then you change back by feel or what you notice.

  Each time you reshape yourself, you heal fully including the heart and no longer exists with any diseases or illnesses. The healing lasts. What is possible though. There is a conscious item shape, werewolf, were bird or were animal transform by feel amongst other shapes. Think and you know what is possible or what you can do by the point you make to the dm/gm. Like, "I transform into a dragon and ravage my target/s." If the dm/gm allows it, then you change your shape.

Goto top
Decepter abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Intrigue (Ex); Think of the moment and you create the point by feel. This point is an expressed idea, so think and you create what you need. If you don't you know what is what. Add +3 to Charisma. This can do 1/4 full health restoration or damages. It lasts 1d6 rounds in battle or unlimitedly outside of battle. That's until you don't want it.

  Luck (Ex); You become lucky! Add +10 to your luck.

  Reversion (Ex); This depends on if there is a previous state of existence for the condition. If you go "I revert this [name what it is..]", the condition or idea you don't like is reverted to nothing. This can revert the state of mind that a person has like evil-minded to good-minded, that means they allow what you want. Then you can make it so you revert and weren't effected by the disease or illness.

  Creature message (Ex); This is where you interpret the creature and get the message. The message can be sent from anyone or yourself. The creature can travel through time and dimension to deliver the messages.

  Demon eating (Ex); The demon or demon seed in the body you don't like you can "eat" and things turn back to normal or non-warlike. The need to fight disappears. It can form from the demon seed in the body. So if you eat it, it disappears and there's nothing to worry about as it causes instant peace. This is done as you state to the DM/GM this idea, "I eat the demon causing the target to war with me." Think and you know what to do.

  Time travel (Ex); Think of the time and think your there or some attack is there. Then you or the attack are where and what time you are in the area, this is with thought of the area at that exact moment you want or you need it to be there. That's done by the power of the subconscious mind placing you or the attack there. This is so the attack is where you want. This is with endless possibilities, as you can also shift in time things to and from that time. Think of the time and imagine of the idea being placed there, otherwise state that you shift the item back here. Then the subconscious does that. The dm/gm is what fascilitates the moment, however, so state it to the dm/gm and he makes it occur. Think and you know what to do.

  Time transform (Ex); Think of the time and your shape becomes that time's shape. This takes discipline, if you think of a time then your spirit is in that time. So think of the shape and need to be in that shape, then you are that shape. This could cause you to be in a better shape than you are in right now. So think about it and you know what to do. You can match any characteristic that you want from that time. This is an idea that is interesting, as you still have your stats the same except for height and sex. That you choose on the spur of the moment. So think about the idea you want to appear as from the time and space, then you will be that way.

  Engel (Ex); This is where at level 20, you transform into an angel. This point you think about and receive angellic ability and life form. You are an angellic being, that can manifest itself as though physical yet weapons pass right through it. Since it can only seem to appear living, it is illusion that you see and know as though that were real of it. Angels can help out and create good or work deceptively and create what is required to get results. However, you may choose to follow a god and do your own things as you do things for your God.

  So angels can create what then they want and they want what they get, whatever they are given in life, they can seem to take the item as though a physical manifest were done and that means they can create any item. When they speak, they actually telepathically speak. If perceived, the speech can be answered by thought perception and that is you think and the target receives the thought or speaking the answer out loud. Anyway you go, you can always perceive the answer or send a message, this means you can appear by illusion to hold a conversation. So part of this is then toughening yourself, add +5 to all core stats and +60% to your full health.

Goto top
Muse abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Writing (Ex); Think of what you want and you write it out on a notepad, cellphone or in the air. Then you create the result of what you intended by the point of feel that you know it occured. This can do whatever you want, like writing that you create peace. Otherwise you can deal 1/4 the target's full health in restoration or damages. It can last 1d6 rounds in battle or unlimitedly until you don't need it outside of battle.

  Ageless (Ex); The energy you use to create what you intend makes you ageless, this allows you to stop aging and keep your experience as you progress in life. This makes you eternal by the power of the creator or God that you follow.

  Luck (Ex); You discover a very lucky piece on the ground. Add +10 luck to your luck stat.

