Splinter Angel

Abilities and such



Race:

Outsider, Summoned (Human aspect): You are a creature from outside of this plane of existence, summoned for a specific purpose. You may or may not be bound to do your Summoner's bidding, or to perform a specific task. You are physiologically indistinguishable from a Human, and any inspection save for particularly powerful inspection abilities or spells will return you as Human.

Class:

Class: Guardian Angel (Paragon): Due to your exceptionally high moral standards and willingness to sacrifice for the sake of the well-being of others, you have become a paragon of selflessness and devotion. You are devoted to one or a small group of individuals, and none shall harm them so long as you draw breath. Special: As a reward for your self-sacrifice, each Attribute's base value increases by 1 for every level you gain in this Class.

Attributes:

Strength: Affects the maximum amount of force your muscles can generate.

Endurance: Affects your ability to maintain physical exertion, as well as your ability to stave off the effects of hunger, thirst, and exposure to the elements.

Vitality: Affects your ability to withstand physical harm, disease, and poison, as well as your ability to recover from such effects.

Agility: Affects your general ability to control your body, as well as your ability to track your body's relative position in space.

Dexterity: Affects your hand-eye coordination, as well as your ability to perform single or multiple simple or complex actions with one or both hands.

Perception: Affects your ability to sense and interpret stimuli of any kind.

Acuity: Affects your clarity of thought, your mental quickness, and your ability to keep track of and order information.

Willpower: Affects your ability to resist your own impulses and external manipulation, as well as your ability to resist mentally harmful effects.

Charisma: Affects your force of personality, as well as your ability to recover from mentally harmful effects.

Connection: Affects the strength of your connection to the World Soul, as well as your ability to draw on and manipulate that connection.

Skills:

Social

Acting: Improved believability per level when trying to pass yourself off as a different person, or when acting out a scenario for others.

Charm: Improved ability per level to convince others or to improve their opinion of you, through speech, text, or body language.

Command: Improved effectiveness per level when issuing commands, through speech, text, or body language.

Deception: Improved ability per level to deceive and misdirect, through speech, text, or body language.

Intimidation: Improved ability per level to bend people to your will through fear of reprisal, through speech, text, or body language.

Negotiation: Improved ability per level to improve the terms of deals and agreements, so that they are more favorable to you.

Sense Motive: Improved ability per level to read the intentions of others, in speech, text, or body language.

Teaching: Improved ability per level to impart knowledge and skills to others, in such a way that they understand and retain them.

Survival

Camping: Improved ability per level to find an appropriate campsite, organize a camp, and set up shelter.

Harvesting: Improved ability per level to successfully identify and harvest the correct parts of plants, creatures, and mushrooms.

Herbalism: Improved ability per level to find and identify known plants and mushrooms, and to determine the properties of unknown ones.

Stealth: Improved ability per level to hide, to move without being detected, and to conceal items or other willing creatures.

Tracking: Improved ability per level to find and follow tracks.

Combat and Weapons

Axes: Improved ability per level when attacking or defending with axes.

Blunt Weapons: Improved ability per level when attacking or defending with blunt weapons.

Crossbows: Improved accuracy and ease of operation per level for crossbows.

Defense: Improved ability per level to determine how best to deflect or avoid an incoming attack.

Long Blades: Improved ability per level when attacking or defending with long bladed weapons.

Short Blades: Improved ability per level when attacking or defending with short bladed weapons.

Shields: Improved ability per level when blocking or deflecting incoming attacks with a shield.

Unarmed Combat: Improved ability per level when attacking or defending using hands, feet, knees, elbows, or any other body part, as well as when initiating, holding, and trying to escape grapples.

Magic

Shaping: Improved finesse and ability per level to create and maintain constructs when Shaping.

Channeling: Improved finesse and capacity per level to transfer mana from one external source to another, and to convert mana from one alignment to another.

Miscellaneous

Inspect: Improved ability per level to determine the Race, Class, and levels of another creature, as well as their threat level, if any.

