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Skip Navigation LinksHigh Fantasy HERO>Conversions>World of Lone Wolf>Kai Grandmaster Abilities
MAGNAKAI ABILITIES
Kai Grandmaster Abilities Prefab (hdp)
Kai Grandmasters develop their abilities to legendary proportions, and some even learn magic or alchemy.
KAI LINKS
Cost  Power END
50 Grand Weaponmastery:
WF: Common Melee Weapons, Common Missile Weapons, Off Hand, Staffs (Real Cost: 6)
plus
+3 with All Combat (Real Cost: 24)
plus
Deadly Blow: +2d6 (any circumstances, any HTH weapon) (Real Cost: 20)
0
50 Animal Mastery:
Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Dragons, Elephants, Equines, Felines, Insects & Anthropods, Raptors, Reptiles & Amphibians, Ursines) 18- (Real Cost: 28)
plus
Riding 13- (Real Cost: 7)
plus
Beast Speech (Real Cost: 15)
0
50 Deliverance:
+8 REC (Real Cost: 16)
plus
Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) (Real Cost: 13)
plus
Healing BODY 2d6 (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Others Only (-1/2), Concentration (0 DCV; -1/2) (Real Cost: 6)
plus
Healing Simplified 8 1/2d6 (85 Active Points); 1 Charge (Recovers Under Limited Circumstances (20 Days); -2 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration (0 DCV; -1/2), Self Only (-1/2) (Real Cost: 15)
2
50 Invisibility:
Invisibility to Sight and Hearing Groups and Normal Smell , No Fringe, Reduced Endurance (0 END; +1/2) (57 Active Points); Only When Not Attacking (-1/2) (Real Cost: 38)
plus
Acting 11- (Real Cost: 3)
plus
Conversation 11- (Real Cost: 3)
plus
Linguist (Real Cost: 3)
plus
Disguise 11- (Real Cost: 3)
0
50 Grand Huntmastery:
Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Marine Surface, Mountain) 19- (Real Cost: 25)
plus
Defense Maneuver I-IV (Real Cost: 10)
plus
Nightvision (Real Cost: 5)
plus
Discriminatory with Normal Touch (Real Cost: 5)
plus
Discriminatory with Normal Taste (Real Cost: 5)
0
50 Grand Pathsmanship:
+3 PER with all Sense Groups (Real Cost: 9)
plus
Bump Of Direction (Real Cost: 3)
plus
Shadowing 13- (Real Cost: 7)
plus
Streetwise 11- (Real Cost: 3)
plus
Tracking 14- (Real Cost: 9)
plus
Detect Meaning Of Written Information and Traps 11- (Sight Group), Discriminatory, Analyze (Real Cost: 15)
plus
Trackless Stride (Real Cost: 2)
plus
Environmental Movement (no penalties for Poor Footing (Bushes, Roots, Tangles)) (Real Cost: 2)
0
50 Kai-Surge:
Ego Attack 1d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Does BODY (+1) (25 Active Points) (Real Cost: 25)
plus
Ego Attack + 2 1/2d6 (Human class of minds), Does BODY (+1) (50 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Must Have At Least 10 END Remaining To Use (-1/4) (Real Cost: 25)
5
50 Kai-Screen:
+35 Mental Defense (Real Cost: 35)
plus
Usable Simultaneously (up to 4 people at once; +3/4) for up to 14 Active Points of Mental Defense, Reduced Endurance (0 END; +1/2) (15 Active Points) (Real Cost: 15)
0
50 Grand Nexus:
Telekinesis (7 STR), Affects Porous, Fine Manipulation (Real Cost: 30)
plus
Life Support (Safe in Intense Cold; Safe in Intense Heat) (Real Cost: 4)
plus
Armor (0 PD/10 ED) (Real Cost: 15)
3
50 Telegnosis:
Danger Sense (immediate vicinity, any danger, Function as a Sense) 14- (Real Cost: 35)
plus
Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Leave Body Behind (-2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) (Real Cost: 15)
0
50 Magi Magic: Variable Power Pool, 30 base + 15 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (52 Active Points); Magi Magic Only (-1/2)
plus
Magi Magic (INT-based) 12-
50 Kai-alchemy: Variable Power Pool (Gadget Pool), 30 base + 15 control cost, No Skill Roll Required (+1) (60 Active Points); VPP Powers Can Be Changed Only With New Gadgets (-1/2), Crystal Star Magic Only (-1/2)
plus
Crystal Star / Alchemical Magic (INT-based) 12-