Post by Head Moderator on Dec 26, 2013 22:50:06 GMT -5
Ioun Master : This skill allows you to gain, and use ioun stones without the need for any of them to take up a loot slot. At Crystal rank you may use 1 ioun stone freely, at Topaz two, Amber three, and so on - adding 1 stone per gemstone rank you are allowed to freely use. Ioun stones can be gained through adventuring (loot) and special sales.
The Finer Things: Art, culture, cuisine, jewelry – the noble enjoys the finer things in life. He may replace any of his normal gear slots with either an extra ring, or amulet/necklace. He loses the gear slot that is replaced. So, for instance, if he decides he wants to use his Head slot for an extra ring, he no longer can wear anything in the head slot.
Prerequisite: Noble (Primary), Emerald Rank
Pulse of the City: The contacts of a noble have grown so widespread and operate so deeply in the infrastructure of cities where he has a home that he learns about anything of importance almost as soon as it happens. He is kept up to date on major thefts, purchases, arrests, social engagements and political occurrences at all times. In game terms, the noble can ‘take 10’ on Gather Information checks every morning of every day and gains a re-roll on the check the same evening without any risk of informing people of his interest.
Prerequisite: Noble (Primary), Emerald Rank
By the Bootstraps: Adventurers are known for their ability to succeed when everyone thought they would fail. When a rolled check fails to meet the target DC (or the opponent’s result, in the case of an opposed roll) by 5 points, he can consider the action a success, once per adventure. This success is, however, considered a marginal one with reduced effects. This must be played out at the DM's discretion; a barely achieved roll to roll out of the way of a trap might inflict the minimum possible damage for example.
Prerequisites: Reputation 35
Calm Under Duress: A life of adventuring gives the character a rock-steady hand and nerves of steel. The character can take 10 on a number of skill checks regardless of circumstance. The applicable skills are Balance, Climb, Jump, and Knowledge checks. You may use this skill twice a day.
Prerequisites: Reputation 25
Deduction: The character has great powers of observation and can make an Insight check to make a deduction about a person after observing him for 1 minute. This deduction yields one of the following facts: target’s class and profession, target’s dice level, one trait level, one skill, or one non-obvious trait or talent.
Prerequisites: Incredible Insight Skill, Emerald Rank
Arcane Warrior : This allows you to wield a light/one-handed weapon in one hand, and a one-handed magic invocation in the other. This follows the same rules as dual-wield, it allows you to gain the damage for both in one round. You may choose to add your normal melee trait damage, OR your magic trait damage, but not both every round. This is an innate skill.
Prerequisites: Spell Combatant, Arcane Class, Sapphire Rank
COMBAT
Improved Grapple : You are skilled at grappling your foes. You gain a +2 to all grapple checks (opposed strength check), regardless of whether you started the grapple.
COMBAT
Chokehold : Upon making a successful grapple, you have pinned your opponent into a chokehold. A creature in a chokehold cannot speak, causing them to be unable to cast any spells or use any item that requires a trigger word during the grapple. Once per combat.
COMBAT
Brutal Grappler : You may add in an extra half of your trait bonus during each round of a grapple.
Prerequisite: Half-Orc, Giantkin, or Brawler Profession
COMBAT
Felling Escape: Through the use of fluid contortions and manipulations of leverage, you can throw your opponent to the ground after escaping a grapple. When you escape a grapple, you trip and send the grappler to the ground, causing them to lose their next turn of combat while they right themselves. Once per combat.
Prerequisite: Dexterous Fighter
COMBAT
Neckbreaker: With a quick jerk, you snap an enemy NPC's neck. If you have an opponent your size or smaller grappled, you may wrench that opponent's neck and add in your full Strength or Quickness bonus to the attack as extra damage. This is in addition to anything you are allowed for a grapple. Once per combat.
