Post by Head Moderator on Nov 4, 2013 1:15:39 GMT -5
NEW BLOODHOUND SKILLS
-Ready and Waiting: A bloodhound is ready for trickery at all times. He can ready an action against his mark, even outside of combat. If the mark triggers the bloodhound's readied action at any point, the bloodhound can carry out his action as if in combat. For instance, he could use Apply Pressure outside of combat to decrease the mark's dice sides, or Hog-Tie to tie the mark up.
Prerequisites: Bloodhound, Amber Rank
(V-Amber Rank)
-Crippling Strike: A bloodhound can deliver a strike against his mark with such precision that a successful attack also deals 2 points of Strength OR Quickness (Bloodhound must choose in attack post) damage to the mark. A bloodhound can deliver a crippling strike with a melee attack, or with a ranged attack from a distance of up to 30 feet. Once per combat.
Prerequisites: Bloodhound (Primary), Emerald Rank
COMBAT
Scent
-Multiple Marks: Starting at Sapphire rank, you may have two marks, at Ruby three marks, and at Obsidian you may have a total of four marks at any given time.
Prerequisites: Bloodhound, Sapphire Rank
-Demoralizing Stare: The bloodhound gains an additional bonus on Intimidate checks equal to half his Strength Bonus. In addition, when he successfully uses the Intimidate skill to demoralize an opponent, the target remains shaken for an additional 1 round.
Prerequisites: Bloodhound (Primary), Amber Rank
-Rapid Intimidation: A bloodhound can attempt to demoralize an opponent as a free action along with another action on his turn in combat, such as an attack or a hog-tie attempt.
Prerequisites: Bloodhound, Demoralizing Stare
COMBAT
-Quick Reconnoiter: You can make one check that includes both Spot and Listen, adding your Perception bonus to the roll and any other boosts to spot OR listen such as Alert. This can be used as often as you like, even during combat as a free action.
Prerequisites: Bloodhound (Primary)
-Favored Rival: Choose an organization. The bloodhound gains +2 bonus on Bluff, Intimidate, Gather Information, Knowledge (Geography and Local), and Insight checks, made against and pertaining to known affiliations of that organization. Available rivals are: Countries (subtype), Churches (subtype), Guilds (subtype), Houses (subtype), Organizations (subtype). At Emerald you may choose a second organization, at Obsidian a third organization.
Prerequisites: Bloodhound, Amber Rank
(V-Amber Rank)
-Silencing Strike: When a bloodhound successfully hits a mark with a melee attack, the bloodhound may choose that the opponent is unable to speak for rounds equal to a lose turn, once per combat. This prevents casting spells with verbal components, or shouting warnings or alarms.
Prerequisites: Bloodhound, Ruby Rank
(V-Ruby Rank)
-Mind Blank: When a bloodhound reaches this rank, he gains protection from all devices and spells that detect, influence or read emotions or thoughts. This power protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects including scrying, unless being done by someone of a higher dice rank than the bloodhound.
Prerequisites: Bloodhound (Primary), Obsidian Rank
-Shadowy Figure: The bloodhound is always considered to be "taking 10" on hide and move silent checks even while walking around normally, unless the bloodhound wants to be seen or heard. The DM must make opposed spot and listen checks for any NPC's to be aware of the bloodhound's presence.
Prerequisites: Bloodhound (Primary), Ruby Rank
-Implacable Hunt: If the bloodhound wounds a mark and the mark escapes, the bloodhound always knows the direction in which her mark lies and the approximate distance between her and her mark. If the target is within 50 feet, the bloodhound can pinpoint the target’s precise location. This ability only works if the bloodhound and her target are on the same plane of existence. Implacable hunt can be used simultaneously against different marks.
Prerequisites: Bloodhound (Primary), Emerald Rank
-Faultless Hunt: A bloodhound who establishes an implacable hunt can intensify this to a faultless hunt, enabling her to locate her mark even across planar boundaries. Unlike an implacable hunt, which can affect several marks at the same time, only one faultless hunt against a single individual can be pursued at one time. For the bloodhound to begin a faultless hunt, she must abandon any faultless hunt that she is already conducting.
Prerequisites: Bloodhound (Primary), Ruby Rank, Implacable Hunt
-Dead Men Are Poor Men: Due to a bloodhound's need to be paid for his bounty, he develops a sixth sense that helps him dodge unexpected blows so he can receive payment in the future. This gives a bloodhound the ability to evade full damage, once per combat.
Prerequisites: Bloodhound (Primary)
-No Rest: A bloodhound of this level is ceaseless in his pursuit. As long as he has a designated mark, he is immune to fear, fatigue, and exhaustion. He also gains 5 more hit points while in active pursuit of his designated mark.
Prerequisites: Bloodhound (Primary), Obsidian Rank
TWEAK TO MATERIALS
Glamerweave 3,000gp + Cost of Outfit
Glamerweave is a fine, light fabric that has delicate illusions woven into the threads. The color of glamerweave seems to shift subtly and is hard to describe, but this property is makes for a striking and strangely beautiful appearance. A character wearing glamerweave clothing gains a +5 bonus on Diplomacy checks.
