Gets Rogue abilities at 20 points per level; abilities are below.
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Gets spells; these cost 1M to cast (no 1P needed) and cannot use material componenting.
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Wizard Schools: Abjuration, Alteration, Divination. Priest Spheres: Astral, Divination, Elemental, Guardian, Healing, Protection, Travelers, Wards. All other spells are opposite (2 spells from memorization to cast).
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Level 1: Does not suffer secondary target penalties.
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Level 1: Does not suffer from secondary weapon/arm penalties.
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Level 1: Is not hit by parting shots when leaving melee.
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Level 1: Can affect creatures that require +1 or better weapons to hit.
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Level 2: Troll-like Regeneration at (level/2) hp/r.
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Level 2: Immune to fear.
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Level 3: Immune to disease and curses.
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Level 3: 1M: Sense Danger.
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Level 4: Can affect creatures that require +2 or better weapons to hit.
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Level 5: All-Around Attack: 1P: Attack every target within (level*2)' with one attack.
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Level 7: Can affect creatures that require +3 or better weapons to hit.
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Level 9: 1M: Your Efficiency, Balance, or Fitness becomes (level+9) for this round only.
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Level 9: WR (Weapon Resistance) and various "Immunity to Weapon" spells/psi abilities have no effect versus your weapons.
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Level 10: Can affect creatures that require +4 or better weapons to hit.
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Level 15: 1V: Delay any (non-hp damaging) harmful effect by (level-14) segments. At the end of that time, the effect resolves.
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