Post by Head Moderator on Sept 9, 2013 14:46:00 GMT -5
New Skills
Close Quarters Fighting: Swashbucklers can fight normally when grappled or pinned. People can still hurt her in a grapple, however she can move around enough to easily use her weapons. Additionally, she can fight without penalty in cramped conditions. These abilities do not work when wearing medium or heavy armor.
Prerequisites: Swashbuckler
COMBAT
(V)
Witty Repartee: When making a melee attack against one target, as long as she can speak, the swashbuckler can utilize Witty Repartee. The attack against his foe receives additional damage equal to half the swashbuckler's Charisma bonus, once per combat.
Prerequisites: Swashbuckler, Emerald Rank
COMBAT
(V - Emerald Rank)
Legendary Booty: Whenever there's treasure, someone knows about it, and it's usually the treasure hunter that does. Whenever the issue of a particular cache of treasure or legendary item is raised, the swashbuckler may make a check to remember tales of its location: roll 1d20 + INT, against a DC of 10 (mundane treasure you don't care about at this level), 15 (minor magic items), 20 (really good stuff) , 25 (artifacts, important plot items and extremely good items) or 30 (rare relics and epic items).
Prerequisites: Swashbuckler (Primary)
Arm's Length: The swashbuckler is good at holding people at sword-point. Once per combat, an enemy that enters an area sword's length from her for any reason provokes a reaction from the swashbuckler. The swashbuckler rolls a strike against the enemy, if she makes their Defense DC, the target is forced back nulling any action or attack they might have made that round against her.
Prerequisites: Swashbuckler (Primary), Amber Rank
COMBAT
Catch Me If You Can: The swashbuckler doubles her movement speed when wearing light or no armor, allowing her to move with ease and speed around the battle area. This allows the swashbuckler to reach enemies faster than her other allies, and allows for an attack as well as the movement in one round in circumstances where the DM will only allow normally allow movement. This can be used once per combat.
Prerequisites: Swashbuckler (Primary)
COMBAT
En Garde!: You are amazing at dueling with your foes. Once per combat, if you pass your strike against a target, you may either deny them a counterattack, or they are forced to drop whatever is in their hands - be it weapon, wand, or other item. You still make a normal attack and they take damage. Choose one (no counter or drop item), and this can only be used once per combat.
Prerequisites: Swashbuckler or Swordmaster, Sapphire Rank
COMBAT
(V - Sapphire Rank)
Rapier Wit: When attacking a foe the swashbuckler has previously used Witty Repartee on, the swashbuckler can make critical hits easier on that one person, obtaining a critical hit on strike rolls of 19-20.
Prerequisites: Witty Repartee Skill, Ruby Rank
COMBAT
(V - Witty Repartee Skill, Ruby Rank)
Rake's Fortune: Swashbucklers and swordmasters tend to be extremely skilled and lucky individuals. Once per day, you may re-roll any dice roll. At Topaz rank, the character must take the result of the re-roll, even if it's worse than the original roll. At Emerald rank, the character may take the best roll out of the the two rolls. At Obsidian, you may use this skill twice per day.
Prerequisites: Swashbuckler (Primary), or Swordmaster (Primary)
COMBAT
Vow of Charity: A healer who takes this vow is less able to heal themselves, but gains a boost in healing others. Those who take this vow dedicate their lives to protecting those who can't protect themselves and giving to those who are in need. They are generous to a fault, the most steadfast of friends, and give without anyone needing to ask. Half your self-heal points are now used for healing others, leaving you only half to heal yourself. So, if you have 12 points of self-healing, you now may only use 6 points to heal yourself and the other 6 are now able to be used to heal others.
Prerequisites: Healer
(V)
Delay Affliction: Once per day, you may cause a target who has been poisoned, cursed or diseased to delay the affliction for as many hours as your Intelligence bonus. A delayed poison or disease does not begin it's effects until the time allotted has passed. It can be cured during that time, in that case the effects never show.
Prerequisites: Healer, Amber Rank
(V - Amber Rank)
Healing Kick: You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with a little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle, you also give them a +5 to their Defense for one round of combat.
Prerequisites: Healer, Amber Rank
(V - Amber Rank)
Healing Kick II: You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with another little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle , you may give them a +2 to their Defense DC only for one round of combat.
Prerequisites: Healing Kick Skill, Sapphire Rank
(V - Healing Kick, Sapphire Rank)
Healing Kick III: You hate to see your careful work ruined by an attack made right after you heal! Every time you heal a new person during combat, you may choose to give that target the bonus from Healing Kick or Healing Kick II. You may only give any one person one bonus per combat.
Prerequisites: Healing Kick II Skill, Obsidian Rank
(V - Healing Kick II, Obsidian)
Waste Not: Your healing lingers, so that no energy is lost. When you heal someone in any way (healing points, skills, potions, wands, etc), any healing above what they need to refill their HP total they gain as temporary hit points that last until the end of combat. If they are over their normal hit points when the temporary hit points fade, then they will immediately die.