Fiendweave 3,000gp + Cost of Outfit
Fiendweave is a coarse, sickly fabric that is rumored to be woven with occasional hairs collected from devilish fiends. The color and texture of fiendweave seems to darken and pulse threateningly in time to its wearer’s most violent emotions. A character wearing fiendweave gains a +5 bonus on Intimidate checks.
Winter Fullcloth 1,000gp + Cost of Outfit
This is a heavily quilted undergarment that is worn underneath regular clothing to protect the wearer against cold. It grants a +1 bonus to Endurance saving throws against exposure to cold weather.
THIEVERY SKILLS
"Improved Thievery" has been removed.
-Thievery : The thief is a cunning type of person. They see an opportunity and exploit it. With a successful unarmed or short weapon attack (dagger, bladed gloves, etc) the thief not only hurts their target but also steals some of their gold. The number rolled by both dice on the attack roll is also the amount of the victim's gold that was lifted. (ie: a roll of 20 20 would yield 40 gold). They must have one hand open, meaning that they are not holding a weapon or another object. At Sapphire Rank, you may double the gold stolen (so a roll of 20 20 would yield 40x2=80gp). At Ruby you may triple the gold stolen, and at Obsidian you quadruple the gold stolen. One time use in combat.
Prerequisite: No Lawful or Neutral Good Alignments
COMBAT
NEW DRUID SKILLS
-Urban Druid: An urban druid is a master of cities and towns who tend to the urban landscape and its inhabitants. They gain a +2 bonus on Diplomacy, Gather Information and Knowledge (local) checks within any city or town. An urban druid may also select a favored city or town. This must be a settlement of at least small town size or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. At Sapphire, they may choose a second favored city, at Ruby a third, and at Obsidian a fourth. While within the city limits of one of her favored cities, the urban druid bonus doubles.
Prerequisite: Druid (Primary)
-Skittering Sneak: A druid can take the form of a tiny natural beast or fey beast, such as a mouse, a house cat, or a large spider. In this form, she gains +5 bonus to Stealth checks. She cannot attack, pick up anything, or manipulate objects while in this tiny form but she can hear and see anything that the creature would normally be able to hear or see.
Prerequisites: Druid
(V)
-Roots of Rescue: Roots erupt from the ground and hold your ally in place. If an ally is being pulled, pushed or slid by a forced movement, you may call upon the roots of the earth to hold that ally in place, once per combat.
Prerequisites: Druid, Amber Rank
COMBAT
(V-Amber Rank)
-Aspect of Seasons: The druid takes the form of a natural power of a season. Once you have chosen your aspect for that combat, you may not switch to another aspect. This can be used once per adventure.
Prerequisites: Druid (Primary), Obsidian Rank
COMBAT
-Howl of the Wild: Your eerie howl channels primal power into your allies, giving them a boost of +2 Strike for one round of combat. This can be used once per combat.
Prerequisite: Druid, Sapphire Rank, Savage Blessing Skill
COMBAT
(V-Sapphire Rank, Savage Blessing Skill)
-Primal Restoration: A green glow surrounds you or a nearby ally, purging them of various afflictions. Once per combat, you may use this skill to remove any sort of effect, magical or supernatural or otherwise, that would normally be removed by rolling a save unless placed by a higher gemstone ranking source.
Prerequisite: Druid (Primary), Emerald Rank
-Lunge and Vanish: Once per combat, while in any shapeshifted animal form, you can disappear after mauling your enemy. After your attack you become invisible and quickly move far enough away from your target that they cannot use any sort of counterattack against you.
Prerequisite: Druid (Primary), Ruby Rank
COMBAT
-Defender of Nature: A druid has an all-encompassing disdain for creatures which pervert nature's order. Starting at Amber Rank, she may add an additional half of her Intelligence bonus to the damage against aberrations, oozes, and undead for one powerful attack, once per combat. This includes weapons, natural weapons, and any spells which might deal damage or require an attack roll.
Prerequisite: Druid
COMBAT
(V)
-Skeleton Shape: Some druids are evil, called Dark Side Druids. This skill allows a Dark Side Druid to take a skeletal form of any natural animal they would normally shapeshift into. They become immune to cold in this form, and healed by negative energy.
Prerequisite: Evil Druid Only
(V)
-Speak with Dead Animals: A Dark Side Druid can converse with dead animals, and can be used as many times a day as half their Intelligence Bonus.
Prerequisite: Evil Druid Only
(V)
-Unbonding: A Dark Side Druid can temporarily separate a bonded animal or magical beast (such as an animal companion, familiar, or mount) from its master once per day. The target creature must be within 40 feet of both its master and the Dark Side Druid. If the master fails a Willpower save (DC 10 + Druid's Int Bonus), the bond terminates as if the creature had died. Normally hostile creatures can attack their masters, but that is up to the DM. The bond returns after as many rounds as half the druid's Intelligence Bonus, restoring all benefits, unless the master has a way (skill, loot item) to bind the creature again to them, which takes up a full turn.