Abilities:

Hidden Class (Guardian Angel): This Class may be hidden from inspection. While hidden, the related Class levels will be shown as belonging to another Class appropriate to you. This ability can be disabled for any and all other individuals as desired. Note: This ability is ineffective against particularly powerful inspection abilities or spells.

Devotion: You are devoted to one or a small group of individuals. You are always in a Party with the objects of your devotion, and can sense their direction relative to you and their general condition. You gain extra Growth Crystals when defending an object of devotion. These Growth Crystals are bound to you, and cannot be traded. You cannot willingly allow your objects of devotion or members of your Party to come to harm. If you have no object of devotion, you can bond with an individual by swearing your life to them. This bond can only be broken by your death or theirs, or if they formally dismiss you. You can have a maximum of CLASS LEVEL/5 + 1 bonds. Maximum number of bonds increases with Class level. Current objects of devotion: Anastasia Cole

Guardian Angel: While within CLASS LEVEL feet of an Object of Devotion or a member of your Party, you can absorb any harm meant for them, including magical or physical attacks or poison. While fighting to defend an Object of Devotion or a member of your Party, the base value of each Attribute counts as CLASS LEVEL points higher. All values increase with Class level.

Danger Sense (Special): You have a subconscious and supernatural ability to sense when an object of your devotion or a member of your Party is in danger, so long as they are within CLASS LEVEL x 10 yards of you and the origin of the danger is within CLASS LEVEL feet of them. Ranges increase with Class level.

Companionship: Your presence lends strength and comfort to those under your protection. As long as an object of devotion or a member of your Party is within CLASS LEVEL x 5 feet of you, they recover more quickly from fatigue, mana depletion, and injury. Range and effect increases with Class level.

 

Public message:

Companionship: All Party members within CLASS LEVEL x 5 feet of you recover more quickly from fatigue, mana depletion, and injury. Range and effect increases with Class level.

Champion: Your presence brings courage and confidence to those under your protection. As long as an object of devotion or a member of your Party is within CLASS LEVEL feet of you, their effective willpower counts as CLASS LEVEL points higher when resisting fear and intimidation. They may also add the effects of your Charm and Intimidation skills and associated Perks to their own, against hostile creatures. Range and effects increase with Class level.

 

Public message:

Champion (Anastasia Cole): All other Party members within CLASS LEVEL feet of you count their effective willpower as CLASS LEVEL points higher when resisting fear and intimidation. They may also add the effects of your Charm and Intimidation skills and associated Perks to their own, against hostile creatures.

Bastion: Your very existence is a source of strength to those you hold dear. Your objects of devotion and members of your Party count their effective Endurance and Vitality as CLASS LEVEL points higher for all effects except Enhancements. They also benefit from your Endurance and Vitality Enhancements, if any. Effect increases with Class level.

 

Public message:

Bastion (Anastasia Cole): All other Party members count their effective Endurance and Vitality as CLASS LEVEL points higher for all effects except Enhancements. They also benefit from your Endurance and Vitality Enhancements, if any.

Wings of Glory: For a short time, you may manifest a pair of ethereal wings. These wings are fully functional and may be used for bursts of speed or sustained flight, but have no physical presence. So long as these wings are manifested, your objects of devotion and Party members who have seen you bear them are immune to the effects of fear and intimidation. Once the wings fade, you will need a significant time to recover before you can manifest them again. Duration increases and recovery time decreases with Class level.

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Enhancements:

(Agility 25) Combat Acrobatics: You have come to rely on your mobility in combat, for both offense and defense. When in combat, you have greatly increased control of your movements when both your feet are off the ground.

(Charisma 25) Arresting Gaze: there is something about your eyes that others find fearsome or alluring. When you lock eyes with another creature there is a chance that they will hesitate, allowing you to seize the advantage. Effect depends on your Charisma and the opposing creature's Willpower.

(Endurance 25) Indefatigable: You have shown a remarkable ability to just keep going. As long as you keep moving, you can ignore the effects of fatigue. Note that this does not cancel the effects of physical exertion on the body.