  Pause (Ex); If the event were by person or creature. This is where you "pause" the event, then unpause at a later time. Think of the target pausing and not moving, then say to the GM/DM "I pause [name of target] using the Pause ability." Then the creature or target/s are paused by energy, that's for 1d6 rounds in battle or an unlimited amount of time outside of battle. They literally don't move and stay still until the effect wears off.

  Epitath (Ex); This is where you set some idea on a little boat and burn it up then your free from its influence forever. Otherwise, write it down on a piece of paper and freeze it in water or burn it with fire, then your free from it effecting you. This causes cursed objects to no longer effect and be with you.

  Demon eating (Ex); The demon or demon seed in the body you don't like you can "eat" and things turn back to normal or non-warlike. The need to fight disappears. It can form from the demon seed in the body. So if you eat it, it disappears and there's nothing to worry about as it causes instant peace. This is done as you state to the DM/GM this idea, "I eat the demon causing the target to war with me." Think and you know what to do.

  Enhanced figure (Ex); This is where you focus and create with enhanced features at level 20. You become a being formed of energy and rendered unaffected by disease or illness. Then you can eat energy or drink energy that you imagine comes from food or drink. Any weapon non-magical passes through the energy being. Anything else is effective with damages.

  Except for energy attacks, they get absorbed as energy for use to create return effects or keep you in energy that you can use later. This means any effect damage from spells or area effects that involve energy like fire is converted into MP. Also you can shapeshift into any living form. You have your stats as they are there. That lasts for 1d8 rounds in battle or unlimitedly outside of battle.

  You create with enhanced gas effect as you think to create awareness. This awareness is where you perceive animals or thought. That means you understand what is needed and do what you need to do, thinking to get a result of what you desire. You can change the mind of the target, so he or she agrees with you. You can speed yourself up by 10'. Basically, you toughen yourself by adding +70% health and +4 to all core stats. Think and you know what to do.

Goto top
Ninja mage technician abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Special weapon (ex); the special weapon is the one you choose to use. If you use a weapon you get +3 to the attack and damage rolls.

  Time (ex); Time is used as an element..you can set the time by focusing on making it faster or slower. Add +1d6 actions per round. Otherwise you can make something happen when you need it. This is done by stating to the dm/gm of what you intend.

  Luck (ex); You get lucky as you find a few good luck pieces. Add +10 luck.

  Ninjaing (Ex); This is where you ninja things or take things, that you claim are yours until a point is made otherwise. This is where you say something else and don't get caught. That works as you think of the idea, state it and distract the person's thoughts. This works to make them think something else. If they don't think of the trouble, they won't think of you and your situation.

  Disguise (Ex); This is ninja skill to cast forth illusion and fool the senses by alteration. You can get an effect of seeming to be someone else, simply by changing the voice or altering your appearance. Add +2 ranks to your disguise skill.

  Focused attack (ex); Due to practice and focusing upon the task. You get a +5 to attack rolls.

  Sensing (Ex); The sense you have is there by the spirit. So the soul sense what the spirit knows by realizing the things that exist. You can see what's right and wrong or sense what's wrong. Also you know what is what, so you know the special properties of things.

  Exchange (Ex); This is where you choose one thing to get and out of two items you don't get the other item or idea.

  Assassination (Ex): Melee or close range weapons have a chance to inflict 3x damage. This happens on a rolled 15 or greater on a luck check of rolling 1d20+luck.

  Memory trick (Ex); This is where you either remember by focusing on knowing the idea and it comes to you from your soul insight. Otherwise you can choose to forget it, where you think of things and remeber what you want of those points or ideal expressions. Add +2 to Intelligence.

  Deciphering (Ex); This is where you translate in an instance what the idea, spoken point or writing means.

  Reward (ex); This is where if you do a good job at making knowledge known, you get reknown or thought about with fame. Add +2 to charisma.

  Reform (Ex); This is where you create with energy and cause reform of something. Think of what you want changed and its reformed quickly into that shape you may need. State to the DM/GM what you intend and with what ability to make this work in DnD by the subconscious mind.