Prerequisite: Evil Druid Only (Primary), Ruby Rank
-Life Through Two Eyes: You may attempt to see through not only your eyes, but your animal companion's eyes as well. When doing so, you gain a +3 to all Spot Checks.
Prerequisite: Druid, Sapphire Rank
(V-Sapphire Rank)
-Mediator's Ear: By Emerald Rank, a druid is respected for her neutrality and even-handed attitude toward all people as well as other living things. She quickly develops some sense for others' attitudes, much as she does with animals. Once per adventure, she may use this skill to calm a situation that otherwise is hostile and dangerous. This lasts for as many minutes as the druid's Charisma bonus.
Prerequisite: Druid, Emerald Rank
(V-Emerald Rank)
-Eyes of the Storm: A druid with this skill can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for each gemstone level the druid earns.
Prerequisite: Druid (Primary)
-Sunder Natural Weapon: You have experienced many battles against wild animals and vicious monsters that fight with claws and fangs. You’ve learned a few special moves that allow you to cripple a creature’s natural attacks. Using the same rules for the Sunder skill, once a day you may cripple a creature's natural attack. It renders the natural attack useless and therefore giving the owner of the useless attack no boost or extra dice. The target also receives the damage from the sunder attack. Only an unarmed tech may sunder another unarmed tech.
Prerequisite: Druid (Primary), Shaman (Primary), Mystic (Primary), Ruby Rank
COMBAT
-Nature's Balance: Touching an ally, you concentrate, imagining a light flowing from your body into his. As you do so, a blue glow flickers to life in the center of your chest, and it travels down your arm into his form, granting him
a portion of your power. You take up to a –4 penalty to your choice of Strength, Quickness, Endurance or Willpower and your subject gains an equivalent bonus to the same trait score. This lasts as long as the druid wishes. This skill caps at 12, you cannot boost your target over 12 trait points.
Prerequisite: Druid (Primary), Obsidian Rank
COMBAT
-Vigorous Circle: This skill boosts the healing gained in the Healing Circle skill from 10 points of healing to everyone in the circle, up to 20 points of healing to everyone. It also heals anyone in the circle of poison or disease. It can be used once per adventure.
Prerequisite: Druid (Primary), Healing Circle Skill, Ruby Rank
-Dance of the Unicorn: Whirling your pointed finger through a complex gesture, you create a cool and fresh mist that cleanses the air of pollutants. You surround you and your allies with a purifying, swirling mist that washes the air clean of smoke, dust, and poisons. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud.
Prerequisite: Druid, Emerald Rank
-Swarm Druid: A swarm druid is able to turn into a swarm of small animals or insects, instead of one creature. This skill also gives the swarm druid, while in swarm form, the ability to evade half damage from any melee or ranged attack, once per combat.
Prerequisite: Druid
COMBAT
NEW SHAMAN SKILLS
-Spirit Walker: A shaman's form becomes a dual existence, both the physical and spiritual link through space and time from the other-world to the material plane. However, a shaman may use his powerful magics to retract this link and cause a shift in his physical form as he is thrown into the realm of the bad spirits. This allows the shaman to become partially insubstantial, taking half damage from one melee or ranged attack, once per combat.
Prerequisites: Shaman (Primary), Amber Rank
COMBAT
-Evil Eye: Once per adventure, when an enemy makes a successful save, you may force them to reroll their save. This can be used at any time, even if it is another ally that is seeking the save from the enemy.
Prerequisites: Shaman (Primary), Ruby Rank
COMBAT
-Mojo Bond: You may link any creature with which you've established a Voodoo Curse upon, with a second enemy. Once per combat, anything that is done to the target of the Voodoo Curse also happens to the chosen second enemy that you've linked to your target. If your target gets a save, and is successful, then the second enemy is saved as well but if your target fails his save, if one is required, the linked enemy is considered to have failed as well.
Prerequisites: Shaman (Primary), Emerald Rank
-Black Magic Pact: Once a week, when an enemy of equal or lower dice that is under the shaman's Voodoo Curse is within 10 points of death, the shaman can attempt to swap the soul of a fallen ally for that of the expendable foe, restoring their ally's essence to the material plane in a resurrection. The chosen victim is allowed a Willpower Save of DC10 + Shaman's Intelligence Bonus. If they fail their save, the fallen ally will be revived from the dead as well as healed of any damage equal to the amount of hit points of the sacrificed victim, though it will never go over however many hit points the ally normally is given. For instance, if a creature with 22 hit points is sacrificed, the ally is resurrected and healed of 22 points of damage. If the pact fails, the victim gets an immediate full attack upon the shaman.
Prerequisites: Shaman (Primary), Ruby Rank
NEW MYSTIC SKILLS
-Mask of the Ancestors: Carved with symbols of death, this mask is shaped like a skull. A mask of the ancestors marks the mystic as one who seeks the guidance of ancestral spirits. These spirits share their wisdom with the mystic. Gain a +3 to any Knowledge (History) rolls, and this allows the mystic to seek the answers to any puzzle or riddle they may face, once per day. Work with the DM for the information you gain.
Prerequisites: Mystic (Primary or Secondary)
NOTE: A mystic may only have ONE mask skill chosen at any given time.