Prerequisites: Healer (Primary), Amber Rank
Mercy: A healer can select one mercy per gemstone rank beginning at Topaz, please mark this clearly on your dossier. Each mercy adds an effect to the healer's ability to heal. Whenever the healer expends healing points to heal damage to one target, the target also receives the additional effect from whatever mercy the healer chooses to use. You may only use each of your mercies once per adventure.
You may choose from the following mercies, the rank needed for each is marked:
Remove Stun (Topaz)
Remove Fatigue (Topaz)
Remove Shaken (Topaz)
Remove Nausea (Amber)
Remove Curse (Amber)
Remove Frightened (Amber)
Remove Disease (Sapphire)
Remove Poison (Sapphire)
Remove Blindness (Sapphire)
Remove Fear-Stricken (Emerald)
Remove Poison (Emerald)
Remove Sickened (Emerald)
Remove Exhaustion (Ruby)
Remove Paralyzation (Ruby)
Remove Hit Point Debuff (Ruby)
Remove Trait Drain (Obsidian)
Remove Petrification (Obsidian)
Regrow Lost Limb (Obsidian)
Prerequisites: Healing Affinity, Topaz Rank
Flick of the Wrist: A bard with this skill can draw a light weapon with such ease and with a single motion, allowing for one devastating attack once per combat. This causes your opponent to be caught unable to use their Quickness bonus, causing their DC against you that round to be DC10.
Prerequisites: Bard, Amber Rank
COMBAT
(V - Amber)
Song of the Depths: This allows a bard to produce bardic effects even while underwater.
Prerequisite: Bard
(V)
Subsonic: You can play so softly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, and unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect.
Prerequisite: Bard, Amber Rank
COMBAT
(V - Amber Rank)
Arcane Cantata: Your ability to inspire allies has an added boon for spellcasters. All regged spells cast while the bard is playing gains a +1 to their Spell Save DC. All allies also gain a +1 to any saves against spells the enemies cast upon them.
Prerequisite: Bard (Primary), Emerald Rank
COMBAT
Dancing Bard: This skill allows a bard to dance now to Inspire Allies, instead of while they sing or play.
Prerequisite: Bard
COMBAT
(V)
Battle Hym: A bard at this rank can perform an energizing hymn that inspires those around him to greater prowess in battle. This skill causes all allies to gain a +1 to all rolls for the remainder of combat once this skill has been used.
Prerequisite: Bard (Primary), Obsidian Rank
COMBAT
Advantageous Avoidance: You have a knack for ducking, darting and rolling out of the way at just the right moment, allowing you to evade half damage of an attack, once per combat.
Prerequisite: Rogue (Primary), Amber Rank
DEFENSE
Better Lucky than Good: Once per day, you can succeed where others would surely fail. If you roll a Critical Fail of 1, you may instead treat that roll as a hit.
Prerequisite: Rogue (Primary), Obsidian Rank
Lucky Start: You may reroll your initiative, once per adventure. You may then choose which roll to take.
Prerequisite: Rogue (Primary), Amber Rank
Victor's Luck: You may reroll your Strike, once per combat. You may then choose which roll to take.
Prerequisite: Rogue (Primary), Sapphire Rank
Third Time's the Charm: You may roll a third time after using any luck skill or item, and take the best out of three rolls. This can be used once per day.
Prerequisite: Rogue (Primary), Ruby Rank
Favored Region : You are able to select a region of our land (Doxenia, Avilon Islands, Kir'viir, etc) and due to your extensive experience with the people, customs, and attitudes of the nobles and training in techniques for manipulating the nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), and Insight checks when using these skills in relation to regents and members of the upper class of this region. At Emerald you may choose a second region, at Obsidian a third.
Prerequisite: Noble, Amber Rank
(V - Amber Rank)
Noble Bearing : When a noble appears on the field and presents himself as a leader, it inspires himself and his followers, soldiers, hirelings, or other loyal subjects who can see and hear him. The noble must present himself for one round, standing tall and proud and shouting directions and encouragement for this to take effect for the remainder of combat. At Amber Rank, those that look to him for guidance gain a +1 to defense, attack, and willpower rolls against fear and mind effects. At Emerald, gain a +2, and at Obsidian gain a +3.
Prerequisite: Noble, Amber Rank
(V - Amber Rank)
Spread Gossip: Instead of gaining information with a Gather Information check, a noble can plant it. He can spread rumors and false information by meeting a DC appropriate to the quality of the information, per the DM. If successful, the information enters the rumor mill and will have consequences in one or more days, depending on the gossip’s detail and the DM's judgement. This can be done once every two weeks.