  Long range (Ex); This is where you do a gated effect of something you want upon the target. This is where you think of an oval opening in the air and it opens up by thinking it goes to the area you want effected with a frequency brought up by the subconscious. You can use any ability with the gate causing it to effect as though nearby the target, instantaneous. Think and possibly weapon attacks can be done as well. This works with a flash of light and thought to do things. As you see, the subconscious causes a wormhole that can shift things by feel. The entrance is the gate opening here, and the exit is wherever you need it to shift you or things to by feel that you think to goto.

  Energy form (ex); At level 20, this is where the body turns into energy and can form itself anywhere. The items it has is changed into energy as well. The arms can extend themselves beyond normal length, and it can change into any form. The equipment phases itself to a dimension of holding, only to reform itself around or on the character as you focus it to be there.

  This means it can change its shape and keep its stats, except for height and weight. It telepathically speaks and appears to speak normally. It eats or drinks by absorbing the substances into itself as energy. It toughen up as it gains +60% health and improves itself with +5 to all core stats.

Goto top
Chemist abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Identitify (Sp); This where you can identify the substances that are there, know how to handle them and know what special properties of the item there is to know.

  Chemistry and Alchemy (ex); this skill is where you think of what you need and find the necessary ingredients, you can make gold, drugs or any other material or chemical reaction. That's with thinking to mix the ingredients you need to create a result, that can be unexplosive until you need it to explode. There is a 50/50 chance of explosion, roll a 1d100 and get a 51 or above to not have explosion. However, you know of what is needed and can mix the right ingredients for the immortality potion or whatever alchemy you do, you know the immortality potion is lead, mercury and gold. That admixture causes agelessness. So you can even coat the weapon in deadly substances that could kill on impact. The effect lasts for 1d6 rounds in combat or unlimitedly outside of combat. This is with damages or healing of 1/4 the health. Think and you know of the possibilities. Also, if you make chemical mixtures and put them in cappable bottles, you can create alchemist fire. So you really need a mixing bowl and flasks to put the mixture in. That's about it for alchemy, I hope you enjoyed this idea. There is more to come along.

  Potion making (ex); This is where you can make a potion out of ingredients mixed with water and optional is the rite with it. This produces as though psychic effects, the effect of what you want as you know what to mix and get a good result. The effect lasts 1d6 rounds in battle and upto constitution mod + 1d10 in hours outside of combat. This is with damages or healing of 1/4 the health. If you think about it, then you can create potions and put them in bottles so all you really need is a mixing pot for the potions and the cappable bottles to put it in. Whatever the case, enjoy yourself and do what you can.

  Hand potion (Ex); This is sipping your own charged energy where you think of the effect to create, then imagine or envision the idea being created and make a fist with the thumb pointing out as though a "straw" that you drink with the fist as a cup. Mimick drinking and you get the effect. That is instant and done as though you made the potion and drank it. The effect lasts for 1d6 rounds in combat or unlimitedly outside of combat. This is with damages or healing of 1/2 the health.

  Acoustic hypersonic chemistry (ex); It is using sounds and frequencies to do what you want. See to use this as it can break things down into its component parts. See basically toxic chemicals are dumped into a supersonic tub, then it scrubs the chemicals apart into basicer compounds.

  Carrol's spell prayer (Sp); This is where you think to pray to the God you follow after finding a holy symbol or symbol that you hang around your neck, place Holy symbol or holy item on your character sheet item list. Then you create an effect, that's done by holding a symbol or item around your neck. Think to focus your energy and you state a verse, thinking to reflect on what you need and call upon the deity to manifest an effect. This verse can be said like, "Oh God, I command thee to create what I need, I need money." then money shall be manifested. Otherwise, think to turn and slay undead, "Oh god, you may notice the undead nearby, turn them and slay them where they are." Then, the undead will be turned and slayed. There really isn't much more to that for carrol's spell style.

  This is a work in effort, so the last two spells are unique to journey quest. They are, "Oh god, heal this person of any illness and disease..", for healing the sick and thinking your prayer as you hold the item around your neck as though a holy symbol. Like hold the symbol, think "I call upon the area a guardian angel to serve my will." That is needing your God to cause a guardian angel to come and attack the target or defend you. So you see, this is a work in progress as it can bring forth animals or angels. That have your stats and 100% health, except for the height and weight. As animals will be with height and weight according to what they are formed as and angels will have energy bodies.

