Race:
Outsider, Summoned (Human aspect): You are a creature from outside of this plane of existence, summoned for a specific purpose. You may or may not be bound to do your Summoner’s bidding, or to perform a specific task. You are physiologically indistinguishable from a Human, and any inspection save for particularly powerful inspection abilities or spells will return you as Human.
Class:
Class: Guardian Angel (Paragon): Due to your exceptionally high moral standards and willingness to sacrifice for the sake of the well-being of others, you have become a paragon of selflessness and devotion. You are devoted to one or a small group of individuals, and none shall harm them so long as you draw breath. Special: As a reward for your self-sacrifice, each Attribute’s base value increases by 1 for every level you gain in this Class.
Attributes:
Strength: Affects the maximum amount of force your muscles can generate.
Endurance: Affects your ability to maintain physical exertion, as well as your ability to stave off the effects of hunger, thirst, and exposure to the elements.
Vitality: Affects your ability to withstand physical harm, disease, and poison, as well as your ability to recover from such effects.
Agility: Affects your general ability to control your body, as well as your ability to track your body’s relative position in space.
Dexterity: Affects your hand-eye coordination, as well as your ability to perform single or multiple simple or complex actions with one or both hands.
Perception: Affects your ability to sense and interpret stimuli of any kind.
Acuity: Affects your clarity of thought, your mental quickness, and your ability to keep track of and order information.
Willpower: Affects your ability to resist your own impulses and external manipulation, as well as your ability to resist mentally harmful effects.
Charisma: Affects your force of personality, as well as your ability to recover from mentally harmful effects.
Connection: Affects the strength of your connection to the World Soul, as well as your ability to draw on and manipulate that connection.
Skills:
Social
Acting: Improved believability per level when trying to pass yourself off as a different person, or when acting out a scenario for others.
Charm: Improved ability per level to convince others or to improve their opinion of you, through speech, text, or body language.
Command: Improved effectiveness per level when issuing commands, through speech, text, or body language.
Deception: Improved ability per level to deceive and misdirect, through speech, text, or body language.
Intimidation: Improved ability per level to bend people to your will through fear of reprisal, through speech, text, or body language.
Negotiation: Improved ability per level to improve the terms of deals and agreements, so that they are more favorable to you.
Sense Motive: Improved ability per level to read the intentions of others, in speech, text, or body language.
Survival
Camping: Improved ability per level to find an appropriate campsite, organize a camp, and set up shelter.
Harvesting: Improved ability per level to successfully identify and harvest the correct parts of plants, creatures, and mushrooms.
Herbalism: Improved ability per level to find and identify known plants and mushrooms, and to determine the properties of unknown ones.
Stealth: Improved ability per level to hide, to move without being detected, and to conceal items or other willing creatures.
Tracking: Improved ability per level to find and follow tracks.
Combat and Weapons
Axes: Improved ability per level when attacking or defending with axes.
Blunt Weapons: Improved ability per level when attacking or defending with blunt weapons.
Crossbows: Improved accuracy and ease of operation per level for crossbows.
Defense: Improved ability per level to determine how best to deflect or avoid an incoming attack.
Long Blades: Improved ability per level when attacking or defending with long bladed weapons.
Stolen story; please report.
Short Blades: Improved ability per level when attacking or defending with short bladed weapons.
Shields: Improved ability per level when blocking or deflecting incoming attacks with a shield.
Unarmed Combat: Improved ability per level when attacking or defending using hands, feet, knees, elbows, or any other body part, as well as when initiating, holding, and trying to escape grapples.
Miscellaneous
Inspect: Improved ability per level to determine the Race, Class, and levels of another creature, as well as their threat level, if any.
Abilities:
Hidden Class (Guardian Angel): This Class may be hidden from inspection. While hidden, the related Class levels will be shown as belonging to another Class appropriate to you. This ability can be disabled for any and all other individuals as desired. Note: This ability is ineffective against particularly powerful inspection abilities or spells.
