Post by Head Moderator on Jun 5, 2014 2:10:28 GMT -5
Hello OH Members,
In order to save room in this weekend's Update, since I'm in the process of doing some work on skills, adding - revising - etc I decided to send you all a list of the skills I've added that are brand new this week. The gunpowder weapon skills that were listed on the board for discussion have also been added.
I am working on submission you've sent me still so if something you sent me isn't listed I am still working, such as the black mage skills I was sent, a rogue skill, and some other odds and ends. Adding skills is a long process, including not only editing them to fit the game, but adding them to the various lists and making sure things stay as balanced as possible.
Anything else I add, modify, etc will be in the Update on Sunday.
Don't forget to sign up by emailing me for the Quest on this Saturday at 9pm (EST).
Pamela
Extra Rings: Your familiarity with forging magic rings allows you to make use of more rings than normal. If you are a crafter of magical rings, then you may wear one extra ring for a total of three magical rings. If you are an Arcane (Primary) crafter of magical rings, you can wear two on each hand for a total of four magical rings, and all function normally.
Prerequisite: Craft Magic Item: Magical Jewelry, Emerald Rank
Master at Arms: The fighter has become so adept in combat that they have fought with nearly every weapon of the same type as their fighter's weapon (one-handed, two-handed, ranged), enabling them to pick up any weapon of that type and know how to use it to brutal and lethal precision. This allows the fighter to treat any weapon of the same type to be counted as their Fighter's Weapon, gaining the bonus for it.
Prerequisite: Fighter Profession, Emerald Rank, Reputation 15
Master at Arms, Improved: The skilled fighter is now able to pick up any weapon of any type and treat it as their Fighter's Weapon with all bonuses associated with their chosen weapon. This skill replaces "Master at Arms" when the Fighter meets the prerequisites.
Prerequisite: Master at Arms Skill, Fighter Profession (Primary), Ruby Rank, Reputation 25
Rapid Voodoo: You are so skilled at creating voodoo dolls that you can create one without taking up a full round of combat, enabling you to craft a voodoo doll and use it (or make another action) during the same round.
Prerequisites: Create Doll, Sapphire Rank
Unwelcome Gift: Draw on the bad mojo of one of your allies! Remove a condition from an ally and place that condition on your chosen enemy target. A DC15 Willpower save is given to the chosen enemy, if they fail they gain the condition and your ally is relieved of the condition. This can be used for various conditions such as Sickened, Fearful, Shaken, Nauseated, etc. Anything besides the normal conditions must be approved by the DM.
Prerequisite: Shaman (Primary), Sapphire Rank
Gris-Gris: The shaman has created a crude amulet or token out of nothing but natural materials around her (aka bits of dried mud, straw, sticks, feathers etc) called a Gris–Gris. The Gris–Gris attracts and contains minor spirits of protection and luck and thus serves to protect the shaman from otherworldly forces as well as enhancing her natural luck. Once the Gris–Gris completed and worn, it provides the shaman with +5 Defense against magical and mundane attacks as well as providing a +1 luck bonus to all saving throws of the shaman. The shaman can only use one Gris–Gris at a time. Only the shaman who crafted the Gris–Gris may use it and any other character that attempts to use it finds it has no affect whosoever.
Prerequisite: Shaman (Primary)
Whispers: The spirits whisper into the shaman's ear a translation of any language the shaman is currently listening to or reading. At Topaz Rank this includes all natural and country languages, at Sapphire it includes Supernatural languages, at Ruby it includes Archaic languages and at Obsidian you may choose one Private language that you may have the translation whispered to you. This can be used only once per day, for up to 30 minutes.
Prerequisite: Shaman (Primary), Mumbo Jumbo
FLAVOR
Tribal Dance: The shaman learns tribal dances that augment his magic. Performing the appropriate tribal dance immediately before casting certain spells imbues the spell cast with one of several effects. You may only use one tribal dance per combat. You learn new tribal dances as you increase in gemstone rank.
(Topaz) Bone Dance: The shaman can perform the bone dance, a menacing, frightening series of juts and screeches, accompanied by the violent shaking of bones, a skull on a stick, or the carcass of a freshly killed animal. This dance causes any necromancy type spells DC to be increased by +2.