  Luck boost (Sp); The luck of the moment is what you think it is by feel or bad things not being done. You either flip a coin to be heads or pick up a coin showing heads and you add +6 luck that lasts a day. You may do this twice per day.

  Greater yield (ex); Think to effect more damage or healing, this is done by adding in focused energy to create what you want. Add your focus ranks to the effect damage or healing amount.

  Pay off (ex); This is where you think of things then and you create with work a higher pay. As though you were guaranteed a better job or holding out for the idea, you get a better idea of what is possible..this happens for you know when or how things exist.

  Dead on (ex); This is where you focus on the target and get a hit easily if you intend it. The attack roll is with a +4 to hit.

  Rainbow energy body (Ex); Pick at level 20 if you haven't already done so the energy body feat and greater energy body feat. Aging stops because your immune to aging and you see what's possible, so you figured out the 7 rays of energy color. Then you break your body into a rainbow energy formation, that is immune to physical attacks and absorbs what energy is sent to it. So the character can create its own effects using that energy. As it does this, your character increases its core stats by +4 and adds +60% health.

Goto top
Geneticist abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Genetics (Sp); Think on a purpose for what you want and you create the result, then you create a set pattern in genetics of the body through the chromosomes and dna helixes. This pattern shows itself that you set, this is done by created body parts or idea that you would want noticed like gray skin or an extra toe. The subconscious sets the moment in time that the target changes, that is used by the body as though it were almost instantly changed.

  That is with a point where the target is changing at the moment's notice. So this effect is instant with a very good feeling that makes you want the change. This is where your used to it, so you won't mind it, think and you know what to do. Otherwise, you don't think of the change, until pointed out. Then, you can decide if you like it or not, as it serves a purpose that you want it for by feel.

  That's the idea you want as thought or spoken points and needed to occur to cause the change. If not needed, its not done and the body reverts to its normal as stored in the rna genetic pattern. What happens is the rna info reencodes the cells and the body becomes what it was born with naturally. So you see, it is possible to change the celllular dna pattern, you have to focus though and this change once started is there until not needed. If it isn't needed and wanted elsewise, the subconscious changes you back. This can confuse and daze the target and lasts for 1d6 rounds in battle or unlimitedly outside of battle.

  Knowing (Ex); You know what is what and can do things to deal with it or work with it. You figure out whatever the special properties of the item is there by feel.

  Memory improvement (Ex); This is where your memory improves with ingestion of curry powder mixed with water. You create with an idea to make things work by feel. Add +4 to intelligence and the arcane skill ranks.

  Karma strike (Sp); This I think is a point that is done if something is done to you, you can do something to them unerringly. This in damages or healing amount is 1/4 the health that is removed with damages or increased to full health if healing.

  Luck (Ex); You find a special luck piece worth 7 luck. Add "Special luck piece .5 lbs" to your inventory or bag of holding. Add 7 to your luck stat.

  Genetic change (Sp); This is done by a touch or imagining a psychic touch where you gain their genes, similar shape and know-how. Then there is the effect of some changes for a genetic body change you want, this works as you think of the change to make then eat or drink something. The energy of the substance with your idea programming its energy will make the change of genetic patterns, you then change by feel into what you intend to be by feel. This can cause pain and distract the target for 1d6 rounds in battle or unlimitedly outside of battle.

  True genetics (Ex); This is where you change the body to create what genetic pattern you want to create, that's where you state the genetics you want as you think the creator or God sets the dna that in idea you want to set. This is used in idea, where you think about the change and it happens as though a true genetic pattern being invoked by statement that it is there and active. This can distract the target for 1d6 rounds in battle or unlimitedly outside of battle.

  Body adaption (Ex); The body due to energy at level 20, that will create an improved formation. The body absorbs the energy cast at it and this can be used to make your own effects. Due to time use of this energy, you toughen if you want to go modern by adding +5 to all core stats and +60% health.

Goto top
Psychic doctor abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Psionic Combat Modes (Ex): At 1st level, a psychic doctor can choose to learn and do two at any time per day of the ten psionic combat modes. At any time after level 1, he or she can use any two additional psionic combat modes that are at will per day. They are chosen from the psionic power list at here.

  Medicine (Ex); You know what medication is useful and assign the patient what feels right to you. That they can get. Add 4 to your Medicine skill.