Devotion: You are devoted to one or a small group of individuals. You are always in a Party with the objects of your devotion, and can sense their direction relative to you and their general condition. You gain extra Growth Crystals when defending an object of devotion. These Growth Crystals are bound to you, and cannot be traded. You cannot willingly allow your objects of devotion or members of your Party to come to harm. If you have no object of devotion, you can bond with an individual by swearing your life to them. This bond can only be broken by your death or theirs, or if they formally dismiss you. You can have a maximum of CLASS LEVEL/5 + 1 bonds. Maximum number of bonds increases with Class level. Current objects of devotion: Anastasia Cole, Mestendi
Guardian Angel: While within CLASS LEVEL feet of an object of devotion you can absorb any harm meant for them, including magical or physical attacks or poison. While fighting to defend an object of devotion or a member of your Party, the base value of each Attribute counts as CLASS LEVEL points higher. All values increase with Class level.
Danger Sense (Special): You have a subconscious and supernatural ability to sense when an object of your devotion or a member of your Party is in danger, so long as they are within CLASS LEVEL x 10 yards of you and the origin of the danger is within CLASS LEVEL feet of them. Ranges increase with Class level.
Companionship: Your presence lends strength and comfort to those under your protection. As long as an object of devotion or a member of your Party is within CLASS LEVEL x 5 feet of you, they recover more quickly from fatigue, mana depletion, and injury. Range and effect increases with Class level.
Public message:
Companionship: All Party members within CLASS LEVEL x 5 feet of you recover more quickly from fatigue, mana depletion, and injury. Range and effect increases with Class level.
Champion: Your presence brings courage and confidence to those under your protection. As long as an object of devotion or a member of your Party is within CLASS LEVEL feet of you, their effective willpower counts as CLASS LEVEL points higher when resisting fear and intimidation. They may also add the effects of your Charm and Intimidation skills and associated Perks to their own, against hostile creatures. Range and effects increase with Class level.
Public message:
Champion (Anastasia Cole): All other Party members within CLASS LEVEL feet of you count their effective willpower as CLASS LEVEL points higher when resisting fear and intimidation. They may also add the effects of your Charm and Intimidation skills and associated Perks to their own, against hostile creatures.
Perks:
Iron Body: Your body is hardened from giving and taking blows in unarmed combat. Your base Strength, Endurance, and Vitality are each increased by SKILL LEVEL/5. Values increase with Unarmed Combat Skill level.
Predator: You exude an aura of danger and violence. When using the Intimidation Skill, your Charisma Multiplier is treated as though it were SKILL LEVEL/5 Step higher for body language and other non-verbal cues. Values increase with Intimidation Skill level.
Enhancements:
Combat Acrobatics: You have come to rely on your mobility in combat, for both offense and defense. When in combat, you have greatly increased control of your movements when both your feet are off the ground.
Arresting Gaze: there is something about your eyes that others find fearsome or alluring. When you lock eyes with another creature there is a chance that they will hesitate, allowing you to seize the advantage. Effect depends on your Charisma and the opposing creature’s Willpower.
Indefatigable: You have shown a remarkable ability to just keep going. As long as you keep moving, you can ignore the effects of fatigue. Note that this does not cancel the effects of physical exertion on the body.
Fight Through: You have never been one to let pain or injury stop you from fighting back. So long as you are in combat, your ability to resist the debilitating effects of pain and blood loss is greatly increased. These effects resume as normal once combat is over.
Unbreakable Grip: Once you latch on you are almost impossible to dislodge. Your effective Strength when gripping or grappling is greatly increased.
Achievements:
Hunting Party I: While in a Party, slay an opponent with a threat level of Serious or higher to the highest-level Party member.
Hunting Party II: While in a Party, slay an opponent with a threat level of Considerable or higher to the highest-level Party member.
Party Delver I: In a Party, clear your first Delve.