Post by Head Moderator on Jul 17, 2014 16:00:59 GMT -5
-Divine Ruination : As you make a ruinous strike against your opponent, a blast of divine energy hurtles from your blade hitting a second enemy that is within close range. The second opponent takes the same damage that you gave to the first.
Prerequisite: Paladin (Primary)
COMBAT
-Wild Spirit : While in your terrain chosen with Wild Attunement, you gain a +4 to any checks that require Perception (Search, Insight, Spot, Listen, etc) as well as gain blindsense out to 30 feet. The bonuses do not stack if you are in a terrain that qualifies as more than one terrain; you only receive the bonus for one terrain.
Prerequisite: Wild Attunement
FLAVOR
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-Vigilance: At will, a paladin can detect evil aligned characters or NPCs around them. If a character has any alignment altering or concealing skills this can be used with a contested roll of the Paladin's Perception vs the Target's Willpower.
Prerequisite: Paladin (Primary), Emerald Rank
FLAVOR
-Panacean Touch: Whenever a paladin expends at least 5 points of healing from her healing point pool, she may also remove poison from any person she touches, and whenever she spends at least 10 points of healing, she may remove disease from any person she touches. This is in addition to any healing that restores hit points.
Prerequisite: Paladin, Healing Affinity, Ruby Rank
(V - Healing Affinity, Ruby Rank)
-A Hero Never Falls: The devout's sheer strength of will drives them on when death would claim lesser men. Once per day when a paladin or vindicator would be reduced to 0 or less hp or otherwise killed (such as by a death effect), they instead are reduced to 1 hp.
Prerequisite: Paladin (Primary) or Vindicator (Primary), Sapphire Rank
COMBAT
-Refreshing Touch: The Paladin can remove exhaustion, fatigue, sickness, and nausea with a touch up to three times a day. At Ruby, four times, and at Obsidian, five times a day.
Prerequisite: Paladin or Priest, Healing Affinity, Emerald Rank
(V - Healing Affinity, Emerald Rank)
-Aura of Resolve: While this skill is active, the Paladin grants the ability to reroll one Endurance save each combat to any ally within a 30ft radius of them.
Prerequisite: Paladin (Primary), Ruby Rank
-Aura of Faith: While this skill is active, the Paladin grants the ability to reroll one Willpower save each combat to any one ally within a 30ft radius of them.
Prerequisite: Paladin (Primary), Ruby Rank
-Wings of the Angelic Host: Your power flares in the face of danger, allowing you to tap into long forgotten powers of your deity. You appear wreathed in a blazing aura. You gain wings which can be used as many minutes per day as twice your Intelligence bonus.
Prerequisites: Paladin, Amber Rank
FLAVOR
-Enfeebling Strike: Once per combat, if you successfully attack a target, you cause them to take a -2 to Quickness for the remainder of combat.
Prerequisite: Paladin (Primary), Priest (Primary) or Vindicator (Primary), Obsidian Rank
COMBAT
-Shielding Prayer: Until the end of your next turn, one chosen ally nearby gains your Quickness bonus to their DDC instead of their own.
Prerequisite: Paladin (Primary), Priest (Primary) or Vindicator (Primary), Ruby Rank
COMBAT
-Paladin's Hand: Once per combat, you may use your healing points to heal one ally before you begin your attack that round. Once the healing is accomplished you may then proceed with your round as normal.
Prerequisites: Paladin, Amber Rank
-None Shall Pass: This allows you to cause up to three opponents to focus solely on you for the next round of combat. You roll a 1d20 Intimidate Check against their 1d20 Check (they may add Strength or Willpower). If they fail, they may only attack you for the next round of combat regardless if they are attacked by other allies during that round.
Prerequisites: Paladin or Vindicator, Amber Rank
COMBAT
-Strike Me Instead! : There are some times when you simply cannot move fast enough or cover enough ground to take a hit for a weaker ally. This skill allows you to whisper a prayer to your deity, redirecting any type of attack - ranged, melee, magic to hit you instead of your ally. Arrows change direction in flight, enemies with melee weapons find their feet taking them to you instead of their chosen target, and magic is quickly redirected off it's set course to you.
Prerequisites: Devout Class
COMBAT
-Detect the Faithful: You are able to detect other worshippers of your particular deity, as long as they are not using a skill or item to magically hide this information.
Prerequisties: Devout Class
FLAVOR
-Emblazon Crest: Any tabard or tunic worn and any shield carried by the paladin can be made to display a coat of arms when the skill is used. For example, even if the subject picks up a different shield, it still displays the subject's crest, regardless of the shield's normal appearance.