  Practice (Ex); This is where you create with the idea and make good results, that's by your practitioner medical efforts being done right. So add +3 to your dexterity and wisdom.

  Sure hands (Ex); This is where you check out the patient and think to work with the patients problems. In surgery, you have steady hands and you know what to do. Add +3 to your healing skill and +5 to your luck for being assured.

  Last ditch effort (Ex); This is where you think about a dagger that is spiritual, that you cut yourself with and open a blood flow spiritually. Then your energized and can create anything, that is an effect done by feel. When done, you imagine or think to mimick stiching up the wound, then stopping the spiritual blood flow. Then you are better and instantly recover spiritually. You recover your lost energy by eating or drinking and things are fine.

  Psychic hands (Ex); This is where you create by focus with a psychic pair of arms and hands that spiritually are there. The pain of use with them is there if you do use them. Also, you can create with an effect of lifting psychically, that's any weight or item that you want without using your normal two hands. Your brain guides your hands, the body acts as though a shock absorber to the pain it causes.

  Green bubble (Sp); Think to surround the target with a green bubble made from the heart energy. Then, you cause them to not attack or do things near you, that's as you can "seal" them away from reality. The point is expression you do, think about the changes you want then. So, you can cause them to think what you want, then make away with them doing what you intend them to do. That's what the effect really is about. Cast a green bubble, cause all offense to disappear, then you program them with suggestions.

  That means the suggestions you can speak, these suggestions are "transmitted" to the target through the 3rd eye, that's serving as instruction to the green energy. Otherwise, the green bubble prevents them from creating what they intend, that's mentally where its not done upon the physical plane. However, the reality they perceive as they are in the green bubble, this is whatever you want them to see. If you don't want them to see anything, then envision darkness and they see nothing but the void. See that uses the crown chakra energy to do this. This can cause your target/s to stop targeting you with psychic attacks as well. Surround the target/s with a green bubble and think to seal them away and they stop.

  Also, the green bubble can restore your health by 1/4 the full health added back to your stats on the character sheet by feel. If you want to know where the gated in energy comes from, its through use of the crown chakra. So that's how it works and all you need to do is suggest it to your dm/gm of what you intend this ability to do. Like, "I use the green bubble to create peace in the area on [say the target/s name here]." That's all for now. Oh yeah, this lasts for 1d6 rounds in battle or unlimitedly outside of battle until otherwise wanted. If not wanted, imagine or think that a energy needle pops the green bubble and it disappears.

  Herbalism (Ex); This is where you mix the right herbs with summoned by gateway water and sweetner, thinking of what effects you intend it to do. This effects better brain activity and what you think to create with the body. Any healing or damages can be done by this, that is where you create damage or healing of 1/4 the full health.

  Accupuncture (Ex); This is where you use thin long needles of light energy and create no pain or problems within the area. That's done by sticking them into the area that you psychically know where to put, thinking to ease the pains that you or they have. This works along the right meridian or energy center of the body..

  Psychic bomb (Sp); This is done 3 times per day, where you focus your mind and emotional feelings as you think it forms from energy, that's in the mouth as though a energy sphere. That is projected towards the target/s when you open your mouth. It fades away after 1 round in battle or 1 minute passes by outside of battle. That's if you hold your mouth closed. This energy bomb causes the target/s to not think and they stop what they are doing including collapsing to the floor. This can last up to 1d8 rounds in battle or unlimitedly until not focused to exist results. The psychic bomb does 1/2 health damage to the target/s mind and physical damage as well. This is done in effect and you are immune to this effect.

  Psychic energy being (Ex); This is where at level 20, you become an energy form and are aware of things that exist in life. You are unaffected by attacks and absorb the energy of the attack as energy you make use of with idea by feel. Since your aware of things, you become psychic in nature as though you knew everything. So everything you have, your able to shift it with you if you unform yourself here and reappear in the spirit realm. If you reappear in the physical plane, then you can shift it to where you are in life.

  Basically, you can become immune to attacks of energy, that is done as you think to do things. That you wanted to have as though an effect. When you speak its psychic communication, the response back is then "heard" as though spoken to its target audience. The actual speaking mouth is illusion. Food and drinking you absorb the energy of the substance. So finally, you get a boost to your stats due to the energy, add +4 to your core stats and +60% health.

