Combat Reflexes [14]
Combat Sense [9[
Coward's Mark [15]
Enhanced Block [5]
Enhanced Dodge [10]
Enhanced Parry [5]
All Parries [5 points]
Pain Block [7]
Vital Weakness [13]
Marching Cadence [5]
Double Strike [8]
Honour's Reward [10]
Tripple Strike [13]
Second Wind [10]
Costs: 14 points.
You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls, +1 to Fast-Draw skill, and +2 to Fright Checks. You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.”
Your side gets +1 on initiative rolls to avoid a surprise attack, +2 if you are the leader.
Costs: 9 points.
During Combat you have a sixth sense for unseen dangers. Whenever something dangerous is about to surprise you your GM secretly rolls a perception check beforehand, if the roll succeeds you get a sense of impending danger, on a roll of 3 or 4 you have a feel for what it might be.
Cost: 15 points.
Cost to Activate: 2 mana
When an opponent turns to flee from you this blessing allows you to bestow the mark of the Coward on them, placing a magical brand on their neck. The target must be a have been a worthy challenge and within 10 meters to receive the mark. Using a concentration maneuver you make a quick contest of your Will vs their Will, if the fleeing opponent looses the contest they are marked for 6 hours per point they lost by. While marked anyone who can see the marks instinctually knows them as a coward, any reaction roll made for the marked is made with a -1 penalty.
While the mark is in place the character may take a moment to close their eyes and mentally located the mark using a perception roll. The detection uses Long-Distance modifiers for range but nothing blocks the detection if they're within range, though earth, stone, and metal give penalties to the roll to detect the target. Earth at -1 per meter of interposing earth, stone at -1 per foot, and metal at -1 per inch. If the attempt to detect the marked is successful the caster knows the direction to the mark, and with an IQ check the caster can determine there general condition of the target.
This blessing can only bestow a single mark at a time. If the Coward's Mark is applied to a new target before the mark expires or the marked is killed the Coward's mark ends on it's previous target as it is applied to the new one.
Cost: 5 points.
You have +1 to your Block score with either Cloak or Shield skill. You must specialize in one particular Block defense.
Costs: 10 points.
You have +1 to your Dodge score.
Costs: 5 points.
You have +1 to your Parry score. This blessing applies to your bare hands or any one Melee Weapon skill.
Options:
All Parries [5 points]
Bonus applies to all parries regardless of what is used.
Cost: 7 points.
The Blessing of Pradimar shields you from pain during combat. You are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured in combat. In addition, you get +3 on all HT rolls to avoid knockdown and stunning.
Intentionally attacking a non-combatant ends this effect for 24 hours.
Cost: 13 points.
Cost to Activate: 2 mana
By studying an opponent in combat a warrior with this blessing is able to focus in on a target and learn their weakness. To activate this power the target needs to participate in the fight for at least 10 seconds, after which the Blessed can spend 2 mana to activate this power with a Concentration action which forces a quick contest of Will vs Will. If the target fails the Blessed learns one piece of information about them. If they fail by 5 or more they learn a second piece of information.
The target's lowest DR location (e.g., "His right leg is unarmored").
Any specific Vulnerabilities or Weaknesses (e.g., "He takes double damage from cold").
Their lowest core stat between Power (ST), Speed (DX), or Recovery (HT).
The target's current HP/FP/MP pools, letting the user know if the enemy mage is running on fumes.
Cost: 5 points.
Cost to Activate: 2 mana
Of Pradimar's Blessings this one is a favorite of military commanders. Of one member of a unit has this blessing they may spend 2 mana when the squad forms up for the day to activate this blessing, granting everyone in the squad a +3 bonus on their Hiking skill check and granting Temperature Tolerance 1 to the whole squad, mitigating the effects of inclement weather.
While marching under the effect of this blessing the unit is also affected by Attentive, Incurious, and Hidebound. This encourages the marching soldiers to focus on the joy of marching in perfect lockstep to the exclusion of most other thoughts. This gives everyone in the squad a -3 to notice interruptions to their march, a -1 to reaction to new things, and an inability to think imaginatively or come up with new ideas while marching.
Cost: 8 points.
Cost to Activate: 1 mp & 1 fp
When this blessing is activated the users form blurs slightly with speed and when they use an attack maneuver this round they are able to make an extra attack. This can be twice with the same weapon or once with a weapon in each hand, or they can attack with a weapon and kick. Feints are allowed, but most other maneuvers will waste the Double Strike. All-Out Attacks must select one type of bonus for all attacks that turn.
Cost: 10 points.
Pradimar blessing rewards honourable combat. When you down a worthy foe in honourable combat you can trigger this reward gaining a number of points equal to your Recovery stat that you can divide as you choose between your Fatigue Point pool and Mana Point pool, recovering spend points.
This ability has a 15 minute cooldown, and is not triggered by the death of an opponent that poses no threat.
Cost: 13 points.
Cost to Activate: 2 mp & 1 fp.
When this blessing is activated the users form blurs slightly with speed and when they use an attack maneuver this round they are able to make two extra attacks. This can be three times with the same weapon, or any combination of attacks with a weapon in each hand and or natural attacks. Feints are allowed, but most other maneuvers will waste the Double Strike. All-Out Attacks must select one type of bonus for all attacks that turn.
Cost: 10 points.
This Blessing has saved many warrior's lives. Once per day the blessed gains a number of points equal to their Recovery stat, they may add those points into their Fatigue or Mana pools, recovering 1 point for each point spent, or they may add them to their Hit Point pool gaining 1 hp for each 2 points spent.
If activated during a critical combat encounter against a threat of equal or higher Rank (or under desperate odds approved by Pradimar), the pool size is doubled.