-Mask of the Wild: This mask is usually carved in an abstract representation of an animal the mystic treats as his totem creature. This marks the mystic as one who looks to spirit animals for guidance, and who is closer to nature. This mask gives you a +3 to any Knowledge (Nature) rolls, and once per combat you may use the power of the mask to gain temporary hit points for the remainder of combat equal to your Endurance Trait Bonus.
Prerequisites: Mystic (Primary or Secondary)
NOTE: A mystic may only have ONE mask skill chosen at any given time.
-Mask of the Elements: This mask is carved in abstract patterns, sometimes with exaggerated human features, sometimes entirely unrecognizable. The mystics who turn to the elemental spirits are further removed from the world
around them than others of their profession. It is also said this estrangement grants them special insight. This mask gives a +3 to Knowledge (Arcana) rolls, and allows them to ignore one type of difficult terrain per adventure, so they do not have to make any checks to react normally upon the terrain such as ice, mountainous, sandy terrain.
Prerequisites: Mystic (Primary or Secondary)
NOTE: A mystic may only have ONE mask skill chosen at any given time.
-Curse of the Mask: A ghostly version of your mask appears on the target’s face, stealing away his or her vision. The target is blinded, and his Defense DC is now 10 for a number of rounds equal to your rank (use lose turn rounds), unless the target can fight without the use of his eyes.
Prerequisite: Mystic (Primary or Secondary), Sapphire Rank
COMBAT
-Fearsome Mein: Your mask takes on a fearsome appearance, scaring off enemies with a crack of thunder. This can be used once per adventure against enemies equal or lower dice than the mystic. Each enemy that meets this requirement, and can see the mystic and hear the thunder crack must make a save of Willpower vs the mystic's Charisma. Any that fail are unable to make any actions except to run away for one round of combat. Whether the enemies run away for good, or merely struck in fear for one round is up to the DM.
Prerequisite: Mystic (Primary or Secondar), Emerald Rank
COMBAT
-Animism: A mystic can listen and speak directly to the spirit in all things. At Topaz, they can speak with any living creature that has a language they understand. At Amber, they can speak with any living creature as if they both speak the same language. At Sapphire, they can speak with plants. At Emerald, they can speak with magic items and constructs. At Ruby, they can speak with earth and stone. At Obsidian they can speak with the air itself.
Prerequisite: Mystic
(V)
-Spirit of Life: The spirit of a golden owl alights on your ally’s shoulder and flutters off, carrying with it that friend’s aches and wounds. This heals up to as many points as your Intelligence Bonus, and can be used once per combat, whether it is your turn on the scoreboard or not.
Prerequisite: Mystic (Primary)
-Spirit of the Hawk's Wind: A wind sweeps over the area as a shining hawk spirit swoops down on your foe. As the spirit beats its wings, it creates gusts that lift your allies aloft, allowing them to move in safety. This can be used once per adventure to lift you and your allies over difficult terrain, or to simply allow your allies to shift places on the battlefield.
Prerequisite: Mystic (Primary), Emerald Rank
-Call to the Blood Dancer: A vicious spirit of blood and wrath infuses you while you are using your Rune Fang skill, causing you to howl in fury as you slash your foe with claws and fang. For the remainder of time they remain in their Rune Fang form, a roll of 19-20 is considered a Critical Hit. They also gain a +1 to Strike.
Prerequisite: Mystic (Primary), Obsidian Rank, Rune Fang Skill
-Forge the Chains of Life: As you feel an ally’s spirit begin to slip away, you shout a word of command that fills that ally with new life. This can be done at any time during combat, and it causes the target to only take as much damage that will leave them within 1 point of death. It can be used once per week.
Prerequisite: Mystic (Primary), Ruby Rank
UPDATED SKILLS
-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. This lasts for as many rounds as the Swashbuckler holds the target at point, or until the target is attacked. While held in place, their Defense DC is lowered by 2 points as they are stable and unmoving at the end of a blade.
Prerequisites: Swashbuckler (Primary), Amber Rank
COMBAT
-Sealed with a Kiss : You are able to cast spells by blowing a kiss at your enemy. This enables you to use your Charisma Bonus instead of your Intelligence Bonus to determine magical strike, magic damage, saves, and spell DC.
Prerequisites: Charmer, Magical or Psionic Affinity
(V - Magical/Psionic Affinity)
-Ready and Waiting: A bloodhound is ready for trickery at all times. He can ready an action against his mark, even outside of combat. If the mark triggers the bloodhound's readied action at any point, the bloodhound can carry out his action as if in combat. For instance, he could use Apply Pressure outside of combat to decrease the mark's dice sides, or Hog-Tie to tie the mark up.
Prerequisites: Bloodhound, Amber Rank
(V-Amber Rank)
-Crippling Strike: A bloodhound can deliver a strike against his mark with such precision that a successful attack also deals 2 points of Strength OR Quickness (Bloodhound must choose in attack post) damage to the mark. A bloodhound can deliver a crippling strike with a melee attack, or with a ranged attack from a distance of up to 30 feet. Once per combat.