Goto top
Zelda royalty abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Decision (Ex); This is the executive decision, think about the idea and need it as you exclaim or tell about the point. Then what you say as a point is done, that's if your in need and it is done. Once only, add +4 to decisions skill and Intelligence.

 The effect (Sp); This can be used 3 times a day. Think of the idea, then it forms from thin air and void or gated in void energy to form the illusion that can disappear. This cannot be used for attacks, it can however be used to form forming real like items of energy and energy beings formed from thin air. So think of the use and you create with a will of your own. This happens in suppressed time, that was made suppressed by the subconscious to be finishing an activity in seconds. Enjoy yourself as you use this ability. Its at the DM/GM's discretion to allow this idea.

  Impervious (Sp); This can be done 3 times per day. You make whatever you want happen and your iumpervious or immune to energy as its effects what you don't like. You basically become immune to corruption itself. You are effected by healing and anything you want to be effected by, however, so you aren't immune to everything.

  The point (ex); The point is an exclamation, otherwise its a concept. This is where you are going and creating with energy that you gate in so you realize by mental recreation what is what. Think and you know about the moment, this moment you know by the soul realization. That is where you know what the special property is on what is there. This is used by stating to the DM/GM that, "I know the point of [name what you want to know..]" and the DM/GM tells what it is.

  Reform (Ex); This is where at level 20, you create a figure in your heand and your body becomes the form you think about. You can be any form as your energy and as an energy form you create the idea from your God reforming you. Think about it, what you think and need heard is heard. This is as though you spoke it. Your items shift with your will into a dimensional space and back again if needed. Eating and drinking you "absorb" the substance's essence energy as you think about it. Any weapon attack your immune to, that's as you can sense it coming and turn into energy so it phases right through you. Then change back into some form as the attack is done. Any energy attack towards you is absorbed, this is done as it absorbs the energy so the body uses it to create its own attack back. You toughen, so add +4 to all core stats and +70% health.

Goto top
Physical blood mage abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Luck (Ex); Due to the power of your lucky piece you find you can add to your inventory, you increase your luck by 5.

  Psychic (Ex); Think of the moment or idea and you know what you need to know about the point or expressed idea using your pinneal gland. Also, you are psychically guided by your God or the spirit to get things done right in idea.

  Blood being (Sp); This can be cast 3 times per day, what it is is summoning a blood golem. The golem can deal 3d10 per every 3 levels of the caster in damage. Its speed is 30' per minute. It has 100% health and can be unsummoned by dismissing it. It disappears and harmlessly can no longer do damage. However, when summoned, it can do your need as you think of them. Up to 3 golems can be summoned without going losing control of the golems. If defeated, the golem disappears harmlessly in the air.

  Blood deity (SP); This summons by a drop of blood a God made of blood. Namely the blood god. This God is neutral and serves your purpose, wherever you want it served. It can be anywhere. This god has 200% health, 30' per minute speed and your stats otherwise. This god can even deter attacks as well.

  Hemomancy (Ex); You can do this effect anytime you want a blood result. This is genetic blood dwielding or energetic genetic blood dwielding where you focus upon the blood and think of what you want to create. Hemomancy is the use of magic for manipulating the blood of oneself and others. A wizard who practices Hemomancy is known as a Hemomancer. This is the magic of blood, the power to control both your blood and the blood others, to create weapons of blood, to use others blood to heal, to use your own to poison. You master it by feel. Only once, add +5 to your focus and concentration ranks. So think of where you want to use blood effects. You can get 1/4 the health of the target with damages or healing by this idea at levels 1-10 and 1/2 the health in damages or healing after level 10. However, it can last up to 1d8 rounds in battle or unlimitedly until not wanted outside of battle. You could force the target to do what you want, otherwise be peaceful and not fight with the power of blood.

  Blood drugs (Ex); This where you create with blood energy the drug you want, that's as though it directly formed in the blood stream. You get full effect, and it fades away after 1d10 hours outside of battle and 1d6 rounds in battle..

  Accuracy (Ex); This is where you create a strike with accuracy using the blood energy to help guide your blow, thinking about the idea to hit and then striking with a weapon. Add +5 to your attack rolls.

