Elemental Sword Abilities
(Version 1.00 - Last Modified: 01/10/2006)
Introduction
The Elemental Sword Master can specialize in any of the five
major elements: air, earth, fire, void, and water. However, it is difficult to specialize in more
then one element, and taking even one level in a second element prevents the Sword Master from
taking the ultimate power of any element. Each element has six powers that can be taken after
reaching a specific number of levels in that element, but none of these abilities need to be
taken, instead the Sword Master can take a bonus that is unique to that element.
Air Element Abilities
Flight
- Requires: Level 1 Air Element
- Duration: 1 minute per level of experience
- P.P.E.: 5
- Description: The Sword Master gains a flying Spd attribute of 1D4x10 +5 per level
of experience.
Flurry of Attacks
- Requires: Level 3 Air Element
- Duration: 1 melee round per level of experience
- P.P.E.: 10
- Description: The Sword Master gains +1 attack per melee at levels 3, 7, 11, and 15.
These extra attacks must be used to attack with the elemental sword or to activate another
Elemental Sword Master ability.
Concealment
- Requires: Level 6 Air Element
- Duration: 10 minutes per level of experience
- P.P.E.: 10
- Description: The Sword Master receives a bonus of +10% per level of experience to
Prowl if they already have the skill or they receive the Prowl skill with a bonus of +40%
if they don't already have it and while this power is active, the Sword Master leaves no
tracks no matter what they are moving over or through.
Summon Air Kami
- Requires: Level 9 Air Element
- Duration: 1 hour per level of experience
- P.P.E.: 40
- Description: The Sword Master can summon a minor air elemental that will serve the
sword master in any way it can, similar to how a Warlock can summon an elemental.
Presence Sense
- Requires: Level 12 Air Element
- Duration: Permanent
- P.P.E.: None
- Description: While wielding the elemental sword, the following spells are active
on the Sword Master: Detect Concealment, See the Invisible, See Wards, See Aura, Sense
Dimensional Anomalies, Sense Traps, Sense Magic, and Sense Evil.
Ultimate Sword of Air
- Requires: Level 15 Air Element
- Duration: Permanent
- P.P.E.: None
- Description: When the elemental sword is drawn by the Sword Master, the blade of
the sword is replaced with a swirling mist that is still shaped like the original blade.
While holding the elemental sword, the Sword Master gains a bonus of +20 to Spd attribute
and +3 attacks per melee, the Sword Master always succeeds any initiative roll and always
acts first every melee round. In addition, as long as the Sword Master wields the
elemental sword, he can activate the spell Invisibility: Simple at will.
Earth Element Abilities
Penetrate Armor
- Requires: Level 1 Earth Element
- Duration: Instant
- P.P.E.: 2
- Description: This ability can be used the instant before the Sword Master rolls
to strike a target and does not require any melee attacks to activate. Once used, if
the target of the attack does not avoid it, the attack automatically bypasses the
target's worn armor or natural armor. If the Sword Master fails to hit the target, the
PPE used to activate this ability is wasted.
Strength of the Earth
- Requires: Level 3 Earth Element
- Duration: 1 melee round per level of experience
- P.P.E.: 10
- Description: The Sword Master gains a bonus of +5 to PS attribute with an
additional bonus of +1 to PS per level of experience.
Stone Armor
- Requires: Level 6 Earth Element
- Duration: 1 minute per level of experience
- P.P.E.: 15
- Description: The Sword Master skin becomes gray and tough, this gives the Sword
Master +140 S.D.C. and +10 S.D.C. per level of experience, starting at level 10. This
ability cannot be activated more then once per hour.
Summon Earth Kami
- Requires: Level 9 Earth Element
- Duration: 1 hour per level of experience
- P.P.E.: 40
- Description: The Sword Master can summon a minor earth elemental that will serve
the sword master in any way it can, similar to how a Warlock can summon an elemental.
Will of the Earth
- Requires: Level 12 Earth Element
- Duration: Permanent
- P.P.E.: None
- Description: While wielding the elemental sword, the Sword Master is immune to
mind control, possession, awe factor, and horror factor and gains +8 to save vs.
psionics.
Ultimate Sword of Earth
- Requires: Level 15 Earth Element
- Duration: Permanent
- P.P.E.: None
- Description: When the elemental sword is drawn by the Sword Master, the blade of
the sword is replaced with a jagged and pitted cut of sharp rock shaped like the original
blade. While holding the elemental sword, the Sword Master's strength becomes supernatural,
and he gains a natural armor rating of 15, and all non-magical attacks inflict only half
damage.