Prerequisites: Bloodhound (Primary), Emerald Rank
COMBAT
Scent
-Multiple Marks: Starting at Sapphire rank, you may have two marks, at Ruby three marks, and at Obsidian you may have a total of four marks at any given time.
Prerequisites: Bloodhound, Sapphire Rank
-Demoralizing Stare: The bloodhound gains an additional bonus on Intimidate checks equal to half his Strength Bonus. In addition, when he successfully uses the Intimidate skill to demoralize an opponent, the target remains shaken for an additional 1 round.
Prerequisites: Bloodhound (Primary), Amber Rank
-Rapid Intimidation: A bloodhound can attempt to demoralize an opponent as a free action along with another action on his turn in combat, such as an attack or a hog-tie attempt.
Prerequisites: Bloodhound, Demoralizing Stare
COMBAT
-Quick Reconnoiter: You can make one check that includes both Spot and Listen, adding your Perception bonus to the roll and any other boosts to spot OR listen such as Alert. This can be used as often as you like, even during combat as a free action.
Prerequisites: Bloodhound (Primary)
-Favored Rival: Choose an organization. The bloodhound gains +2 bonus on Bluff, Intimidate, Gather Information, Knowledge (Geography and Local), and Insight checks, made against and pertaining to known affiliations of that organization. Available rivals are: Countries (subtype), Churches (subtype), Guilds (subtype), Houses (subtype), Organizations (subtype). At Emerald you may choose a second organization, at Obsidian a third organization.
Prerequisites: Bloodhound, Amber Rank
(V-Amber Rank)
-Silencing Strike: When a bloodhound successfully hits a mark with a melee attack, the bloodhound may choose that the opponent is unable to speak for rounds equal to a lose turn, once per combat. This prevents casting spells with verbal components, or shouting warnings or alarms.
Prerequisites: Bloodhound, Ruby Rank
(V-Ruby Rank)
-Mind Blank: When a bloodhound reaches this rank, he gains protection from all devices and spells that detect, influence or read emotions or thoughts. This power protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects including scrying, unless being done by someone of a higher dice rank than the bloodhound.
Prerequisites: Bloodhound (Primary), Obsidian Rank
-Shadowy Figure: The bloodhound is always considered to be "taking 10" on hide and move silent checks even while walking around normally, unless the bloodhound wants to be seen or heard. The DM must make opposed spot and listen checks for any NPC's to be aware of the bloodhound's presence.
Prerequisites: Bloodhound (Primary), Ruby Rank
-Implacable Hunt: If the bloodhound wounds a mark and the mark escapes, the bloodhound always knows the direction in which her mark lies and the approximate distance between her and her mark. If the target is within 50 feet, the bloodhound can pinpoint the target’s precise location. This ability only works if the bloodhound and her target are on the same plane of existence. Implacable hunt can be used simultaneously against different marks.
Prerequisites: Bloodhound (Primary), Emerald Rank
-Faultless Hunt: A bloodhound who establishes an implacable hunt can intensify this to a faultless hunt, enabling her to locate her mark even across planar boundaries. Unlike an implacable hunt, which can affect several marks at the same time, only one faultless hunt against a single individual can be pursued at one time. For the bloodhound to begin a faultless hunt, she must abandon any faultless hunt that she is already conducting.
Prerequisites: Bloodhound (Primary), Ruby Rank, Implacable Hunt
-Dead Men Are Poor Men: Due to a bloodhound's need to be paid for his bounty, he develops a sixth sense that helps him dodge unexpected blows so he can receive payment in the future. This gives a bloodhound the ability to evade full damage, once per combat.
Prerequisites: Bloodhound (Primary)
-No Rest: A bloodhound of this level is ceaseless in his pursuit. As long as he has a designated mark, he is immune to fear, fatigue, and exhaustion. He also gains 5 more hit points while in active pursuit of his designated mark.
Prerequisites: Bloodhound (Primary), Obsidian Rank
TWEAK TO MATERIALS
Glamerweave 3,000gp + Cost of Outfit
Glamerweave is a fine, light fabric that has delicate illusions woven into the threads. The color of glamerweave seems to shift subtly and is hard to describe, but this property is makes for a striking and strangely beautiful appearance. A character wearing glamerweave clothing gains a +5 bonus on Diplomacy checks.
Fiendweave 3,000gp + Cost of Outfit
Fiendweave is a coarse, sickly fabric that is rumored to be woven with occasional hairs collected from devilish fiends. The color and texture of fiendweave seems to darken and pulse threateningly in time to its wearer’s most violent emotions. A character wearing fiendweave gains a +5 bonus on Intimidate checks.
Winter Fullcloth 1,000gp + Cost of Outfit
This is a heavily quilted undergarment that is worn underneath regular clothing to protect the wearer against cold. It grants a +1 bonus to Endurance saving throws against exposure to cold weather.
THIEVERY SKILLS
"Improved Thievery" has been removed.