(Amber) Fire Dance: The shaman can perform the fire dance, a vigorous gallop and chant either around an open fire or while holding an open flame (such as a torch). This dance augments any fire or light based spells DC to be increased by +2.
(Sapphire) Medicine Dance: The shaman can perform the medicine dance, a rhythmic, circular shuffle and soft, sorrowful chant. This dance allows a healing or cure spell to be used in combat, and it does not count against your spell use per day/adventure/combat.
(Emerald) Rain Dance: The shaman can perform the rain dance, a pleading, murmured trot, palms and face raised to the sky. This dance causes any electricity, air or water spells to have a +2 to their DC.
(Ruby) War Dance: The shaman can perform the war dance, a howling, spinning, and hooting display of intimidation, prowess, and weaponry, often performed around an open fire or before a group of warriors. This allows the shaman to cast any spell that enhances a weapon or an ally, and it does not count against your spell use per day/adventure/combat.
(Obsidian) You may now use two tribal dances in any one combat.
Spiritbind: The shaman can bind spirits to his will or make them tremble in his wake. He gains the supernatural ability to rebuke or command certain creatures by rolling an opposed Willpower roll, if the shaman rolls higher then the spirit is either bound to serve the shaman for one round, or rebuked and unable to make any actions for one round. The shaman may spiritbind a number of times per day equal to his Charisma bonus. For each gemstone rank, select one of the following spirit types to affect:
Animal Spirits (Animals)
Fire Spirits (Fire Elementals)
Mountain Spirits (Earth Elementals)
Nature Spirits (Fey)
River Spirits (Water Elementals and Nixies)
Spirits of the Dead (Undead)
Tree Spirits (Plants and Dryads)
Wind Spirits (Air Elementals)
Ranger's Bond: This skill gives the ranger an Animal Companion (See that Skill), but with the added bonus of having the first THREE skills for the companion free (like a druid), as well as any favored enemy or favored terrain bonuses you have as a ranger apply to your animal companion as well.
Prerequisites: Ranger Profession
Shared Enemy: For one combat, you may share any bonuses you get against one favored enemy with your allies.
Prerequisites: Ranger Profession, Favored Enemy Skill, Emerald Rank
Quarry : You are able to choose one particular enemy a day, of the type of your chosen favored enemy, and gain extra bonuses against that enemy. All Favored Enemy bonuses are doubled against that one enemy, and you may choose one attack against that enemy per day to be an automatic critical hit. If this chosen enemy attempts to flee, you may at any time during combat (even if it isn't your turn) attempt to stop them with a free attack.
Prerequisites: Ranger (Primary), Favored Enemy Skill, Emerald Rank
Dire Arrow : You may choose to hold your attack up to two rounds, building focus so that when you do choose to fire your arrow, it has much more force and power behind it. For every round that you hold your fire, you may add half your Quickness to the damage. If you hold your attack both rounds, you may then fire on the third round and add in double your Quickness Bonus.
Prerequisites: Ranger, Amber Rank
Meteor Shot: You are able, once per combat, to fire an arrow towards an enemy before they even have a chance to notice you are aiming at them. Their Defense DC is 10, and they may not attempt any action such as an evade, reflect, counterattack against the shot as they are completely unprepared. They may use any defenses such as armor.
Prerequisites: Ranger, Quickness of 10, Sapphire Rank
Heal as One : This skill allows you to heal both you and your animal companion at the same time, once per adventure. Whether by healing potion, self-healing, or a healer's touch however many points of healing that you are healed for is also applied to the wounds upon your animal companion.
Prerequisites: Ranger, Ranger's Bond Skill
FLAVOR
Marksman's Wager : This skill MUST be stated before you roll Strike. It can be used as many times as your Charisma Bonus during one combat. If you hit your target, you gain 5 temporary hit points that last until the end of combat, but if you miss your target, you immediately lose 10 hit points for the remainder of combat.
Prerequisites: Ranger (Primary), Sapphire Rank
Not So Fast: A ranger is able to ascertain the situation before him so quickly at times that he notices when an enemy is about to take an action that may prove detrimental to the outcome of combat. Once per combat, a ranger may shoot an item out of an enemy's hand before they are able to use it. This is ultimately up to the DM, but the types of things that can be shot out of an enemy's hand are wands, potions, traps, engineering schematics, alchemical items and the like. It does not work on weapons or armor.
