Description :
Guardians are most often donned in great, heavy, thick armor as they are used to fighting the most vicious of beasts within the land. Guardians are born with the innate ability to masterfully control their divine powers. The juggernauts of this world, guardians stand front and center in any major conflict that merits their attention. Should help arrive, guardians take the brunt of the damage to secure their ally's safety. Large, powerful, and nearly immortal, guardians are seen as the greatest solders in the land.
Tier 1 :
Shield Level 1 (Once per scene) - Shield a target for 1 hp worth of damage.
Tier 2 :
Shield Level 2 (Twice per scene) - Shield a target for 2 hp worth of damage.
Tier 3 :
Shield Level 3 (Twice per scene) - Shield a target for 3 hp worth of damage. For every additional point spent on this ability, increase the shield strength by 2.
Tier 1 :
Reflective shield Level 1 (Twice per scene) - You may cast this ability on a valid target for a full round. If the target would take damage, the damage is redirected at you; you may reduce the damage based off of your resistances.
Tier 1 :
Divine Invincibility Level 1 (Once per session) - You become immune to all physical damage for one full round.
Tier 3 :
Divine Invincibility Level 2 (Once per session) - You become immune to all physical and magic damage for one full round.
Tier 1 :
Bonded Weaponry Level 1 (Static) - You may pick sword or shield when buying this ability. The chosen type can NOT be removed from your grip unless you want it to be.
Tier 3 :
Bonded Weaponry Level 2 (Static) - You may pick sword AND shield when buying this ability. The chosen type(s) can NOT be removed from your grip unless you want it to be.
Tier 1 :
Sentinel Level 1 (Static) - You gain +1 to block rolls but lose 1 die to attack rolls.
Tier 2 :
Sentinel Level 2 (Static) - You gain +2 to block rolls but lose 2 die to attack rolls.
Tier 3 :
Sentinel Level 3 (Static) - You gain +5 to block rolls but lose 4 die to attack rolls.
Tier 2 :
Fortified stance Level 1 (Static) - Gain +1 star to block rolls.
Tier 3 :
Fortified stance Level 2 (Static) - Gain +2 stars to block rolls. You must have bought Sentinel Level 2 to buy this ability.
Tier 3 :
Soul binding (Once, ever) - Bind to a target. The guardian can take damage the bonded target might take after resistances are calculated for the bonded target. This damage can be taken in as the guardian sees fit; the guardian can take 1 out of 7 damage, 3 out of 7, or all 7. This damage is NOT reduced by resistances/DR for the guardian.
Tier 1 :
Barricade Level 1 (Once per scene) - You may summon a 1x3 barrier with 3 hp, none may pass through except the caster. Arrows and magic do not pass through nor damage it; melee attacks damage it.
Tier 2 :
Barricade Level 1 (Twice per scene) - You may summon a 1x5 barrier with 6 hp, none may pass through except the caster and whom they allow. Arrows and magic do not pass through nor damage it; melee attacks damage it.
Tier 3 :
Barricade Level 1 (Twice per scene) - You may summon a 1x7 barrier with 9 hp, none may pass through except the caster and whom they allow. Arrows and magic do not pass through nor damage it; melee attacks damage it.
Tier 1 :
Guidance Level 1 (Once per session) - Whisper a goal before summoning this orb of light, it will lead you to your goal.
Tier 2 :
Guidance Level 2 (Twice per session) - Whisper a goal before summoning this orb of light, it will lead you to your goal. Additionally, it can find secrets within the area if asked.
Tier 1 :
Golem skin Level 1 (Static) - You may remove 1 max power and you gain 1 max life. (You must have the power to give up in order to buy this ability)
Tier 2 :
Golem skin Level 2 (Static) - You may remove 2 max power and you gain 2 max life. (You must have the power to give up in order to buy this ability)
Tier 3 :
Golem skin Level 3 (Static) - You may remove 3 max power and you gain 3 max life. (You must have the power to give up in order to buy this ability)
Tier 2 :
Immortal level 1 (Once per session) - If you would reach 0 hp from taking 13 or more damage in one round, you may reduce the damage to 0 and gain 13 hp.
Tier 3 :
Immortal level 2 (Once per session) - If you would reach 0 hp from taking 10 or more damage in one round, you may reduce the damage to 0 and gain 10 hp.
Tier 1 :
Unstoppable (Once, ever.) - You may spend a talent point in this ability, if you would die permanently, instead you don't; you gain 3 life. You can not spend more points into this ability if you would use it.
Guardians are most often donned in great, heavy, thick armor as they are used to fighting the most vicious of beasts within the land. Guardians are born with the innate ability to masterfully control their divine powers. The juggernauts of this world, guardians stand front and center in any major conflict that merits their attention. Should help arrive, guardians take the brunt of the damage to secure their ally's safety. Large, powerful, and nearly immortal, guardians are seen as the greatest solders in the land.