-Thievery : The thief is a cunning type of person. They see an opportunity and exploit it. With a successful unarmed or short weapon attack (dagger, bladed gloves, etc) the thief not only hurts their target but also steals some of their gold. The number rolled by both dice on the attack roll is also the amount of the victim's gold that was lifted. (ie: a roll of 20 20 would yield 40 gold). They must have one hand open, meaning that they are not holding a weapon or another object. At Sapphire Rank, you may double the gold stolen (so a roll of 20 20 would yield 40x2=80gp). At Ruby you may triple the gold stolen, and at Obsidian you quadruple the gold stolen. One time use in combat.
Prerequisite: No Lawful or Neutral Good Alignments
COMBAT
NEW DRUID SKILLS
-Urban Druid: An urban druid is a master of cities and towns who tend to the urban landscape and its inhabitants. They gain a +2 bonus on Diplomacy, Gather Information and Knowledge (local) checks within any city or town. An urban druid may also select a favored city or town. This must be a settlement of at least small town size or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. At Sapphire, they may choose a second favored city, at Ruby a third, and at Obsidian a fourth. While within the city limits of one of her favored cities, the urban druid bonus doubles.
Prerequisite: Druid (Primary)
-Skittering Sneak: A druid can take the form of a tiny natural beast or fey beast, such as a mouse, a house cat, or a large spider. In this form, she gains +5 bonus to Stealth checks. She cannot attack, pick up anything, or manipulate objects while in this tiny form but she can hear and see anything that the creature would normally be able to hear or see.
Prerequisites: Druid
(V)
-Roots of Rescue: Roots erupt from the ground and hold your ally in place. If an ally is being pulled, pushed or slid by a forced movement, you may call upon the roots of the earth to hold that ally in place, once per combat.
Prerequisites: Druid, Amber Rank
COMBAT
(V-Amber Rank)
-Aspect of Seasons: The druid takes the form of a natural power of a season. Once you have chosen your aspect for that combat, you may not switch to another aspect. This can be used once per adventure.
Summer Form: You become the personification of the burning summer. Your skin becomes orange and wreathed in hot flames and your hair becomes living flames. This gives you immunity to fire, and allows you to use fire magic such as casting fireballs. All fire spells add a +5 DMG, and all registered fire spells have a +2 to their Spell Difficulty. You cannot use any other element than fire or heat while in this aspect, and cold deals double damage to you while in this aspect. You also risk igniting everything you touch into flames.
Winter Form: You become the personification of winter, cold and ice. Your skin becomes blue and transparent, like ice. You gain immunity to cold, and allows you to use cold magic such as a cone of cold. All cold spells add +5 DMG, and all registered cold/ice spells have a +2 to their Spell Difficulty. You cannot use any other element than cold/ice or water during this aspect. Fire deals double damage to you in this aspect. You move at only half your normal land speed.
Autumn Form: You take on an aura of death that can be channeled to heal undead around you (using your heal points). You are immune to negative energy, and this allows you to add a +5 DMG to all spells dealing with negative energy (necromancy). This also adds a +2 to Spell Difficulty to all negative energy spells in your registered spell list. You cannot cast any healing spells or use healing skills in this form except to heal undead or those that heal from negative energy. While in this form, you only have half your normal hit points.
Spring Form: You become the personification of a green, bountiful spring. Your skin takes on a hint of green, and your hair is weaved with vines and flowers. This form boosts your healing energy, giving you a +5 to all heals done in this form. This adds a +2 to any saves you make to break curses or heal ailments. Negative energy does double damage to you in this aspect. Everything you touch becomes fertile, including the land you walk upon, or the person you heal by touching.
Prerequisites: Druid (Primary), Obsidian Rank
COMBAT
-Howl of the Wild: Your eerie howl channels primal power into your allies, giving them a boost of +2 Strike for one round of combat. This can be used once per combat.
Prerequisite: Druid, Sapphire Rank, Savage Blessing Skill
COMBAT
(V-Sapphire Rank, Savage Blessing Skill)
-Primal Restoration: A green glow surrounds you or a nearby ally, purging them of various afflictions. Once per combat, you may use this skill to remove any sort of effect, magical or supernatural or otherwise, that would normally be removed by rolling a save unless placed by a higher gemstone ranking source.
Prerequisite: Druid (Primary), Emerald Rank
-Lunge and Vanish: Once per combat, while in any shapeshifted animal form, you can disappear after mauling your enemy. After your attack you become invisible and quickly move far enough away from your target that they cannot use any sort of counterattack against you.
Prerequisite: Druid (Primary), Ruby Rank
COMBAT
-Defender of Nature: A druid has an all-encompassing disdain for creatures which pervert nature's order. Starting at Amber Rank, she may add an additional half of her Intelligence bonus to the damage against aberrations, oozes, and undead for one powerful attack, once per combat. This includes weapons, natural weapons, and any spells which might deal damage or require an attack roll.
Prerequisite: Druid
COMBAT
(V)
-Skeleton Shape: Some druids are evil, called Dark Side Druids. This skill allows a Dark Side Druid to take a skeletal form of any natural animal they would normally shapeshift into. They become immune to cold in this form, and healed by negative energy.
Prerequisite: Evil Druid Only
(V)
-Speak with Dead Animals: A Dark Side Druid can converse with dead animals, and can be used as many times a day as half their Intelligence Bonus.