(Vitality 25) Fight Through: You have never been one to let pain or injury stop you from fighting back. So long as you are in combat, your ability to resist the debilitating effects of pain and blood loss is greatly increased. These effects resume as normal once combat is over.

(Strength 25) Unbreakable Grip: Once you latch on you are almost impossible to dislodge. Your effective Strength when gripping or grappling is greatly increased.

(Dexterity 25) Twist and Lock: You are an expert at maneuvering your opponent through throws and joint locks. Your effective Dexterity when attempting to grab or manipulate an opponent in a grapple is greatly increased.

(Perception 25) Keen Hearing: Your sense of hearing is far beyond that of most mortals. Your effective Perception is greatly increased for the purpose of hearing, both in volume, pitch, and clarity.

(Acuity 25) Split Focus: You are able to concentrate on multiple things at once. You may apply your full Perception and Acuity to one additional item at any given time.

(Willpower 25) Fearless: The prospect of pain, loss, or death will not stop you from doing what must be done. You still experience fear, but may ignore its inhibitory or debilitating effects.

(Connection 25) Connected: You have established a connection with at least one divine being. Deities may now contact you directly, even if you are not touching their altar, or on ground consecrated to them. The cost to the deity decreases based on your Connection and on how devoted you are to them.

(Agility 50) Perfect Balance: Stumbling and falling over are for people without perfect awareness of their own body. No matter your position or posture, unless you choose to or are acted upon by a significant outside force, you will always unconsciously find and maintain your balance.

(Vitality 50) Panacea: Your flesh is anathema to anything which might corrupt it. Sickness, rot or poison, natural or otherwise, from within or without — none will find any purchase in you.

(Charisma 50) Honest Face: You're trustworthy, a straight shooter who believes that honesty is the best policy — or at least, that's what people think. Until given a reason to think otherwise, people you interact with are much more likely to believe that you are being honest with them.

(Strength 50) Hammer Blows: Nails, doors, faces… With mitts like yours, who needs a hammer? Your Effective Strength when striking with any part of your body is greatly increased, and your unarmed attacks count as Blunt Weapons for the purpose of activating Perks.

Perks:

(Unarmed Combat 5) Iron Body: Your body is hardened from giving and taking blows in unarmed combat. Your base Strength, Endurance, and Vitality are each increased by SKILL LEVEL/5. Values increase with Unarmed Combat Skill level.

(Intimidation 5) Predator: You exude an aura of danger and violence. When using the Intimidation Skill, your Charisma Multiplier is treated as though it were SKILL LEVEL/5 Step higher for body language and other non-verbal cues. Values increase with Intimidation Skill level.

(Acting 5) Inscrutable: You are a master of keeping your emotions to yourself, showing the world the face you wish them to see. When attempting to convince others that your feelings are anything but what they truly are, your Charisma Multiplier is treated as though it were SKILL LEVEL/5 Step higher. Value increases with Acting Skill level.

(Charm 5) Motivational Speaker: You are skilled at motivating others to do what is necessary or helpful. When using the Charm Skill to motivate others to act in their own best interest, your Charisma and Acuity Multipliers are treated as though they were SKILL LEVEL/5 Step higher. Value increases with Charm Skill level.

(Negotiation 5) Big Stick Diplomacy: Getting what you want in a negotiation is much easier when the other party fears you. When using the Negotiation Skill, your Charisma Multiplier is treated as though it were SKILL LEVEL/5 Step higher. Values increase with Intimidation Skill level.

(Sense Motive 5) Kinesics: You are skilled at reading the body language of others. When using the Sense Motive Skill to determine the mood or intentions of another person based on their body language, you Perception and Acuity Multipliers are treated as though they were SKILL LEVEL/5 Step higher. Value increases with Sense Motive Skill level.

(Command 5) Lead From the Front: You are not one to sit back in safety as others risk their lives, carrying out your commands. You're right there in the thick with them, and your presence is a source of strength and confidence. When leading others directly in combat, your Charisma Multiplier is counted as SKILL LEVEL/5 Step higher, and everyone under your command counts their Willpower Multiplier as SKILL LEVEL/5 Step higher as long as they can see or hear you. Values increase with Command Skill level.

