|
Special Capabilities
Level 1 Ability:
Counter Attack - On a turn that the knight takes damage from a melee physical strike, he may grant himself a 100% bonus to his Hit SVS for a single attack. This must be made against the opponent who dealt him damage that turn and Counter Attack can only be utilized three times in a single battle. (Action Ability)
Level 5 Ability:
Do or Die - Once per battle, a knight can activate this ability and instantly increase his current HP to his maximum Health SVS. After this effect is invoked, he is unable to receive healing of any kind for the remainder of the battle. Five rounds after Do or Die has been initiated, the knight immediately is reduced to one HP remaining (and is still unable to heal until combat is over). (Action Ability)
Level 10 Ability:
Field Medic - If anyone falls in battle, the knight has three turns to get to his side and save his life. His methods are quick and dirty, but they heal a dead character or creature back up to one hit point. However, there is nothing to say his killer won’t just do it again. A knight cannot use Field Medic on himself. (Action Ability)
Level 20 Ability:
Center of Attention - The knight draws the attention of an opponent, forcing him to attack the knight on his next turn. The knight can only use Center of Attention on an enemy that made an attack or used an ability on his most recent turn on one of the knight’s allies. This is instantaneous and can be used simultaneously with another action, but the knight may only use Center of Attention once per turn. (Action Ability)
Level 30 Ability:
Metaphysical Armor - Three times per battle, when struck by an energy or elemental-based attack, the knight may choose to calculate damage mitigation using his Physical Damage Reduction instead of the appropriate damage reduction. (Reaction Ability)
Level 50 Ability:
Natural Armor - Increase the maximum physical defense rating (P-DEF) of the knight’s armor by 5%. This effect will stack with any special attributes of the armor that also increase its defense ratings. (Passive Ability)
Level 75 Ability:
Razor Plate - Once per battle, the knight can invoke a protective barrier around himself. Until the end of the fifth turn after using this ability, any physical attack made against him deals damage back to the attacker equal to his armor’s physical defense value. This damage cannot be avoided or mitigated. (Action Ability)
Level 90 Ability:
Iron Will - If a knight must compare any of his PVS (base or total) to a PVS of an opponent for the purposes of an ability or effect, the knight may always use his STR PVS in place of any other PVS. (Passive Ability)
|