Prerequisite: Evil Druid Only
(V)
-Unbonding: A Dark Side Druid can temporarily separate a bonded animal or magical beast (such as an animal companion, familiar, or mount) from its master once per day. The target creature must be within 40 feet of both its master and the Dark Side Druid. If the master fails a Willpower save (DC 10 + Druid's Int Bonus), the bond terminates as if the creature had died. Normally hostile creatures can attack their masters, but that is up to the DM. The bond returns after as many rounds as half the druid's Intelligence Bonus, restoring all benefits, unless the master has a way (skill, loot item) to bind the creature again to them, which takes up a full turn.
Prerequisite: Evil Druid Only (Primary), Ruby Rank
-Life Through Two Eyes: You may attempt to see through not only your eyes, but your animal companion's eyes as well. When doing so, you gain a +3 to all Spot Checks.
Prerequisite: Druid, Sapphire Rank
(V-Sapphire Rank)
-Mediator's Ear: By Emerald Rank, a druid is respected for her neutrality and even-handed attitude toward all people as well as other living things. She quickly develops some sense for others' attitudes, much as she does with animals. Once per adventure, she may use this skill to calm a situation that otherwise is hostile and dangerous. This lasts for as many minutes as the druid's Charisma bonus.
Prerequisite: Druid, Emerald Rank
(V-Emerald Rank)
-Eyes of the Storm: A druid with this skill can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for each gemstone level the druid earns.
Prerequisite: Druid (Primary)
-Sunder Natural Weapon: You have experienced many battles against wild animals and vicious monsters that fight with claws and fangs. You’ve learned a few special moves that allow you to cripple a creature’s natural attacks. Using the same rules for the Sunder skill, once a day you may cripple a creature's natural attack. It renders the natural attack useless and therefore giving the owner of the useless attack no boost or extra dice. The target also receives the damage from the sunder attack. Only an unarmed tech may sunder another unarmed tech.
Prerequisite: Druid (Primary), Shaman (Primary), Mystic (Primary), Ruby Rank
COMBAT
-Nature's Balance: Touching an ally, you concentrate, imagining a light flowing from your body into his. As you do so, a blue glow flickers to life in the center of your chest, and it travels down your arm into his form, granting him
a portion of your power. You take up to a –4 penalty to your choice of Strength, Quickness, Endurance or Willpower and your subject gains an equivalent bonus to the same trait score. This lasts as long as the druid wishes. This skill caps at 12, you cannot boost your target over 12 trait points.
Prerequisite: Druid (Primary), Obsidian Rank
COMBAT
-Vigorous Circle: This skill boosts the healing gained in the Healing Circle skill from 10 points of healing to everyone in the circle, up to 20 points of healing to everyone. It also heals anyone in the circle of poison or disease. It can be used once per adventure.
Prerequisite: Druid (Primary), Healing Circle Skill, Ruby Rank
-Dance of the Unicorn: Whirling your pointed finger through a complex gesture, you create a cool and fresh mist that cleanses the air of pollutants. You surround you and your allies with a purifying, swirling mist that washes the air clean of smoke, dust, and poisons. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud.
Prerequisite: Druid, Emerald Rank
-Swarm Druid: A swarm druid is able to turn into a swarm of small animals or insects, instead of one creature. This skill also gives the swarm druid, while in swarm form, the ability to evade half damage from any melee or ranged attack, once per combat.
Prerequisite: Druid
COMBAT
NEW SHAMAN SKILLS
-Spirit Walker: A shaman's form becomes a dual existence, both the physical and spiritual link through space and time from the other-world to the material plane. However, a shaman may use his powerful magics to retract this link and cause a shift in his physical form as he is thrown into the realm of the bad spirits. This allows the shaman to become partially insubstantial, taking half damage from one melee or ranged attack, once per combat.
Prerequisites: Shaman (Primary), Amber Rank
COMBAT
-Evil Eye: Once per adventure, when an enemy makes a successful save, you may force them to reroll their save. This can be used at any time, even if it is another ally that is seeking the save from the enemy.
Prerequisites: Shaman (Primary), Ruby Rank
COMBAT
-Mojo Bond: You may link any creature with which you've established a Voodoo Curse upon, with a second enemy. Once per combat, anything that is done to the target of the Voodoo Curse also happens to the chosen second enemy that you've linked to your target. If your target gets a save, and is successful, then the second enemy is saved as well but if your target fails his save, if one is required, the linked enemy is considered to have failed as well.
Prerequisites: Shaman (Primary), Emerald Rank
-Black Magic Pact: Once a week, when an enemy of equal or lower dice that is under the shaman's Voodoo Curse is within 10 points of death, the shaman can attempt to swap the soul of a fallen ally for that of the expendable foe, restoring their ally's essence to the material plane in a resurrection. The chosen victim is allowed a Willpower Save of DC10 + Shaman's Intelligence Bonus. If they fail their save, the fallen ally will be revived from the dead as well as healed of any damage equal to the amount of hit points of the sacrificed victim, though it will never go over however many hit points the ally normally is given. For instance, if a creature with 22 hit points is sacrificed, the ally is resurrected and healed of 22 points of damage. If the pact fails, the victim gets an immediate full attack upon the shaman.
