Post by Head Moderator on Nov 11, 2013 22:25:52 GMT -5
Update to Entitlement. We did not have "Bargainer" when this skill was written, but we did have Fence. Entitlement does the same thing as Fence so you cannot stack a bunch of skills that give you a better price. Only one was ever the intention.
Entitlement : A Noble is able to browbeat or sweet-talk a shopkeeper until he or she gets a discount of 15% (when buying) or a bonus of 15% (when selling) from the Emporium. This does not stack with Fence, Bargainer, or any other skill that allows you to get a discount from the Emporium.
Prerequisite: Noble, Sapphire Rank.
(V - Sapphire Rank)
Bargainer : You are a master at the art of the deal. You gain a +5 to Diplomacy checks involving gold, and gain 10% more than the quoted price on any sell of an item to the Emporium. This does not stack with any other skill that gives you a better price at the Emporium such as Entitlement, or Fence.
Fence : This skill allows a Thief to get a better price for stolen goods. If this is going to be used, it must be stated in the email sent for the sale of the goods, at which point the DM will roll a 1d25 and add the result in % to the price given for the goods. This does not stack with any other skill that gives you a better price at the Emporium such as Entitlement, or Bargainer.
Example: Someone else playing a Thief Adept sells a stolen item to the shop. The base value they'd get is 100. When I receive the email stating they want to sell the item, I will roll 1d25. If it comes up a 25, they get 125 gold.
Prerequisite: Thief Adept OR Rogue AND Reputation 5
(V - Reputation 5)
Tweaked Skills: Most of these were just tweaked a wee bit to make better sense, some were updated such as Point Blank Shot/Point Blank Master.
Get Up and Fight! : This allows a knight who has healing affinity to heal an ally for up to 10 hp (can be mundane such as bandages or magical energy) in between turns, not taking up his own turn to combat in that round. This can be used once per combat.
Prerequisite: Knight, Healing Affinity, Topaz Rank
(V - Healing Affinity, Topaz Rank)
Healer's Bargain: A healer is allowed to purchase healing potions at half price from the Emporium.
Prerequisite: Healer (Primary)
I Remember This One! : You have a love of drink and a keen alchemical sense. They use these skills to remember potions and tonics once tasted or smelled. You can automatically identify any potion, tonic or poison you have tasted or smelled at least once before by sipping or sniffing it.
Prerequisites: Alchemy Skill
Holy Aura : Paladins exhibit a divine and good aura at all times around them. They are unable to be turned undead by any means. You gain a +5 defense against unholy attacks.
Prerequisite: Paladin
(V)
Holy Strike: Any weapon that is held is treated as a holy, good aligned weapon. Holy weapons always deal double damage to evil creatures, no matter what they are weak to. Paladins do not need to take this skill.
Prerequisite: Devout Class
COMBAT
(V)
Improved Rezz : Once per day you may rezz another creature without any loss to XP or Dice. It still counts as a normal rezz, and the person rezzed loses one of their five OH rezzes. At Emerald Rank, you may rezz twice a day. At Ruby, three times a day. At Obsidian, your rezzes do not count against the five rezzes allowed.
Prerequisites: Rezz the Dead AND Sapphire Rank
Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Invisibility : You can become invisible at will, giving you a +5 to Hide Checks. Once per day you may pass a Hide check without rolling.
Prerequisite: Magical or Psionic Affinity, Or by special arrangement by race
Lingering Spell : This skill allows you to cast spells that last an extra round from what is allowed.
Prerequisites: Arcane Class AND Emerald Rank
COMBAT
(V - Magical/Psionic Affinity, Emerald Rank)
One with Spirit : A shaman often comes into contact with spirits of both his ancestors, predecessors as well as bad spirits which haunt the material world. As a result, the shaman learns to become one with his ethereal form, allowing his own mundane form to come into contact with supernatural beings lacking a physical form such as ghosts as if they were solid, material beings. All weapons wielded and attacks made by the shaman are able to hit any incorporeal creature, and all defenses count against incorporeal creature's attacks.
