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History on Planet Solaris
The adventurer roams throughout the land seeking episodic encounters, usually involving wealth, romance, or fighting. In legends, adventurers are usually depicted as being lower class or otherwise impoverished; they are the every-man’s hero that is forced to find his fortune. The maverick of Solaris is a solitary being, usually only seeking the lengthy company of a pet, which he trains to be a fighting machine. Their choice in weapons range from bows to fists and their choice in armors can vary widely as well. They usually prefer agile combat over pure strength fighting, but their versatility lends for all sorts of styles.
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Special Capabilities
Capability 1:
Whisperer - An adventurer’s companion has a maximum of five capabilities instead of three. (Passive Ability)
Capability 2:
Crippling Strike - The adventurer makes an unarmed melee jab that cripples his opponent. While the attack suffers a 50% physical damage penalty, a successful strike causes the enemy to because unbalanced. This crippling effect lasts three turns and prevents him from giving chase (but does not affect his Dodge SVS) and also opens him to further attacks, giving the adventurer a 50% damage bonus against the crippled target when using unarmed attacks. (Action Ability)
Capability 3:
Master of Beast and Coin - Companions of adventurer are known for being as powerful as other characters. His companion will have a level equal to his hypothetical level instead of his level. Also, in any posted session (questing, role play, battle, etc.) that includes both the adventurer and his companion, the adventurer will gain double the normal credits. (Passive Ability)
Capability 4:
Precise Strike - The Adventurer must focus for an entire round to prepare a ranged shot or unarmed attack that is so well aimed, it can defy the laws of nature. The prepared attack gains a 300% bonus to hit value – a precise arrow can follow a fleeing enemy by turning or even ricocheting off of flat surfaces and a precise fist moves so fast that it can create a sonic boom. If it hits, this attack acts as though the opponent had zero physical damage reduction. Once used successfully, another Precise Strike may be used, but it requires two rounds of concentration. If successful, the next will require three rounds of focus, and so on. If the Precise Strike deals damage to an opponent (even an unintended target who jumped into its path), then it is considered successful. If it misses, the next Precise Shot will have the same charge-up time as the previous, unsuccessful attack. (Action Ability)
Capability 5:
Spiritual Strike - The Adventurer is a master of finding weaknesses. When dealing damage, whether with a ranged attack or unarmed, the damage will be mitigated by the lowest of the enemy’s damage reduction values, if the adventurer meets the prerequisites. In order for his Spiritual Strikes to consider Energy Damage Reduction, the adventurer must have a Base VIT PVS of at least 100. In order for his Spiritual Strikes to consider Elemental Damage Reduction, the adventurer must have a Base WIS PVS of at least 100. This bonus affects all attacks. (Passive Ability)
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