Prerequisites: Shaman (Primary), Ruby Rank
NEW MYSTIC SKILLS
-Mask of the Ancestors: Carved with symbols of death, this mask is shaped like a skull. A mask of the ancestors marks the mystic as one who seeks the guidance of ancestral spirits. These spirits share their wisdom with the mystic. Gain a +3 to any Knowledge (History) rolls, and this allows the mystic to seek the answers to any puzzle or riddle they may face, once per day. Work with the DM for the information you gain.
Prerequisites: Mystic (Primary or Secondary)
NOTE: A mystic may only have ONE mask skill chosen at any given time.
-Mask of the Wild: This mask is usually carved in an abstract representation of an animal the mystic treats as his totem creature. This marks the mystic as one who looks to spirit animals for guidance, and who is closer to nature. This mask gives you a +3 to any Knowledge (Nature) rolls, and once per combat you may use the power of the mask to gain temporary hit points for the remainder of combat equal to your Endurance Trait Bonus.
Prerequisites: Mystic (Primary or Secondary)
NOTE: A mystic may only have ONE mask skill chosen at any given time.
-Mask of the Elements: This mask is carved in abstract patterns, sometimes with exaggerated human features, sometimes entirely unrecognizable. The mystics who turn to the elemental spirits are further removed from the world
around them than others of their profession. It is also said this estrangement grants them special insight. This mask gives a +3 to Knowledge (Arcana) rolls, and allows them to ignore one type of difficult terrain per adventure, so they do not have to make any checks to react normally upon the terrain such as ice, mountainous, sandy terrain.
Prerequisites: Mystic (Primary or Secondary)
NOTE: A mystic may only have ONE mask skill chosen at any given time.
-Curse of the Mask: A ghostly version of your mask appears on the target’s face, stealing away his or her vision. The target is blinded, and his Defense DC is now 10 for a number of rounds equal to your rank (use lose turn rounds), unless the target can fight without the use of his eyes.
Prerequisite: Mystic (Primary or Secondary), Sapphire Rank
COMBAT
-Fearsome Mein: Your mask takes on a fearsome appearance, scaring off enemies with a crack of thunder. This can be used once per adventure against enemies equal or lower dice than the mystic. Each enemy that meets this requirement, and can see the mystic and hear the thunder crack must make a save of Willpower vs the mystic's Charisma. Any that fail are unable to make any actions except to run away for one round of combat. Whether the enemies run away for good, or merely struck in fear for one round is up to the DM.
Prerequisite: Mystic (Primary or Secondar), Emerald Rank
COMBAT
-Animism: A mystic can listen and speak directly to the spirit in all things. At Topaz, they can speak with any living creature that has a language they understand. At Amber, they can speak with any living creature as if they both speak the same language. At Sapphire, they can speak with plants. At Emerald, they can speak with magic items and constructs. At Ruby, they can speak with earth and stone. At Obsidian they can speak with the air itself.
Prerequisite: Mystic
(V)
-Spirit of Life: The spirit of a golden owl alights on your ally’s shoulder and flutters off, carrying with it that friend’s aches and wounds. This heals up to as many points as your Intelligence Bonus, and can be used once per combat, whether it is your turn on the scoreboard or not.
Prerequisite: Mystic (Primary)
-Spirit of the Hawk's Wind: A wind sweeps over the area as a shining hawk spirit swoops down on your foe. As the spirit beats its wings, it creates gusts that lift your allies aloft, allowing them to move in safety. This can be used once per adventure to lift you and your allies over difficult terrain, or to simply allow your allies to shift places on the battlefield.
Prerequisite: Mystic (Primary), Emerald Rank
-Call to the Blood Dancer: A vicious spirit of blood and wrath infuses you while you are using your Rune Fang skill, causing you to howl in fury as you slash your foe with claws and fang. For the remainder of time they remain in their Rune Fang form, a roll of 19-20 is considered a Critical Hit. They also gain a +1 to Strike.
Prerequisite: Mystic (Primary), Obsidian Rank, Rune Fang Skill
-Forge the Chains of Life: As you feel an ally’s spirit begin to slip away, you shout a word of command that fills that ally with new life. This can be done at any time during combat, and it causes the target to only take as much damage that will leave them within 1 point of death. It can be used once per week.
Prerequisite: Mystic (Primary), Ruby Rank
UPDATED SKILLS
-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. This lasts for as many rounds as the Swashbuckler holds the target at point, or until the target is attacked. While held in place, their Defense DC is lowered by 2 points as they are stable and unmoving at the end of a blade.
Prerequisites: Swashbuckler (Primary), Amber Rank
COMBAT
-Sealed with a Kiss : You are able to cast spells by blowing a kiss at your enemy. This enables you to use your Charisma Bonus instead of your Intelligence Bonus to determine magical strike, magic damage, saves, and spell DC.
Prerequisites: Charmer, Magical or Psionic Affinity
(V - Magical/Psionic Affinity)