Fire Element Abilities
Fire Bolt
- Requires: Level 1 Fire Element
- Range: 50' (15.4 m) per level of experience
- Duration: Instant
- Saving Throw: Dodge roll of 18 or higher
- P.P.E.: 5
- Description: The Sword Master can fire a bolt of magical fire that will inflict
damage when it hits the target. When it hits, Fire Bolt inflicts 2D6 points of fire
damage and +1 point of fire damage per level of experience.
Channel Life
- Requires: Level 3 Fire Element
- Duration: Instant
- P.P.E.: 2
- Description: This ability can be used the instant before the Sword Master rolls
to strike a target and does not require any melee attacks to activate. Once activated,
the Sword Masters selects an amount of hit points to channel into this ability and for
every hit point channeled, the attack inflicts +1 point of damage. This increases to +2
points of damage per channeled hit point at level 9 and +3 points of damage per
channeled hit point at level 15. If the Sword Master fails to hit the target, the PPE
used to activate this ability and the channeled hit points are wasted.
Flame Strike
- Requires: Level 6 Fire Element
- Range: 100' (30.5 m) per level of experience
- Duration: Instant
- Saving Throw: Dodge roll of 22 or higher
- P.P.E.: 15
- Description: The Sword Master can fire a powerful burst of magical fire that will
inflict damage when it hits the target. When it hits, Fire Bolt inflicts 1D6 point of fire
damage per level of experience.
Summon Fire Kami
- Requires: Level 9 Fire Element
- Duration: 1 hour per level of experience
- P.P.E.: 40
- Description: The Sword Master can summon a minor fire elemental that will serve
the sword master in any way it can, similar to how a Warlock can summon an elemental.
True Strike
- Requires: Level 12 Fire Element
- Duration: Instant
- P.P.E.: 7
- Description: This ability can be used the instant before Sword Master rolls to
strike a target and does not require any melee attacks to activate. Once used, the Sword
Master does not need to roll to strike, instead he automatically hits. While the target
can attempt to dodge, parry, or use other defense maneuvers, they will always fail, no
matter what the target rolls.
Ultimate Sword of Fire
- Requires: Level 15 Fire Element
- Duration: Permanent
- P.P.E.: None
- Description: When the elemental sword is drawn by the Sword Master, the blade of
the sword is replaced with a burning red flame shaped like the original blade. While
holding the elemental sword, the Sword Master is surrounded by bright red flames that
cause 2D6 points of fire damage each time the wielder is hit by a melee-ranged weapons
to the attacker. In addition, all damage caused by the sword becomes magical fire damage
and the sword can hit targets up to 10' away from the Sword Master as a normal melee
attack.
Water Element Abilities
Healing Touch
- Requires: Level 1 Water Element
- Range: Touch
- Duration: Instant
- P.P.E.: 3
- Description: The target of this ability is instantly healed 2D6 points of damage
with an additional +1 per level of experience.
Adaptable Defense
- Requires: Level 3 Water Element
- Duration: 1 melee round per level of experience
- P.P.E.: 10
- Description: While this ability is active, the Sword Master selects a single target
and each time that target attacks the Sword Master, the Sword Master gains a cumulative +1
bonus to all defense combat maneuvers, such as dodge and parry, against that target. The
Sword Master can select a new target for this ability by using a melee attack, but all
bonuses are reset, even if the ability is moved back to someone who was targeted previously
with the ability.
Purifying Touch
- Requires: Level 6 Water Element
- Range: Touch
- Duration: Instant
- P.P.E.: 15
- Description: The target of this ability is instantly healed 4D6 points of damage
and all poisons and diseases, both normal and magical, affecting the target are instantly
cured. In addition, the target is immune to normal and magical poisons and disease for an
additional 1 day per level of experience.
Summon Water Kami
- Requires: Level 9 Water Element
- Duration: 1 hour per level of experience
- P.P.E.: 40
- Description: The Sword Master can summon a minor water elemental that will serve
the sword master in any way it can, similar to how a Warlock can summon an elemental.
Adaptable Offense
- Requires: Level 12 Water Element
- Duration: 1 melee round per level of experience
- P.P.E.: 20
- Description: While this ability is active, the Sword Master selects a single target
and each time the Sword Master attacks that that target, the Sword Master gains a cumulative
+1 bonus to all offensive combat maneuvers, such as strike and entangle, against that target.
The Sword Master can select a new target for this ability by using a melee attack, but all
bonuses are reset, even if the ability is moved back to someone who was targeted previously
with the ability.
Ultimate Sword of Water
- Requires: Level 15 Water Element
- Duration: Permanent
- P.P.E.: None
- Description: When the elemental sword is drawn by the Sword Master, the blade of
the sword is replaced with a solid slab of ice shaped like the original blade. While
holding the elemental sword, the Sword Master regenerates at a rate of 1D6 points of
damage per melee round and gains a bonus of +10 to strike, parry, and disarm with the
elemental sword. In addition, all damage caused by the sword becomes magical cold damage.