Post by Head Moderator on Nov 5, 2011 17:47:13 GMT -5
Every one of your characters are different and that's awesome. Everyone has different abilities that they can do. These things can be earned over time, but you are all allowed to choose FIVE (5) skills from the list below when you join, and THREE (3) free "FLAVOR" skills. These include any racial abilities your char might have such as the ability to levitate (drow) or low-light vision (elf) that aren't included in your racial package. Flavor skills are marked clearly as FLAVOR.
At each gemstone level you can add 3 more skills, and 1 bonus FLAVOR skill. Also, through our questing you'll be given the opportunity to earn various things (such as on our quest where your chars got Fearless).
Note: Earning reputation allows you to pick up even more FLAVORS.
So to start at Crystal, Pick Five Skills + Three Bonus Flavor Skills.
What are skills?
Simply, things that are special about your character, things they can do that makes them unique creatures. These are skills and abilities that would come in useful during quests or that would make a difference in everyday roleplay. They are the building blocks of a character.
Many skills have costs or prerequisites, make sure you can fulfill them! All prerequisites listed are required unless there are multiple professions.
Only a few skills allow you to take it multiple times, such as Diehard, Artisan Crafting, Craft Magic Item, Polyglot. It will say in the skill description if you can take it multiple times. If it does not say you are able to, then you cannot!
NOTE: Skills do not stack. You may use ONE, and ONLY ONE skill per turn in combat unless it says otherwise. Combat skills are clearly marked. One skill use at a time, unless it is marked as INNATE or CONSTANT. If you are evading or reflecting, you may continue to do so for as many skills of that type that you have as long as the person keeps sending the attack back your way.
***Switching out Skills***
If you decide you do not like the skill you've chosen, you are allowed one free "Skill Switch", but you must let the Treasury & tesarikone know. If you want to switch out skills after that you must pay a fee, and this fee goes up the more you switch skills out. See "Skill Switch", in the Emporium, or speak to the Treasury Mod.
***Animal Companion / Familiar Skills***
There are some skills marked "CC" that are allowed to be taken by your Animal Companion or Familiar (there are skills you must take to own one). The prerequisites for your companion taking those skills is listed after the CC such as (CC - Acrobatics Skill). There are also several skills that are ONLY for companions, and they are marked very clearly.
***Lose Turn Skills***
To keep it fair with the other classes, a lose turn skill marked "LOSE TURN" grows with the character unless it is specifically marked as just losing ONE TURN. Just as a mage can cast more powerful spells, so too does the warrior hit harder in time. Lose turns extend out based on rank.
If your opponent is a lower gemstone rank than you, then they automatically lose that first turn (whether a one-turn stun or multi-stun) without being offered a save. If your opponent is equal or higher gemstone rank than you, then they get a save for that first round. All subsequent rounds, regardless of rank, always gets a save.
If your skill does not have anything listed for the save, then it is QCK vs QCK.
Crystal and Topaz: 1 round
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian and Diamond: 4 rounds.
If you are stunned by a lose turn of any kind, you lose all your Quickness Bonus and your Defense DC reverts to DC10 while stunned. Stuns are clearly marked in the description of the Lose Turn, as not all lose turns STUN.
***Multi Attack Skills***
If you have a skill that allows you to make multiple full attacks on your enemies, you may only direct at the most TWO of those full attacks to the same enemy.
**Counter Attack Skills***
Unless the skill specifically states something different, all counter attack skills are treated like a normal attack. You make strike, you roll damage. Remember, though, that whatever counter attack skill you used (such as "Counter Attack" or "Acrobatic Backstab" was your skill usage for that turn in combat. You cannot activate other skills or use a special skill in that counterattack, unless your skills are innate or constant.
***Versatility***
Versatility is a skill for HUMANS that allows you to take some skills that are otherwise reserved for certain classes and professions. Skills cannot be marked "Primary", and any other requirements must be met such as other skills needed, or rank requirements. All skills allowed to be taken with Versatility are marked (V) and also state any special prerequisites you need to take that skill, such as needing Magical Affinity, or Healing Affinity.
***Teamwork***
Teamwork skills are marked very clearly, and they only work if another character has the same teamwork skill that you have. It is good to coordinate teamwork skills with those you regularly adventure with!
***Replacement Skills***
There are some skills on our skill list that at higher ranks replace and improve a skill that you might already have on your dossier. These replacement skills are stated clearly within their description as to which skills they replace. When you reach the appropriate rank and meet all other prerequisites, you have to put it on your dossier update with the rest of the skills for your new gemstone level. After approval has been given, then you can simply trade out the old skill for the new one on your dossier.
***Innate Skills***
These skills are always active, they are part of who you are, and how you fight.