Prerequisite: Bonebreaker
COMBAT
Sleeper Hold: By maintaining a grapple hold on your opponent, you can cause them to lose consciousness. You must announce this when you first grapple a target. You only do trait damage on each round (no weapons), but if you pass the checks to maintain a grapple as many rounds as their Endurance trait bonus, then they are knocked out. So if someone's END is 3, you must pass the checks for 3 rounds before they are knocked out.
Prerequisite: Improved Grapple
COMBAT
LOSE TURN
Paragon Weapons : You are gifted in the art of weaponsmithing and are able to make weapons with up to 2 extra dice sides, such as as Rapier (1d5) will be (1d6) or (1d7). These weapons will be known as "paragon" weapons. Each side over will cost an additional +1000gp to craft, and 2 extra CP per dice side.
Prerequisite: Artisan Crafting Skill (Weaponsmithing), Sapphire Rank
Paragon Armor : You are gifted in the art of armorsmithing and are able to make weapons with 2 extra points of normal defense (not included in the extra +5 allowed), such as a +4 Chain Shirt, you could make +5 or +6. This armor will be known as "paragon" weapons. Each side over will cost an additional +1000gp to craft, and 2 extra CP per dice side.
Prerequisite: Artisan Crafting Skill (Armorsmithing), Sapphire Rank
Update--
Spell Combatant : You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon in one hand, while using your off-hand to attack with magic during combat against one target. This allows you to not only add your Strength bonus to your melee attack against the target, but your Intelligence bonus to your magic attack as well to the same target, once per combat. This is for non-registered spells only.
Prerequisites: Magical or Psionic Affinity, Amber Rank
**REMOVED "Deluxe Crafting", if you have that skill, replace it for free.
**NEW LIMIT! Everyone is allowed to sell items, crafted things, etc back to the Emporium at the rate of no more than 10,000gp per week. There is no limit to selling to other characters, but the Emporium will only give you up to 10,000gp per week from any items you sell to them.
**CRAFTERS - CP has changed. It is now 1CP = 500gp.
New Rule
You can use your skills such as evade, reflect, etc until they run out if you want. So, if someone attacks you, and you reflect it, they can then evade it if they have an evade. Or let's say you attack a monster, they reflect it, you can then reflect it right back if you have a reflect available, which IF the monster has an evade left, they can then evade it or take it!
The Finer Things: Art, culture, cuisine, jewelry – the noble enjoys the finer things in life. He may replace any of his normal gear slots with either an extra ring, or amulet/necklace. He loses the gear slot that is replaced. So, for instance, if he decides he wants to use his Head slot for an extra ring, he no longer can wear anything in the head slot.
Prerequisite: Noble (Primary), Emerald Rank
Pulse of the City: The contacts of a noble have grown so widespread and operate so deeply in the infrastructure of cities where he has a home that he learns about anything of importance almost as soon as it happens. He is kept up to date on major thefts, purchases, arrests, social engagements and political occurrences at all times. In game terms, the noble can ‘take 10’ on Gather Information checks every morning of every day and gains a re-roll on the check the same evening without any risk of informing people of his interest.
Prerequisite: Noble (Primary), Emerald Rank
By the Bootstraps: Adventurers are known for their ability to succeed when everyone thought they would fail. When a rolled check fails to meet the target DC (or the opponent’s result, in the case of an opposed roll) by 5 points, he can consider the action a success, once per adventure. This success is, however, considered a marginal one with reduced effects. This must be played out at the DM's discretion; a barely achieved roll to roll out of the way of a trap might inflict the minimum possible damage for example.
Prerequisites: Reputation 35
Calm Under Duress: A life of adventuring gives the character a rock-steady hand and nerves of steel. The character can take 10 on a number of skill checks regardless of circumstance. The applicable skills are Balance, Climb, Jump, and Knowledge checks. You may use this skill twice a day.
Prerequisites: Reputation 25
Deduction: The character has great powers of observation and can make an Insight check to make a deduction about a person after observing him for 1 minute. This deduction yields one of the following facts: target’s class and profession, target’s dice level, one trait level, one skill, or one non-obvious trait or talent.