Prerequisite: Noble, Ruby Rank
(V - Ruby Rank)
Close Quarters Fighting: Swashbucklers can fight normally when grappled or pinned. People can still hurt her in a grapple, however she can move around enough to easily use her weapons. Additionally, she can fight without penalty in cramped conditions. These abilities do not work when wearing medium or heavy armor.
Prerequisites: Swashbuckler
COMBAT
(V)
Witty Repartee: When making a melee attack against one target, as long as she can speak, the swashbuckler can utilize Witty Repartee. The attack against his foe receives additional damage equal to half the swashbuckler's Charisma bonus, once per combat.
Prerequisites: Swashbuckler, Emerald Rank
COMBAT
(V - Emerald Rank)
Legendary Booty: Whenever there's treasure, someone knows about it, and it's usually the treasure hunter that does. Whenever the issue of a particular cache of treasure or legendary item is raised, the swashbuckler may make a check to remember tales of its location: roll 1d20 + INT, against a DC of 10 (mundane treasure you don't care about at this level), 15 (minor magic items), 20 (really good stuff) , 25 (artifacts, important plot items and extremely good items) or 30 (rare relics and epic items).
Prerequisites: Swashbuckler (Primary)
Arm's Length: The swashbuckler is good at holding people at sword-point. Once per combat, an enemy that enters an area sword's length from her for any reason provokes a reaction from the swashbuckler. The swashbuckler rolls a strike against the enemy, if she makes their Defense DC, the target is forced back nulling any action or attack they might have made that round against her.
Prerequisites: Swashbuckler (Primary), Amber Rank
COMBAT
Catch Me If You Can: The swashbuckler doubles her movement speed when wearing light or no armor, allowing her to move with ease and speed around the battle area. This allows the swashbuckler to reach enemies faster than her other allies, and allows for an attack as well as the movement in one round in circumstances where the DM will only allow normally allow movement. This can be used once per combat.
Prerequisites: Swashbuckler (Primary)
COMBAT
En Garde!: You are amazing at dueling with your foes. Once per combat, if you pass your strike against a target, you may either deny them a counterattack, or they are forced to drop whatever is in their hands - be it weapon, wand, or other item. You still make a normal attack and they take damage. Choose one (no counter or drop item), and this can only be used once per combat.
Prerequisites: Swashbuckler or Swordmaster, Sapphire Rank
COMBAT
(V - Sapphire Rank)
Rapier Wit: When attacking a foe the swashbuckler has previously used Witty Repartee on, the swashbuckler can make critical hits easier on that one person, obtaining a critical hit on strike rolls of 19-20.
Prerequisites: Witty Repartee Skill, Ruby Rank
COMBAT
(V - Witty Repartee Skill, Ruby Rank)
Rake's Fortune: Swashbucklers and swordmasters tend to be extremely skilled and lucky individuals. Once per day, you may re-roll any dice roll. At Topaz rank, the character must take the result of the re-roll, even if it's worse than the original roll. At Emerald rank, the character may take the best roll out of the the two rolls. At Obsidian, you may use this skill twice per day.
Prerequisites: Swashbuckler (Primary), or Swordmaster (Primary)
COMBAT
Vow of Charity: A healer who takes this vow is less able to heal themselves, but gains a boost in healing others. Those who take this vow dedicate their lives to protecting those who can't protect themselves and giving to those who are in need. They are generous to a fault, the most steadfast of friends, and give without anyone needing to ask. Half your self-heal points are now used for healing others, leaving you only half to heal yourself. So, if you have 12 points of self-healing, you now may only use 6 points to heal yourself and the other 6 are now able to be used to heal others.
Prerequisites: Healer
(V)
Delay Affliction: Once per day, you may cause a target who has been poisoned, cursed or diseased to delay the affliction for as many hours as your Intelligence bonus. A delayed poison or disease does not begin it's effects until the time allotted has passed. It can be cured during that time, in that case the effects never show.
Prerequisites: Healer, Amber Rank
(V - Amber Rank)
Healing Kick: You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with a little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle, you also give them a +5 to their Defense for one round of combat.
Prerequisites: Healer, Amber Rank
(V - Amber Rank)
Healing Kick II: You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with another little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle , you may give them a +2 to their Defense DC only for one round of combat.
Prerequisites: Healing Kick Skill, Sapphire Rank
(V - Healing Kick, Sapphire Rank)
Healing Kick III: You hate to see your careful work ruined by an attack made right after you heal! Every time you heal a new person during combat, you may choose to give that target the bonus from Healing Kick or Healing Kick II. You may only give any one person one bonus per combat.
Prerequisites: Healing Kick II Skill, Obsidian Rank
(V - Healing Kick II, Obsidian)
Waste Not: Your healing lingers, so that no energy is lost. When you heal someone in any way (healing points, skills, potions, wands, etc), any healing above what they need to refill their HP total they gain as temporary hit points that last until the end of combat. If they are over their normal hit points when the temporary hit points fade, then they will immediately die.