Prerequisite: Shaman
COMBAT
(V)
Point Blank Master : You now gain a +1 boost to strike when using a ranged weapon. At Ruby it is +2, and at Obsidian it is +3.
Prerequisite: Point Blank Shot
COMBAT
Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
COMBAT
Poison Polish : The charmer gains the ability to coat her nails in poison. This poison is spread through an injury by the nails. The charmer never risks poisoning herself when applying poison to her nails. This poison does an extra 1d4 damage once per combat. If the charmer wishes, they can coat their nails in any poison they've purchased instead, and still does not risk poisoning themselves.
Prerequisite: Charmer (Primary), Nailed It Skill, Sapphire Rank
COMBAT
Bladewind : This allows a psion who has the mindblade skill to momentarily fragment his mind blade into two identical blades, each of which strikes at a nearby opponent for one round in combat. Your attack effects two targets during that one round, you must pass Strike for both of them.
Prerequisite: Psion, Emerald Rank, Mindblade Skill
COMBAT
(V - Emerald Rank, Mindblade Skill)
Speed of a Cheetah : You can run as fast as a cheetah for short bursts of speed. Cheetahs can run up to 70/75 miles an hour and can go from 0 to 62mph in 3 seconds. This gives you a +5 to any Quickness checks you are asked to make (this is just for checks such as for avoiding damage, not your Quickness Trait).
(CC)
Strong as an Ox : You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength check rolls. This is only for strength based checks, this does not add to your Strength Trait.
(CC)
Story Collector : You've heard so many tales of legendary monsters that you remember all sorts of gory details, including immunities and best way to kill. You are able to know basic information about any common monster your group faces (work with DM), and gain a +5 to any checks to know information about uncommon or rare creatures.
Prerequisites: Knowledge (Monster Lore) AND Sapphire Rank
Tenacious Magic : Once per day, any spell that you have cast outside of combat, is not affected by dispel magic or any skill that ends your spell. Nothing that anyone can do, will cause it to dispel before it's time is up.
Prerequisite: Mage AND Ruby Rank
(V - Magical Affinity, Ruby Rank)
Entitlement : A Noble is able to browbeat or sweet-talk a shopkeeper until he or she gets a discount of 15% (when buying) or a bonus of 15% (when selling) from the Emporium. This does not stack with Fence, Bargainer, or any other skill that allows you to get a discount from the Emporium.
Prerequisite: Noble, Sapphire Rank.
(V - Sapphire Rank)
Bargainer : You are a master at the art of the deal. You gain a +5 to Diplomacy checks involving gold, and gain 10% more than the quoted price on any sell of an item to the Emporium. This does not stack with any other skill that gives you a better price at the Emporium such as Entitlement, or Fence.
Fence : This skill allows a Thief to get a better price for stolen goods. If this is going to be used, it must be stated in the email sent for the sale of the goods, at which point the DM will roll a 1d25 and add the result in % to the price given for the goods. This does not stack with any other skill that gives you a better price at the Emporium such as Entitlement, or Bargainer.
Example: Someone else playing a Thief Adept sells a stolen item to the shop. The base value they'd get is 100. When I receive the email stating they want to sell the item, I will roll 1d25. If it comes up a 25, they get 125 gold.
Prerequisite: Thief Adept OR Rogue AND Reputation 5
(V - Reputation 5)
Tweaked Skills: Most of these were just tweaked a wee bit to make better sense, some were updated such as Point Blank Shot/Point Blank Master.
Get Up and Fight! : This allows a knight who has healing affinity to heal an ally for up to 10 hp (can be mundane such as bandages or magical energy) in between turns, not taking up his own turn to combat in that round. This can be used once per combat.
Prerequisite: Knight, Healing Affinity, Topaz Rank
(V - Healing Affinity, Topaz Rank)
Healer's Bargain: A healer is allowed to purchase healing potions at half price from the Emporium.