Prerequisites: Paladin
(V - Magical Affinity)
FLAVOR
-Watchkeeper: This skill enables the subject to stand watch or keep vigil throughout the night without any ill effects. The subject suffers no fatigue, and gains all the benefits of a full night's rest.
Prerequisites: Paladin, Vindicator, or any Combat Class
FLAVOR
-Do You Know Your Enemy?: This skill allows you to commune with your deity to gain a +10 on Knowledge (Monster Lore) Checks, even if you do not have this Knowledge.
Prerequisites: Paladin (Primary), Vindicator (Primary)
FLAVOR
-Sanctify Corpse: This skill allows you to bless a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed for as many hours as the Devout's Intelligence Bonus.
Prerequisites: Devout Class (Primary)
FLAVOR
-Touch of Veracity: You may choose one target, and with a touch they gain a visible rune upon their forehead for the duration of this skill which causes them to only tell the truth for 15 minutes per point of your Charisma Bonus. They may make a Willpower Save against DC10 + Your Charisma, if they fail they are under the effects for the duration.
Prerequisites: Zone of Truth Skill
FLAVOR
-Unbreakable Heart: This skill enables the paladin to gain a +4 bonus to any saves against mind-affecting effects that rely on negative emotions (such as fear, sorrow, rage, etc) or any effect that causes him to turn against his allies. You can still be charmed, or magically controlled but if ordered to harm an ally while under this control you immediately receive another saving throw.
Prerequisites: Paladin (Primary), Ruby Rank
-Prayer of Escape: With a powerful prayer, you call upon the servants of your god to whisk a friend out of a grapple. The target is teleported 10 feet away from the grappler and the grapple ends immediately. This can be used once per combat.
Prerequisites: Paladin (Primary) or Vindicator (Primary), Emerald Rank
COMBAT
-Forced Repentance: You force an evil creature to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops prone and begins to loudly confess all of its sins and transgressions to the paladin for one round, no save needed. The effect immediately ends if you move out of line of sight or if the target is attacked.
Prerequisites: Paladin (Primary), Obsidian Rank
COMBAT
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-Flurry of Blows: A monk can attack so rapidly on their turn that when attacking one opponent with a successful Strike, they additionally attack another nearby opponent, both taking the same damage rolled, once per combat.
Prerequisites: Monk (Primary), Amber Rank
COMBAT
-Transcend Suffering: A monk is able to survive comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make an Endurance saves.
Prerequisites: Monk (Primary), Emerald Rank
FLAVOR
-Steel Soul: A steel soul monk has chosen to forgo the use of unarmed attacks and instead chooses a weapon to use, which gains all the boosts from the Monk Profession's "Chi Blow" ability.
Prerequisites: Monk
COMBAT
-Winged Fist: Once per combat, a monk may channel his chi and damage a ranged target with his unarmed attack, gaining all boosts to unarmed that he normally gains.
Prerequisites: Monk (Primary), Sapphire Rank
COMBAT
-Blurred Fist: This skill allows you to make one attack per combat that bypasses defense boosts that your target may have such as armor. They may still make defensive actions, but it negates their defense boosts.
Prerequisites: Monk (Primary), Emerald Rank
COMBAT
-Augury: Once per adventure, you may use any method you desire to glean portents or signs to assist your group in making any one decision. Please work with the DM on the use of this skill.
Prerequisites: Monk
(V)
FLAVOR
-Scorpion Strike: You can perform an unarmed strike that greatly hampers your target's movement. Upon a successful strike, once per combat, you cause your opponent to lose their Quickness Bonus for one round.
Prerequisites: Monk (Primary), Emerald Rank
COMBAT
-Tongue of the Sun and Moon: You are able to converse with any living creature in their natural tongue, though it does not allow you to read these languages.
Prerequisites: Monk, Ruby Rank
FLAVOR
-Crane Wing: You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to evade one melee attack with ease so that you take no damage when you otherwise would take damage, once per combat.
Prerequisites: Monk (Primary), Amber Rank
DEFENSE - Evade
-Crane Riposte: When you use the Crane Wing skill, you may make an immediate counter attack upon the target after evading the damage, one per combat.
Prerequisites: Monk (Primary), Crane Wing Skill, Sapphire Rank
Combat
-Snapping Turtle: Whenever a target fails in their attempt to strike you, once per combat you may immediately attempt to pull that target into a grapple, following all grapple rules.
Prerequisites: Monk (Primary), Sapphire Rank
COMBAT
-Firewater Breath: If you have the Drunken Fighter skill, you can take a drink and expel a gout of alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 2d6 points of fire damage. This can be used once per combat.