Prerequisites: Ranger (Primary), Ruby Rank
In order to save room in this weekend's Update, since I'm in the process of doing some work on skills, adding - revising - etc I decided to send you all a list of the skills I've added that are brand new this week. The gunpowder weapon skills that were listed on the board for discussion have also been added.
I am working on submission you've sent me still so if something you sent me isn't listed I am still working, such as the black mage skills I was sent, a rogue skill, and some other odds and ends. Adding skills is a long process, including not only editing them to fit the game, but adding them to the various lists and making sure things stay as balanced as possible.
Anything else I add, modify, etc will be in the Update on Sunday.
Don't forget to sign up by emailing me for the Quest on this Saturday at 9pm (EST).
Pamela
Extra Rings: Your familiarity with forging magic rings allows you to make use of more rings than normal. If you are a crafter of magical rings, then you may wear one extra ring for a total of three magical rings. If you are an Arcane (Primary) crafter of magical rings, you can wear two on each hand for a total of four magical rings, and all function normally.
Prerequisite: Craft Magic Item: Magical Jewelry, Emerald Rank
Master at Arms: The fighter has become so adept in combat that they have fought with nearly every weapon of the same type as their fighter's weapon (one-handed, two-handed, ranged), enabling them to pick up any weapon of that type and know how to use it to brutal and lethal precision. This allows the fighter to treat any weapon of the same type to be counted as their Fighter's Weapon, gaining the bonus for it.
Prerequisite: Fighter Profession, Emerald Rank, Reputation 15
Master at Arms, Improved: The skilled fighter is now able to pick up any weapon of any type and treat it as their Fighter's Weapon with all bonuses associated with their chosen weapon. This skill replaces "Master at Arms" when the Fighter meets the prerequisites.
Prerequisite: Master at Arms Skill, Fighter Profession (Primary), Ruby Rank, Reputation 25
Rapid Voodoo: You are so skilled at creating voodoo dolls that you can create one without taking up a full round of combat, enabling you to craft a voodoo doll and use it (or make another action) during the same round.
Prerequisites: Create Doll, Sapphire Rank
Unwelcome Gift: Draw on the bad mojo of one of your allies! Remove a condition from an ally and place that condition on your chosen enemy target. A DC15 Willpower save is given to the chosen enemy, if they fail they gain the condition and your ally is relieved of the condition. This can be used for various conditions such as Sickened, Fearful, Shaken, Nauseated, etc. Anything besides the normal conditions must be approved by the DM.
Prerequisite: Shaman (Primary), Sapphire Rank
Gris-Gris: The shaman has created a crude amulet or token out of nothing but natural materials around her (aka bits of dried mud, straw, sticks, feathers etc) called a Gris–Gris. The Gris–Gris attracts and contains minor spirits of protection and luck and thus serves to protect the shaman from otherworldly forces as well as enhancing her natural luck. Once the Gris–Gris completed and worn, it provides the shaman with +5 Defense against magical and mundane attacks as well as providing a +1 luck bonus to all saving throws of the shaman. The shaman can only use one Gris–Gris at a time. Only the shaman who crafted the Gris–Gris may use it and any other character that attempts to use it finds it has no affect whosoever.
Prerequisite: Shaman (Primary)
Whispers: The spirits whisper into the shaman's ear a translation of any language the shaman is currently listening to or reading. At Topaz Rank this includes all natural and country languages, at Sapphire it includes Supernatural languages, at Ruby it includes Archaic languages and at Obsidian you may choose one Private language that you may have the translation whispered to you. This can be used only once per day, for up to 30 minutes.
Prerequisite: Shaman (Primary), Mumbo Jumbo
FLAVOR
Tribal Dance: The shaman learns tribal dances that augment his magic. Performing the appropriate tribal dance immediately before casting certain spells imbues the spell cast with one of several effects. You may only use one tribal dance per combat. You learn new tribal dances as you increase in gemstone rank.
(Topaz) Bone Dance: The shaman can perform the bone dance, a menacing, frightening series of juts and screeches, accompanied by the violent shaking of bones, a skull on a stick, or the carcass of a freshly killed animal. This dance causes any necromancy type spells DC to be increased by +2.
(Amber) Fire Dance: The shaman can perform the fire dance, a vigorous gallop and chant either around an open fire or while holding an open flame (such as a torch). This dance augments any fire or light based spells DC to be increased by +2.