Innate Skills
- Amphibious
- Arcane Warrior
- Aura of Strength
- Big Enough
- Blindfight
- Born to Water
- Brutish Durability
- Charismatic Fighter
- Dance Magic
- Dexterous Fighter
- Diehard
- Divine Health
- Dragon Breath
- Drunken Fighter
- Dual Wield
- Easy Reload
- Electrical Affinity
- Elemental Immunity
- Epic Power
- Far Reaching Shot
- Fearless
- Focused Shot
- Forsaken Undead
- Greater Dual Wield
- Immunity to Sleep
- Lunar Born
- Magical Resistance
- Mindblade
- Mind over Body
- Mounted Archery
- Muscle Reactions
- Mounted Combat
- Natural Spell
- Not One or the Other
- Poison/Venom Immunity
- Power Attack
- Presence of Mind
- Sealed with a Kiss
- Small and Fast
- Spellborn Body
- Sword and Pistol
- Tactician's Sense
- Timeless Body
- Tomb-Taint
- Tough as Bone
- Two Shield Fighting
- Two Wanded
- Undead Resistance
- Underwater Breather
- Vow of Peace
- Will of the Divine
***Constant Skills***
Constant skills are skills that are active all the time due to who you are, what profession you've taken, or your own personal choices and qualities. Constant skills do not have to be activated in combat, nor do they ever take up a round of combat - they are just always "on". You still have to claim them when they are used so that your proctor or DM knows how you are doing what you're doing.
Constant Skills
- Advanced Plating
- Agile Athlete
- Allegro
- Arcane Archer
- Armor Mastery
- As Water
- Blindsense
- Born by the Blade
- Bruised Armor
- Calm Mind
- Charming Beauty
- Claw Strike
- Close Quarters Fighting
- Colossus Hunter
- Combat Climbing
- Combat Marksman
- Concealed Healing [But can turn off/on]
- Concealed Spellcasting [But can turn off/on]
- Curseproof
- Darksight
- Darkwood Body
- Death from Above
- Diagnose
- Dirty Fighter
- Double Attack
- Double Tech
- Double Invocation
- Dual Wield Expert
- Dual Wield Focus
- Eldritch Focus
- Eldritch Master
- Elemental Resistance
- Elusive Dance
- Exceptional Breeding
- Executioner's Shot
- Faithful Feedback
- Favored Enemy
- Forgo Components
- Greater Stigmata
- Gris Gris
- Gun Mage
- Halfling Slinger
- Hidden Blade Master
- Immunity to Charm
- Immunity from Disease
- Inertial Armor
- Ioun Master
- Lasting Inspiration
- Lightning Initiative
- Lingering Spell
- Low-light Vision
- Mage's Intuition
- Master at Arms
- Master at Arms, Improved
- Master of Poisons
- Mindblade Enhancement
- Mountain Hoof
- Mounted Mastery
- Multiple Marks
- Native Terrain
- Nature's Guard
- One-Handed Expert
- One-Handed Focus
- One Weapon Boon
- One With Wood
- Patron Spells
- Pistol Whip
- Point Blank Master
- Point Blank Shot
- Point Blank Spells
- Protection of the Devout
- Racial Weakness Resistance
- Ranged Sniper
- Selective Spell
- Shield Weapon
- Ship's Mage
- Spell Combatant
- Spirit Armor
- Spirit Strike
- Spiritual Sentinel
- Steel Soul
- Stoneskin
- Sun-Hardened Skin
- Sword and Board
- Teleport Tactician
- Theurgic Submersion
- Tricky Arcanist
- Two-Handed Expert
- Two-Handed Weapon
- Unarmed Focus
- Unarmed Master
- Vow of Nonviolence
- Wand Mastery
- Weapon Alteration
- Weapon Juggle
- Will of the Forsaken
- Witch-Hunt
***Activated Skills***
If your combat or defense skill does not say "This is an innate skill" or "This is a constant skill", then it is probably an acquired skill and you must actively start using the benefits of that skill. If your acquired skill is one that lasts more than one round, then you only need to use up one turn to "activate" it, then you may use it in following rounds without it taking up your one skill per turn.
SOME Examples of Activated Skills - NOT ALL LISTED
This list is here to give you a GOOD idea of how to tell if a skill needs activated.
- Arcane Cantata
- Back to Back [Teamwork]
- Battle Blessing
- Battle Hardened
- Battle Hymn
- Bestial Fury
- Bind the Beast
- Bitter Arms
- Black Fester
- Blistering Bands
- Blood and Honor
- Brutal Grappler
- Call to the Blood Dancer
- Changeling Beasthide
- Coat of Arms
- Concerted Attack [Teamwork]
- Confound the Caster
- Coordinated Attack [Teamwork]
- Crescendo of Blood
- Defender of Nature
- Desecration zone
- Devil's Foe
- Durability
- Empowered Innate Spell
- Engaging Banter
- Grudge Fighter
- Hateful Attack
- Hateful Rager
- Haunting Melody
- Hide in Plain Sight
- Hidden Sniper
- Holy Aura
- Holy / Unholy Resistance
- Holy Strike
- Holy Valor
- Improved Grapple
- Levitation
- Lightbringer
- Limelight
- Merciful Spell
- Merciful Attack
- Moral Radiance
- Nature's Guard
- Nightcaller
- Noble Bearing
- One With Spirit
- Outrageous Attire
- Paladin's Chant
- Pillar of Hope
- Polearm Acrobat
- Shocking Grasp
- Song of the Depths
- Soul Mate [Teamwork]
- Sound of Music
- Spirit-Scarred
- Staccato
- Stigmata
- Subsonic
- Thanatopic Spell
- True Inspiration
- Undead Manipulator
- Unholy Strike
- Unholy Valor
- Whatever's Handy