The Armor Path Skill allows the character to increase their armor score while wearing any type of armor with which they are proficient. Therefore characters must have the associated armor skills and display PHYS REP for the item to receive the bonus. This bonus is an additional +1 to armor score at each purchase; the Armor Path Skill may be purchased multiple times. All armors apply bonuses from the Dexterity stat as well as the Armor Skill Path. For every purchase of this skill, the player may select a Feat from the following list. Your character must have a current armor value to use any of the feats in the Armor Path.
Armor Boost
Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to increase their personal armor score by 5 points for ½ hour. The character may choose to use Armor Boost separately or may stack multiple uses to provide a larger bonus.
No more than three Armor Boosts can affect a single character simultaneously.
Signature Call: Armor Boost
Armor Other
Type: Physical
Target: Other Only
Duration: 30 Minutes
Delivery: Touch
Resist By: Unwilling Target
This Feat allows the character to grant another willing individual the effects of wearing armor with an armor score equal to their own for ½ hour. This replaces the target’s Armor score if it is higher than what they already have. A character under the effects of this feat is unable to use called dodges or Quickness Path feats, as they are effectively wearing armor for the duration.
Signature Call: Armor Other
Deflect
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to deflect a weapon-based blow within weapons-reach. The character must have a melee weapon in hand to perform this Feat. This feat does not apply to AOE type attacks, however does work on other physical ranged and melee feats.
This is a Physical Avoidance countermeasure.
Signature Call: Deflect
Dissipation
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Centered on Character
This Feat allows the character to dissipate a non-exceptional area of effect attack within weapons-reach. The effect that would normally be done to the character and others within the indicated range is prevented.
Signature Call: Dissipate
Hold the Line
Type: Physical
Target: Self Only
Duration: 30 Minutes*
Delivery: Touch
This Feat allows the character to defend an area or passage way designated by drawing a line on the ground and planting one foot. So long as the character’s foot remains placed, no damage calls are taken and the character is immune to all standard non-magical feats.
This defends as Physical Avoidance countermeasure; call “No Effect” for any attack prevented in this way. When this feat ends your character dies immediately.
*The character may keep their foot planted for the full ½ hour duration; but should their foot move—willingly or otherwise—the feat ends.
Signature Call: Hold the Line
Empowered Defense
Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch
This Feat allows the character to multiply their armor rating by ten to lessen the damage of one attack.
This is a Physical Reduction countermeasure.
Signature Call: Empowered Defense
Mage Armor
Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to transform their armor rating to a magical protection rating for 30 minutes. This has the same effect as protection magic. The value can stack with existent levels of protection magic.
Signature Call: Mage Armor
Provoke
Type: Physical, Thought Altering
Target: Area of Effect
Duration: 10 Minutes
Delivery: Touch
This Feat allows the character to cause an area effect Taunt. Any character within weapons reach of the character falls under the effect of a Taunt, per the skill. For the duration of the effect, the effected characters may only move towards, attack, or otherwise engage with the provocateur so long as the provocateur is target-able and does not appear dead.
Signature Call: Provoke
Resilience
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat grants the character an additional +30 to their armor rating, +30 points of magical resistance, and makes the character’s armor and any item held in hand unable to be shattered for 30 minutes. This feat does not stack with Armor Boost.
Signature Call: Resilience
Shatter Stance
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat allows the character to enter a shatter stance (a clearly altered stance, see Ref) for 30 minutes. Anything which strikes the character directly is shattered—weapons are shattered, claws and fists are crippled. Maintaining the stance takes all of your focus; thus, you are unable to attack or move while holding the stance. While you are holding the stance you are unaffected by all feats and damage. Moreover, the character may choose to move at will, breaking the stance. When the character wishes to activate the stance again, they simply reenter their shattering stance while making the signature call. The 30 minute duration is not paused when the character breaks the stance to move.
Signature Call: Shatter Stance