Knight of the Fallen Vigil

Following the Fall of Colstean the Knights of the Endless Vigil were dispersed to every corner of the world. Many say they uncovered darker and more dangerous secrets along their journey for those masters that Returned to Altera after their journeys have taken up new comrades and a renewed vigor for the cause. Knights of the Fallen Vigil Serve as defenders in combat keeping their allies safe from all harm. With the ability to move their shield quickly in and out of the fray, Knights of the Fallen Vigil can protect not just themselves but all those around them.

Required Fighting Style: Knights of the Fallen Vigil fight with a Small, Short, or Long Weapon, a Small or Medium shield, and may use any Armor. A Knight of the Fallen Vigil may not use their Fighting Style abilities when wielding a weapon larger than Long or a shield smaller than Small or larger than Medium.

Prerequisites: All Empathy Tier 1 abilities (Passive, Per Combat, Per Reset) or All Resilience Tier 1 abilities (Passive, Per Combat, Per Reset), Small or Short or Long Weapon, Small or Medium Shield Only, Any Armor.

Gain one Apprentice ability at no cost with initial purchase. Others may be purchased with additional experience points

Sworn to Service

Cost: 6 XP

The character may, once per combat, use a Shield Block effect. This increases to twice per combat at Intermediate, and three times per combat at Master. This effect allows the character to take an incoming attack for another character. As long as the intended target is within five (5) feet of the character with the Shield Block ability, the character may call “Shield Block” and take the attack instead.  An attack blocked in this manner is assumed to strike the shield. See the Effects List for more information.

Tagline: “Natural Shield Block”

Noble Armaments

Cost: 6 XP

The character may, once per combat, use a Natural Resist Break effect on their weapon or armor, after a minute of concentration. In addition, the character may, once per combat, use a Natural Resist Engulf effect on themselves, after a minute of concentration. These abilities do not reset until the respective Resist is expended or expires. These effects provide protection from a single Break or Destroy effect the target item would otherwise receive, or a single Engulf effect the character would otherwise receive.  The character may choose whether or not it triggers on a specific effect. They must however be conscious to use this ability.  See the Effects List for more information.

Tagline: “Natural Resist Break”, “Natural Resist Engulf”, “Resist”

Aura Infused Shield

Cost: 6 XP

The character may, once per combat, after using a Shield Block effect or successfully blocking an attack with their shield, use a Spellstrike Spirit Repel effect. A Repel effect causes the target to be pushed back 10 steps. See the Effects List for more information. 

Tagline: “Spellstrike Spirit Repel”

Yeoman’s Labors

Cost: 6 XP

The character may use a Natural Repair effect, once per combat, and may only use the effect on their weapon, armor or their shield. This effect will remove the Broken effect from an item.  

Tagline: “Natural Repair”

Prerequisites: All Empathy Tier 2 abilities (Passive, Per Combat, Per Reset) or All Resilience Tier 2 abilities (Passive, Per Combat, Per Reset), any 2 Apprentice abilities

Gain one Intermediate ability at no cost with initial purchase. Others may be purchased with additional experience points

Stalwart Defense

Cost: 8 XP

Allows the character to, once per combat, use a Parry effect. This Parry is not considered a Lesser Defense, and thus may be called in addition to any other Lesser Defenses without counting against the limit of 3, and the Dexterity Tier 3 Passive Advantage Flexible Defense would not apply. See the Effects List for more information.

Tagline: “Natural Parry”

Second Skin

Cost: 8 XP

When the character refits their armor, they only require 15 seconds of effort per point restored, instead of the usual 30 seconds.

In addition, the character may use Patch Kits.

Tagline: None.

Dazzling Shield

Cost: 8 XP

The character may, once per combat, after using a Shield Block effect or successfully blocking an attack with their shield, use a Spellstrike Spirit Trance effect. The Trance effect renders the target incapable of taking any direct action including movement for the duration of the effect and lasts for 1 minute or until the target is struck by a hostile attack. The start of a Killing Blow (“Killing Blow 1″) ends the effect.  This is a Mental Effect. See the Effects List for more information.

Tagline: “Spellstrike Spirit Trance”

Scattering Deflection

Cost: 8 XP

The character may, once per combat, Reduce any magic effect that strikes their shield to a Shard 1 of the same source as the magic effect. See the Effects List for more information.

Tagline: “Reduce”

Prerequisites: All Empathy Tier 3 abilities (Passive, Per Combat, Per Reset) or All Resilience Tier 3 abilities (Passive, Per Combat, Per Reset), any 2 Intermediate abilities

Gain one Master ability at no cost with initial purchase. Others may be purchased with additional experience points

Oath of Loyalty

Cost: 10 XP

The character may, at will, Reduce any Betrayal or Paranoia effect to a Stupefy effect of the same source. See the Effects List for more information.

Tagline: “Reduce”

Armor Mastery

Cost: 10 XP

Any armor worn by the character is considered to have one additional value.

Tagline: None

Retributive Shield

Cost: 10 XP

The character may, once per combat, after using a Shield Block effect or successfully blocking an attack with their shield, use a Spellstrike Spirit Missile effect. This effect causes an automatic Wound to the location struck.  Note that this effect directly causes a Wound, it does not deal damage, and so bypasses armor, Shells, Vigor, and Spell Protection. It may be defended with Dodge, Spell Flux, Counter Spell, Wyrding, Resist and Absorb. See the Effects List for more information.

Tagline: “Spellstrike Spirit Missile”

Mirror Wall

Cost: 10 XP

The character may, once per combat, use a Spirit Counter Spell Storm effect. While under the Storm effect, the character may call Counter Spell against any magical attack that strikes their shield. This effect ends when the user uses a different effect, is disrupted, is rendered incapacitated, loses the ability to wield a shield, or 1 minute passes. The user may make basic attacks with wielded weapons and use Defenses without ending this effect. See the Effects List for more information.

Tagline: “Spirit Counter Spell Storm”, “Counter Spell”

Inspiration Images

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