Prerequisites: Healer (Primary), Amber Rank
Mercy: A healer can select one mercy per gemstone rank beginning at Topaz, please mark this clearly on your dossier. Each mercy adds an effect to the healer's ability to heal. Whenever the healer expends healing points to heal damage to one target, the target also receives the additional effect from whatever mercy the healer chooses to use. You may only use each of your mercies once per adventure.
You may choose from the following mercies, the rank needed for each is marked:
Remove Stun (Topaz)
Remove Fatigue (Topaz)
Remove Shaken (Topaz)
Remove Nausea (Amber)
Remove Curse (Amber)
Remove Frightened (Amber)
Remove Disease (Sapphire)
Remove Poison (Sapphire)
Remove Blindness (Sapphire)
Remove Fear-Stricken (Emerald)
Remove Poison (Emerald)
Remove Sickened (Emerald)
Remove Exhaustion (Ruby)
Remove Paralyzation (Ruby)
Remove Hit Point Debuff (Ruby)
Remove Trait Drain (Obsidian)
Remove Petrification (Obsidian)
Regrow Lost Limb (Obsidian)
Prerequisites: Healing Affinity, Topaz Rank
Flick of the Wrist: A bard with this skill can draw a light weapon with such ease and with a single motion, allowing for one devastating attack once per combat. This causes your opponent to be caught unable to use their Quickness bonus, causing their DC against you that round to be DC10.
Prerequisites: Bard, Amber Rank
COMBAT
(V - Amber)
Song of the Depths: This allows a bard to produce bardic effects even while underwater.
Prerequisite: Bard
(V)
Subsonic: You can play so softly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, and unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect.
Prerequisite: Bard, Amber Rank
COMBAT
(V - Amber Rank)
Arcane Cantata: Your ability to inspire allies has an added boon for spellcasters. All regged spells cast while the bard is playing gains a +1 to their Spell Save DC. All allies also gain a +1 to any saves against spells the enemies cast upon them.
Prerequisite: Bard (Primary), Emerald Rank
COMBAT
Dancing Bard: This skill allows a bard to dance now to Inspire Allies, instead of while they sing or play.
Prerequisite: Bard
COMBAT
(V)
Battle Hym: A bard at this rank can perform an energizing hymn that inspires those around him to greater prowess in battle. This skill causes all allies to gain a +1 to all rolls for the remainder of combat once this skill has been used.
Prerequisite: Bard (Primary), Obsidian Rank
COMBAT
Advantageous Avoidance: You have a knack for ducking, darting and rolling out of the way at just the right moment, allowing you to evade half damage of an attack, once per combat.
Prerequisite: Rogue (Primary), Amber Rank
DEFENSE
Better Lucky than Good: Once per day, you can succeed where others would surely fail. If you roll a Critical Fail of 1, you may instead treat that roll as a hit.
Prerequisite: Rogue (Primary), Obsidian Rank
Lucky Start: You may reroll your initiative, once per adventure. You may then choose which roll to take.
Prerequisite: Rogue (Primary), Amber Rank
Victor's Luck: You may reroll your Strike, once per combat. You may then choose which roll to take.
Prerequisite: Rogue (Primary), Sapphire Rank
Third Time's the Charm: You may roll a third time after using any luck skill or item, and take the best out of three rolls. This can be used once per day.
Prerequisite: Rogue (Primary), Ruby Rank
Favored Region : You are able to select a region of our land (Doxenia, Avilon Islands, Kir'viir, etc) and due to your extensive experience with the people, customs, and attitudes of the nobles and training in techniques for manipulating the nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), and Insight checks when using these skills in relation to regents and members of the upper class of this region. At Emerald you may choose a second region, at Obsidian a third.
Prerequisite: Noble, Amber Rank
(V - Amber Rank)
Noble Bearing : When a noble appears on the field and presents himself as a leader, it inspires himself and his followers, soldiers, hirelings, or other loyal subjects who can see and hear him. The noble must present himself for one round, standing tall and proud and shouting directions and encouragement for this to take effect for the remainder of combat. At Amber Rank, those that look to him for guidance gain a +1 to defense, attack, and willpower rolls against fear and mind effects. At Emerald, gain a +2, and at Obsidian gain a +3.
Prerequisite: Noble, Amber Rank
(V - Amber Rank)
Spread Gossip: Instead of gaining information with a Gather Information check, a noble can plant it. He can spread rumors and false information by meeting a DC appropriate to the quality of the information, per the DM. If successful, the information enters the rumor mill and will have consequences in one or more days, depending on the gossip’s detail and the DM's judgement. This can be done once every two weeks.
Prerequisite: Noble, Ruby Rank
(V - Ruby Rank)