Prerequisites: Incredible Insight Skill, Emerald Rank
Arcane Warrior : This allows you to wield a light/one-handed weapon in one hand, and a one-handed magic invocation in the other. This follows the same rules as dual-wield, it allows you to gain the damage for both in one round. You may choose to add your normal melee trait damage, OR your magic trait damage, but not both every round. This is an innate skill.
Prerequisites: Spell Combatant, Arcane Class, Sapphire Rank
COMBAT
Improved Grapple : You are skilled at grappling your foes. You gain a +2 to all grapple checks (opposed strength check), regardless of whether you started the grapple.
COMBAT
Chokehold : Upon making a successful grapple, you have pinned your opponent into a chokehold. A creature in a chokehold cannot speak, causing them to be unable to cast any spells or use any item that requires a trigger word during the grapple. Once per combat.
COMBAT
Brutal Grappler : You may add in an extra half of your trait bonus during each round of a grapple.
Prerequisite: Half-Orc, Giantkin, or Brawler Profession
COMBAT
Felling Escape: Through the use of fluid contortions and manipulations of leverage, you can throw your opponent to the ground after escaping a grapple. When you escape a grapple, you trip and send the grappler to the ground, causing them to lose their next turn of combat while they right themselves. Once per combat.
Prerequisite: Dexterous Fighter
COMBAT
Neckbreaker: With a quick jerk, you snap an enemy NPC's neck. If you have an opponent your size or smaller grappled, you may wrench that opponent's neck and add in your full Strength or Quickness bonus to the attack as extra damage. This is in addition to anything you are allowed for a grapple. Once per combat.
Prerequisite: Bonebreaker
COMBAT
Sleeper Hold: By maintaining a grapple hold on your opponent, you can cause them to lose consciousness. You must announce this when you first grapple a target. You only do trait damage on each round (no weapons), but if you pass the checks to maintain a grapple as many rounds as their Endurance trait bonus, then they are knocked out. So if someone's END is 3, you must pass the checks for 3 rounds before they are knocked out.
Prerequisite: Improved Grapple
COMBAT
LOSE TURN
Paragon Weapons : You are gifted in the art of weaponsmithing and are able to make weapons with up to 2 extra dice sides, such as as Rapier (1d5) will be (1d6) or (1d7). These weapons will be known as "paragon" weapons. Each side over will cost an additional +1000gp to craft, and 2 extra CP per dice side.
Prerequisite: Artisan Crafting Skill (Weaponsmithing), Sapphire Rank
Paragon Armor : You are gifted in the art of armorsmithing and are able to make weapons with 2 extra points of normal defense (not included in the extra +5 allowed), such as a +4 Chain Shirt, you could make +5 or +6. This armor will be known as "paragon" weapons. Each side over will cost an additional +1000gp to craft, and 2 extra CP per dice side.
Prerequisite: Artisan Crafting Skill (Armorsmithing), Sapphire Rank
Update--
Spell Combatant : You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon in one hand, while using your off-hand to attack with magic during combat against one target. This allows you to not only add your Strength bonus to your melee attack against the target, but your Intelligence bonus to your magic attack as well to the same target, once per combat. This is for non-registered spells only.
Prerequisites: Magical or Psionic Affinity, Amber Rank
**REMOVED "Deluxe Crafting", if you have that skill, replace it for free.
**NEW LIMIT! Everyone is allowed to sell items, crafted things, etc back to the Emporium at the rate of no more than 10,000gp per week. There is no limit to selling to other characters, but the Emporium will only give you up to 10,000gp per week from any items you sell to them.
**CRAFTERS - CP has changed. It is now 1CP = 500gp.
New Rule
You can use your skills such as evade, reflect, etc until they run out if you want. So, if someone attacks you, and you reflect it, they can then evade it if they have an evade. Or let's say you attack a monster, they reflect it, you can then reflect it right back if you have a reflect available, which IF the monster has an evade left, they can then evade it or take it!