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War Maiden
The War
Maiden profession is a class of Holy sisters that are not just shrine maidens
but warriors as well. This combines the power of a warrior and a cleric making
them a deadly foe against men and undead. Though only women can be of the order
of the War Maiden it is still the ideals of the shrine Maidens, female Clerics
of Negocia, that women are considered pure in consideration of man’s world.
The War Maiden brings fourth her fury and might wielding her Signet War Maiden
Hammer blessed by the Shrine Maiden’s of their temple. The hammer has been a
sign of God’s Might as well as their power versus evil since the fall of man
in their country. Regardless that there are men in Negocia the War Maiden has
accepted many as the Ranks of Clerics to further define their ranks. As a War
Maiden it is their duty to smite evil and the impurities of the world. Though
few of their order can be considered Rebels there are almost none who are evil
or villainous.
Benefits>
War Maiden’s gain some basic Cleric and Warrior abilities as well as their
Signet Hammer. The 2d10 Hammer must be submitted in an email with at least a
paragraph of how your War Maiden achieves this gift under her training as a War
Maiden. Also only females can take this profession. Aside from that there are a
few Warrior and Cleric Benefits a War Maiden can use.
Rise
from they Grave>
Only those of Clerical Powers can raise a player or target from the dead.
However the target must have been dead with in recent time and not a death long
ago. For Examples to Raise a Dead Character with in a time limit a person just
dead in an adventure should be brought back or at the end of the Quest they
would suffer what is on the Death Page. No Cleric of any order can bring back
something long dead since it would be seen as heresy unless they follow the
order of Cain or Kudos.
Turn
Dead> A Cleric of
Good Alignment can turn dead and banish them back to their grave or send them
away from his site. The Cleric of good alignment must make a Spirit Roll d20 and
score under their Spirit to turn a target undead away. However the strength a
Cleric has in banishing or turning dead is based on the target’s spirit and
since undead do not have a high spirit most can be turned unless stronger than
the cleric. Only Half Vampires and Vampires are immune to the Turn Undead
ability. Also Criticals are reverse in this ability roll where a 1 is a Crit
Fail it is an automatic success and a 20 is a Crit Success it is an automatic
fail for the good Cleric.
Increase
Hp> A Warrior
always will have a +20 Hp regardless if they reached the max of their Health
Limit. Warriors are known to last just a little bit longer than most people
because of this extra amount of health.
Increase
D.Hp> Warriors
also have an increase D.Hp pool of +4 meaning it takes a lot more to take them
out than most people. This increase of D.Hp helps prevent them from being killed
in the last or final blow of an Attack and normally keeps them alive.
Abilities>
The abilities of a War Maiden consist of mix abilities of the Warrior and Cleric
profession making them rather unique abilities for their own class. However
unlike true Clerics they do not get divine choice of their god since the
requirement requires them to worship the Creator and Illumina. Their powers are
a blend of Clerical powers and a Warriors finesse making them deadly melee and
cleric combatants. A War maiden can only use her Clerical Powers Equal to her
Spirit and rolls her Clerical Powers exactly like a Cleric using the Prayer Roll
and Difficulty.
Healing
Touch> By praying
to their deity for Healing only a light align Cleric can heal her parties
wounds. This restores 2d6 +Spirit as Hp restored to the party and can also heal
one Status Effect if one of the Cleric’s allies is affected by an abnormality.
Cost>
20 Exp
Raise
Dead> There are
two functions for this ability depending on the Clerics alignment. For that Good
Aligned the ability allows them to make a Prayer Roll Difficulty 12 and if
successful raises an ally back to full D.Hp and Hp. The other allows a Dark
Aligned Cleric to raise an ally or target as a Animated ghoul that retains all
the powers and abilities of the person’s past form with the handicap of the a
Zombie’s Attribute and has 75% of its Max Hp, -2 Power, -2 Reflex, -6 Mind, -8
Spirit, and has Zero Social with a -1 to Movement. The ability lasts for the day
and a Dark Cleric can only raise one of these once a day.
Cost>
40 Exp
Exorcism>
The Cleric is bale to banish spirits or demons that have possessed a vessel or
an object. The Cleric makes a Spirit Roll and must score under their Spirit to
perform the Exorcism correctly. The Demon or Spirit must then make a Spirit Roll
Difficulty base on the Spirit of the Cleric or be banished from the area.
Cost>
30 Exp
Banishment>
A Cleric of any order can banish spirits and demons by blessing an area equal to
their Spirit in Movement. A Movement is 5ft if a Spirit of 10 is 50ft then from
the area around the Cleric the Demon or Spirit must be 55ft feet away or else be
Banished and return to the realm of their origin. This also works like a Bane to
keep Undead, Spirits, and Demons away from the Cleric. This lasts for about
hours equal to the Spirit of the Cleric.
Cost>
40 Exp
Sonnet
of Illumina> These
prayers are spell like and allow a good align cleric to learn five spells from
the Way Lighter magic domain. If any requirements are shown the Cleric must
fulfill those requirements before choosing the spells. Also Clerics of this
faith get the Smite Evil ability that
deals +10 Damage to those who are considered Evil. When this ability is learned
by the War Maiden the Signet Hammer is always blessed therefore gets the Holy
Property regardless if it is magical or not.
Cost>
100 Exp
Reflexive
to Combat> The
skill gives a Circumstance ability to a Warrior making them able to win all ties
on a roll base on Dodge, Attack, or Resist. For example a Warrior makes a Dodge
on a attack score of 18 or 20. If the Warrior can score the same number as the
opponent they win all ties. Also if the ability states that on a opponents score
the actions goes even if the score is the same the Warrior still wins ties.
Cost> 40 Exp
Shield
Guard> As an
Instant Action a Warrior may State “Shield Guard” At any moment when wishing
to prevent Damage. This avoids having to roll when desiring to block with a
Shield. However though it is instant the more frequent it is used more than
likely the Shield will be ruined if used often.
Cost>
30 Exp
Well
Endured> Endurance
is the key to some situations. When making a Charge or any Movement Action the
Warrior can move at great speeds being well endured to continuous actions. They
can add their movement to the total movement they wish to apply on any Movement
Action. Meaning if a Warrior runs and makes double his Movement of 4 he makes 8
Movement (Distance of 40ft) and being Well Endured can make a Movement of 12
adding his base movement to the Run Action increasing his distance to 60ft.
Cost>
30 Exp
I ntestinal
Fortitude> As a
Warrior grows in their training they are subject to many wounds and bruises in
battle. At some point the body learns to heal itself quicker closing wounds or
healing abnormal Status much quicker than normal. The warrior each round may
choose to Heal one Status Effect or Regenerate d4 Hp or D.Hp each Round. This
can be useful when they need it most.
Cost>
30 Exp
Natural
Brawler> When
attempting Punches, Kicks, throws, Throwing, Grappling, or using Generic Weapons
(improvised) a Warrior gets a Natural +1 Bonus to that action either to ATR or
to Damage.
Cost>
20 Exp
Natural
Athletics>
Regardless of the limit on the skill acrobatics the Warrior will always get a +4
Bonus to the Athletic Skill check Roll being well trained in the form of
Athletics. This is natural to them since most their young days learning to be
Novice Warriors taught them many athletics skills.
Cost> 40 Exp
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