)(-~-+,._.,+-~-)( )(-~-+,._.,+-~-)( )(-~-+,._.,+-~-)( )(-~-+,._.,+-~-)( )(-~-+,._.,+-~-)( )(-~-+,._.,+-~-)(
--Guardian :
Number of tier abilities : 10/9/11
Tier 1 :
Shield Level 1 (Once per scene) - Shield a target for 1 hp worth of damage.
Tier 2 :
Shield Level 2 (Twice per scene) - Shield a target for 2 hp worth of damage.
Tier 3 :
Shield Level 3 (Twice per scene) - Shield a target for 3 hp worth of damage. For every additional point spent on this ability, increase the shield strength by 2.
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Tier 1 :
Reflective shield Level 1 (Twice per scene) - You may cast this ability on a valid target for a full round. If the target would take damage, the damage is redirected at you; you may reduce the damage based off of your resistances.
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Tier 1 :
Divine Invincibility Level 1 (Once per session) - You become immune to all physical damage for one full round.
Tier 3 :
Divine Invincibility Level 2 (Once per session) - You become immune to all physical and magic damage for one full round.
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Tier 1 :
Resilience Level 1 (Static) - Reduce physical damage by 1 after calculating defenses.
Tier 2 :
Resilience Level 2 (Static) - Reduce physical damage by 2 after calculating defenses.
Tier 3 :
Resilience Level 3 (Static) - Reduce physical damage by 3 after calculating defenses.
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Tier 1 :
Magical skin Level 1 (Static) - Reduce magic damage by 1 after calculating defenses.
Tier 2 :
Magical skin Level 2 (Static) - Reduce magic damage by 2 after calculating defenses.
Tier 3 :
Magical skin Level 3 (Static) - Reduce magic damage by 3 after calculating defenses.
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Tier 1 :
Bonded Weaponry Level 1 (Static) - You may pick sword or shield when buying this ability. The chosen type can NOT be removed from your grip unless you want it to be.
Tier 3 :
Bonded Weaponry Level 2 (Static) - You may pick sword AND shield when buying this ability. The chosen type(s) can NOT be removed from your grip unless you want it to be.
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Tier 1 :
Sentinel Level 1 (Static) - You gain +1 to block rolls but lose 1 die to attack rolls.
Tier 2 :
Sentinel Level 2 (Static) - You gain +2 to block rolls but lose 2 die to attack rolls.
Tier 3 :
Sentinel Level 3 (Static) - You gain +5 to block rolls but lose 4 die to attack rolls.
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Tier 2 :
Fortified stance Level 1 (Static) - Gain +1 star to block rolls.
Tier 3 :
Fortified stance Level 2 (Static) - Gain +2 stars to block rolls. You must have bought Sentinel Level 2 to buy this ability.
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Tier 3 :
Soul binding (Once, ever) - Bind to a target. The guardian can take damage the bonded target might take after resistances are calculated for the bonded target. This damage can be taken in as the guardian sees fit; the guardian can take 1 out of 7 damage, 3 out of 7, or all 7. This damage is NOT reduced by resistances/DR for the guardian.
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Tier 1 :
Barricade Level 1 (Once per scene) - You may summon a 1x3 barrier with 3 hp, none may pass through except the caster. Arrows and magic do not pass through nor damage it; melee attacks damage it.
Tier 2 :
Barricade Level 1 (Twice per scene) - You may summon a 1x5 barrier with 6 hp, none may pass through except the caster and whom they allow. Arrows and magic do not pass through nor damage it; melee attacks damage it.
Tier 3 :
Barricade Level 1 (Twice per scene) - You may summon a 1x7 barrier with 9 hp, none may pass through except the caster and whom they allow. Arrows and magic do not pass through nor damage it; melee attacks damage it.
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Tier 1 :
Guidance Level 1 (Once per session) - Whisper a goal before summoning this orb of light, it will lead you to your goal.
Tier 2 :
Guidance Level 2 (Twice per session) - Whisper a goal before summoning this orb of light, it will lead you to your goal. Additionally, it can find secrets within the area if asked.
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Tier 1 :
Golem skin Level 1 (Static) - You may remove 1 max power and you gain 1 max life. (You must have the power to give up in order to buy this ability)
Tier 2 :
Golem skin Level 2 (Static) - You may remove 2 max power and you gain 2 max life. (You must have the power to give up in order to buy this ability)
Tier 3 :
Golem skin Level 3 (Static) - You may remove 3 max power and you gain 3 max life. (You must have the power to give up in order to buy this ability)
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Tier 2 :
Immortal level 1 (Once per session) - If you would reach 0 hp from taking 13 or more damage in one round, you may reduce the damage to 0 and gain 13 hp.
Tier 3 :
Immortal level 2 (Once per session) - If you would reach 0 hp from taking 10 or more damage in one round, you may reduce the damage to 0 and gain 10 hp.
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Tier 1 :
Unstoppable (Once, ever.) - You may spend a talent point in this ability, if you would die permanently, instead you don't; you gain 3 life. You can not spend more points into this ability if you would use it.
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