Prerequisite: Healer (Primary)
I Remember This One! : You have a love of drink and a keen alchemical sense. They use these skills to remember potions and tonics once tasted or smelled. You can automatically identify any potion, tonic or poison you have tasted or smelled at least once before by sipping or sniffing it.
Prerequisites: Alchemy Skill
Holy Aura : Paladins exhibit a divine and good aura at all times around them. They are unable to be turned undead by any means. You gain a +5 defense against unholy attacks.
Prerequisite: Paladin
(V)
Holy Strike: Any weapon that is held is treated as a holy, good aligned weapon. Holy weapons always deal double damage to evil creatures, no matter what they are weak to. Paladins do not need to take this skill.
Prerequisite: Devout Class
COMBAT
(V)
Improved Rezz : Once per day you may rezz another creature without any loss to XP or Dice. It still counts as a normal rezz, and the person rezzed loses one of their five OH rezzes. At Emerald Rank, you may rezz twice a day. At Ruby, three times a day. At Obsidian, your rezzes do not count against the five rezzes allowed.
Prerequisites: Rezz the Dead AND Sapphire Rank
Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Invisibility : You can become invisible at will, giving you a +5 to Hide Checks. Once per day you may pass a Hide check without rolling.
Prerequisite: Magical or Psionic Affinity, Or by special arrangement by race
Lingering Spell : This skill allows you to cast spells that last an extra round from what is allowed.
Prerequisites: Arcane Class AND Emerald Rank
COMBAT
(V - Magical/Psionic Affinity, Emerald Rank)
One with Spirit : A shaman often comes into contact with spirits of both his ancestors, predecessors as well as bad spirits which haunt the material world. As a result, the shaman learns to become one with his ethereal form, allowing his own mundane form to come into contact with supernatural beings lacking a physical form such as ghosts as if they were solid, material beings. All weapons wielded and attacks made by the shaman are able to hit any incorporeal creature, and all defenses count against incorporeal creature's attacks.
Prerequisite: Shaman
COMBAT
(V)
Point Blank Master : You now gain a +1 boost to strike when using a ranged weapon. At Ruby it is +2, and at Obsidian it is +3.
Prerequisite: Point Blank Shot
COMBAT
Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
COMBAT
Poison Polish : The charmer gains the ability to coat her nails in poison. This poison is spread through an injury by the nails. The charmer never risks poisoning herself when applying poison to her nails. This poison does an extra 1d4 damage once per combat. If the charmer wishes, they can coat their nails in any poison they've purchased instead, and still does not risk poisoning themselves.
Prerequisite: Charmer (Primary), Nailed It Skill, Sapphire Rank
COMBAT
Bladewind : This allows a psion who has the mindblade skill to momentarily fragment his mind blade into two identical blades, each of which strikes at a nearby opponent for one round in combat. Your attack effects two targets during that one round, you must pass Strike for both of them.
Prerequisite: Psion, Emerald Rank, Mindblade Skill
COMBAT
(V - Emerald Rank, Mindblade Skill)
Speed of a Cheetah : You can run as fast as a cheetah for short bursts of speed. Cheetahs can run up to 70/75 miles an hour and can go from 0 to 62mph in 3 seconds. This gives you a +5 to any Quickness checks you are asked to make (this is just for checks such as for avoiding damage, not your Quickness Trait).
(CC)
Strong as an Ox : You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength check rolls. This is only for strength based checks, this does not add to your Strength Trait.
(CC)
Story Collector : You've heard so many tales of legendary monsters that you remember all sorts of gory details, including immunities and best way to kill. You are able to know basic information about any common monster your group faces (work with DM), and gain a +5 to any checks to know information about uncommon or rare creatures.
Prerequisites: Knowledge (Monster Lore) AND Sapphire Rank
Tenacious Magic : Once per day, any spell that you have cast outside of combat, is not affected by dispel magic or any skill that ends your spell. Nothing that anyone can do, will cause it to dispel before it's time is up.
Prerequisite: Mage AND Ruby Rank
(V - Magical Affinity, Ruby Rank)