(Sapphire) Medicine Dance: The shaman can perform the medicine dance, a rhythmic, circular shuffle and soft, sorrowful chant. This dance allows a healing or cure spell to be used in combat, and it does not count against your spell use per day/adventure/combat.
(Emerald) Rain Dance: The shaman can perform the rain dance, a pleading, murmured trot, palms and face raised to the sky. This dance causes any electricity, air or water spells to have a +2 to their DC.
(Ruby) War Dance: The shaman can perform the war dance, a howling, spinning, and hooting display of intimidation, prowess, and weaponry, often performed around an open fire or before a group of warriors. This allows the shaman to cast any spell that enhances a weapon or an ally, and it does not count against your spell use per day/adventure/combat.
(Obsidian) You may now use two tribal dances in any one combat.
Spiritbind: The shaman can bind spirits to his will or make them tremble in his wake. He gains the supernatural ability to rebuke or command certain creatures by rolling an opposed Willpower roll, if the shaman rolls higher then the spirit is either bound to serve the shaman for one round, or rebuked and unable to make any actions for one round. The shaman may spiritbind a number of times per day equal to his Charisma bonus. For each gemstone rank, select one of the following spirit types to affect:
Animal Spirits (Animals)
Fire Spirits (Fire Elementals)
Mountain Spirits (Earth Elementals)
Nature Spirits (Fey)
River Spirits (Water Elementals and Nixies)
Spirits of the Dead (Undead)
Tree Spirits (Plants and Dryads)
Wind Spirits (Air Elementals)
Ranger's Bond: This skill gives the ranger an Animal Companion (See that Skill), but with the added bonus of having the first THREE skills for the companion free (like a druid), as well as any favored enemy or favored terrain bonuses you have as a ranger apply to your animal companion as well.
Prerequisites: Ranger Profession
Shared Enemy: For one combat, you may share any bonuses you get against one favored enemy with your allies.
Prerequisites: Ranger Profession, Favored Enemy Skill, Emerald Rank
Quarry : You are able to choose one particular enemy a day, of the type of your chosen favored enemy, and gain extra bonuses against that enemy. All Favored Enemy bonuses are doubled against that one enemy, and you may choose one attack against that enemy per day to be an automatic critical hit. If this chosen enemy attempts to flee, you may at any time during combat (even if it isn't your turn) attempt to stop them with a free attack.
Prerequisites: Ranger (Primary), Favored Enemy Skill, Emerald Rank
Dire Arrow : You may choose to hold your attack up to two rounds, building focus so that when you do choose to fire your arrow, it has much more force and power behind it. For every round that you hold your fire, you may add half your Quickness to the damage. If you hold your attack both rounds, you may then fire on the third round and add in double your Quickness Bonus.
Prerequisites: Ranger, Amber Rank
Meteor Shot: You are able, once per combat, to fire an arrow towards an enemy before they even have a chance to notice you are aiming at them. Their Defense DC is 10, and they may not attempt any action such as an evade, reflect, counterattack against the shot as they are completely unprepared. They may use any defenses such as armor.
Prerequisites: Ranger, Quickness of 10, Sapphire Rank
Heal as One : This skill allows you to heal both you and your animal companion at the same time, once per adventure. Whether by healing potion, self-healing, or a healer's touch however many points of healing that you are healed for is also applied to the wounds upon your animal companion.
Prerequisites: Ranger, Ranger's Bond Skill
FLAVOR
Marksman's Wager : This skill MUST be stated before you roll Strike. It can be used as many times as your Charisma Bonus during one combat. If you hit your target, you gain 5 temporary hit points that last until the end of combat, but if you miss your target, you immediately lose 10 hit points for the remainder of combat.
Prerequisites: Ranger (Primary), Sapphire Rank
Not So Fast: A ranger is able to ascertain the situation before him so quickly at times that he notices when an enemy is about to take an action that may prove detrimental to the outcome of combat. Once per combat, a ranger may shoot an item out of an enemy's hand before they are able to use it. This is ultimately up to the DM, but the types of things that can be shot out of an enemy's hand are wands, potions, traps, engineering schematics, alchemical items and the like. It does not work on weapons or armor.
Prerequisites: Ranger (Primary), Ruby Rank