(Blunt Weapons 5) Bone Breaker: When you strike, you do so to maim or kill. When using the Blunt Weapons Skill, your Strength Multiplier is treated as though it were SKILL LEVEL/5 Step higher for the purpose of penetrating armor and breaking bone. Value increases with Blunt Weapons Skill level.

(Shields 5) Repel: Where some may use their shields to deflect or redirect blows, you prefer to stop them with brute strength. When using the Shields Skill to reflect the power of a blow back into your attacker, your Strength Multiplier is treated as though it were SKILL LEVEL/5 Step higher. Value increases with Shields Skill level.

(Unarmed Combat 10) Close Quarters: The clinch and the grapple are your domain. This is where you're at your best, where you truly shine, and where others should fear to tread. While in combat, as long as you are in prolonged physical contact with an opponent, your Strength and Dexterity modifiers are each treated as though they were SKILL LEVEL/5 Steps higher. Value increases with Unarmed Combat Skill level.

(Command 10) Unity of Purpose: A divided fighting force is no fighting force at all, but a rabble. For the purpose of commanding unit cohesion and trust between those you command, your Charisma modifier is treated as though it were SKILL LEVEL/5 Steps higher. Value increases with Command Skill level.

(Inspect 5) Breakdown: When Inspecting a creature with Class levels, you learn all Classes they have, as well as the number of levels in each, listed in chronological order.

(Axes 5) Cleaver: The purpose of an axe is not to cut flesh, but to split armor and bone. When using the Axes Skill, your Strength Multiplier is treated as though it were SKILL LEVEL/5 Step higher for the purpose of penetrating armor and cleaving bone. Value increases with Axes Skill level.

(Crossbows 5) Quick Shot: Quantity has a quality all of its own, and you don't need to be the best shot when you can take the most shots. While cocking and aiming a crossbow, your Strength and Dexterity Multipliers are treated as though they were 1 Step higher. Values increase with Crossbows Skill level.

(Stealth 5) Forest Step: You have become skilled at making no sound, and leaving no trace. While moving through any heavily wooded area, your Agility Multiplier is treated as though it were SKILL LEVEL/5 Step higher for the purpose of remaining undetected. Value increases with Stealth Skill level.

(Intimidation 10) One Against All: One or a hundred; you will stare them down all the same. When using the Intimidation Skill while outnumbered, your Charisma Multiplier is treated as though it were SKILL LEVEL/5 Steps higher. Value increases with Intimidation Skill level.

(Shaping 5) Alter Self: Many focus their Shaping on the world around them, be that nature, friend, or foe. You instead choose to focus inward. When performing a Shaping which targets only yourself or your held or worn equipment, your Connection Multiplier is treated as though it were SKILL LEVEL/5 Steps higher. Value increases with Shaping Skill level.

Achievements:

Hunting Party I: While in a Party, slay an opponent with a threat level of Serious or higher to the highest-level Party member.

Hunting Party II: While in a Party, slay an opponent with a threat level of Considerable or higher to the highest-level Party member.

Benefit (cumulative): 5 Advancement Points

Party Delver I: In a Party, clear your first Delve.

Benefit: 2 Advancement Points

Skilled I: Gain 50 total levels across any number of Skills.

Skilled II: Gain 50 total levels across any number of Skills.

Benefit: Further increase to Skill leveling speed.

Commander I: Command at least 20 individuals at one time in battle.

Commander II: Command at least 50 individuals at one time in battle.

Commander III: Command at least 200 individuals at one time in battle.

Benefit (cumulative): 10 Advancement Points

Death Dealer I: Kill no less than 20 sapients.

Death Dealer II: Kill no less than 50 sapients.

Death Dealer III: Kill no less than 100 sapients.

Benefit (cumulative): 10 Advancement Points

Underdog I: Kill no less than 5 times your own Class Level's worth of enemies in a single combat.

Underdog II: Kill no less than 10 times your own Class Level's worth of enemies in a single combat.

Benefit (cumulative): Moderate bonus to overall toughness.


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