  Spells (Ex); You can choose any 1 spell to do per each action. This is using an idea in itself, that's done by summoned energy and programming it to do the idea. This means you can choose a stone soup spell and get it off by focusing it to exist. Its what is written that is created as you need it to be there, think and it effects the target that you intend it to effect. It only effects you if you want to be effected. Here at https://www.dnd-spells.com/spells is DnD spells. Here at http://crawl.chaosforge.org/List_of_spells is the the dungeon crawl's list of spells.

  Blood drive (Ex); This is where you create with blood energy, that is gathered from others as well as yourself. Add 50% energy and health.

  Blood transformation (Ex); You at level 20, transform into a blood being. You are pure blood energy in a living form. You can do all you normally can do, all except piss and shit. You no longer need to do that. However, you can also reform yourself, your shape changes to your will. Any item is there where you think it is. You can in phase into energy form, otherwise phase yourself back into immortal body formation. In-phase, all attacks that are physical pass through you. All energy attacks your body absorbs, that's as though an energy it can make use of with idea by feel. You can use the energy you get as well as the energy you have to attack with by feel. The damage/healing you can do is 1/2 the health taken from or given to the target. The transformation toughens you, so add +5 to all core stats and +60% health.

Goto top
Con Artist abilities

  If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. so for a diceless system, think to use a total effect like this, for 4d10+8=4*5+8=28 points or seconds/minutes duration or 1d20+skill rank=10+5=15 and above for success and no dice roll. Feel free to make use of the cut straws, that is where the shortest or the longest straw is success. However if you need to do a roll, then use the focus skill check with a 10 or above for success.

  Money (ex); The money you spent or spend is gotten back with 2 or 3 times more received. No matter what the case.

  True making (Sp); This is cast at will anytime, where you cause by magic the idea you speak or have as an object, thinking to become true. This can cause lies to become truths and fake objects to become real. Think of what you want with this, though thought is a point in itself.

  Luck (ex); This is where you find a heavy Lucky piece weighing 2 lbs and create your own luck by thinking of luck as you hold the luck piece. That is worth 10 luck. Add 10 to your luck stat.

  Instant refresh (sp); Instant refresh is cast at will when you need energy. This is where you act normal and think you got enough sleep and your soul makes it seem to happen, that's done as if recharged from the creator himself. Make your MP amount 100.

  Bluff boost (Ex); This is where you get a boost in your bluff or lying skill by practice. Add +5 to the bluff, Connive and if there, lying skill ranks.

  Believability (Ex); This is where you get believed to be someone, who knows things or are believed to be important to the target. Then by speaking what you want, you create with an idea and make a result occur of what they do. This is with a 50% chance of success, so roll a 1d100 and get a 51 or above to check if they believed you.

  Transference (sp); This can be done 3 times a day without resting. This is when you focus on the attributes you want from the target or targets, then state that you, "I transfer the attributes of [name the attributes you need]." The subconscious does through the energy consciousness the transfer, that can include thought, energy or health. Then its done. You can transfer in energy or health the amount of 1/2.

  Give in (sp); This spell can be done anytime and that is where you cause the target or targets to give in to your will. Thinking towards them to do what you want as a need. They give in by the feel from the thoughts you project towards the targets. All you need to do is think or say, that idea you need them to do. So its think about it and they do it.

  Enhanced form (Ex); This is where at level 20, you create by energy an improved shape and toughness with enhancements to your abilities. You are energy, so you can phase in and out of existence at will. Where you go is up to you, as though an energy realm existed for you to exist in by feel. When your phased in you are an energy body. That creates energy effects, think of what you want to say and this includes speaking as though telepathically. The effect is then where you don't need to eat or drink unless you just want to, and then you absorb the energy of the substance. You absorb any energy up to the amount cast at you to use as you want. However, you are aware of everything and create calm where you think to be. Magical weapons can still effect you phased in. Phased out, you aren't effected by attacks and absorb energy from the creator to do what you want.. You add +60% health and +4 to all stats.

Goto top
Skyhawk

Contributors:
Zackal, SH and Lance Mailstrom
Source:
Chaos Magic for nonlethal magic system
d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.
OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
"ARS_Magica" Book by Judith Tarr