Prerequisites: Brawler, Fighter or Monk, Drunken Fighter Skill, Ruby Rank
COMBAT
-Volley Spell: If you pass your spell save against an incoming spell, you may choose to reflect the spell back to the caster. They are allowed a spell save roll of the same difficulty that you had to overcome.
Prerequisites: Monk (Primary), Magical or Psionic Affinity, Ruby Rank
Combat
-Touch of Surrender: When a monk makes an attack against any foe that would kill them, he may instead show mercy and force surrender instead. The target becomes charmed, and is unable to make any attacks against the monk or his allies for one hour plus one hour per monk's Charisma Bonus or until the monk uses this skill on another target if the duration has not ended. A monk may only have one charmed enemy at at time.
Prerequisites: Monk (Primary), Obsidian Rank
COMBAT
-Lightning Strikes: A monk of this skill attacks so rapidly that the target is unable to make any defensive moves against the attack such as evades, counter attacks or even reflects. This can be used once per combat.
Prerequisite: Monk (Primary), Flurry of Blows Skill, Obsidian Rank
COMBAT
-Untouchable: Once per combat, when a priest is using a skill or healing points to heal himself, he temporarily channels the awe and power of his deity around himself causing him to be untouchable by any type of attack for one round. If the priest takes any offensive action during that round, the skill effect disappears.
Prerequisites: Priest (Primary), Amber Rank
Defense
-Aura of Conviction: Once per adventure, if you roll a Critical Fail of "1", you may reroll your dice immediately.
Prerequisite: Priest (Primary), Emerald Rank
Combat
-Favored in Death: The divine power wielded by a priest grants them a strong connection with their physical form even after death, one that can be used to make a return to it less difficult. Once per week, if a priest is slain, they may instantly recover without loss of any rezzes or penalties. They instead are 1 hit point before death such as 29/30.
Prerequisite: Priest (Primary), Emerald Rank
-Blessed Touch: Whenever a priest expends at least 5 points of healing from her healing point pool, she may also remove disease from any person she touches, and whenever she spends at least 10 points of healing, she may remove a curse from any person she touches. This is in addition to any healing that restores hit points.
Prerequisite: Priest, Healing Affinity, Ruby Rank
(V - Healing Affinity, Ruby Rank)
-Early Judgment: Depending on the creature's alignment, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies by showing it a mental image of its destined plane in the afterlife. The target is given a Willpower Save vs DC10 + Your Intelligence. If the target is good-aligned, it is fascinated for one round on a failed save. If the target is neutral-aligned, it is confused for one round on a failed save. If the target is evil-aligned, it is shaken for one rounds on a failed save. This can be used once per combat.
Prerequisite: Priest (Primary), Obsidian Rank
COMBAT
-Discovery Torch: An object you touch emanates a 20-foot radius of bright light. The effect looks like a regular flame but creates no heat and uses no oxygen. Allies within the area of this light gain a +2 bonus on Perception and Insight checks, as well as on Knowledge (Monster Lore) checks to identify monsters that are also within the area and their special powers and vulnerabilities. This light lasts 10 minutes per gemstone rank of the Priest.
Prerequisites: Priest, Sapphire Rank
(V-Magical Affinity, Sapphire Rank)
FLAVOR
-Lunar Veil: You conjure a tremendous area of shadow to obscure moonlight within the area, creating something akin to a lunar eclipse. Lycanthropes in the area of darkness must make a Willpower save every round or revert to their humanoid forms.
Prerequisites: Priest (Primary), Emerald Rank
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-Called Shot: The ranger has learned how to take perfect aim. While aiming the ranger can attempt to strike a specific body part on a targeted creature within 30 feet, to cause various effects. The ranger must declare her intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before strike roll is made. There is a penalty to the Strike Roll depending on the body part you aim for. If you damage the target, the effect causes debilitating conditions and penalties that stay in place until they are healed of at least 5 healing points.
(V - Emerald Rank)
COMBAT
-Decadence: A noble knows very well how debauchery and decadence can be common in the court, whether he embraces it or not, he has become resistant to it. A noble gains a +3 bonus on Endurance Saves against all negative effects of drugs, alcohol and ingested poison.
Prerequisites: Noble (Primary), Emerald Rank
-Loyal Companion: A noble is able to gain the service of a loyal animal. There is nothing divine or mystical about this connection; it is simply a bond formed by rearing, training, and cohabitation with an animal bred for service. Therefore, the animal companion does not gain any mystical or magical connections. It is simply a loyal companion. The noble may select either a dog, horse, or falcon as their companion, and gains a bonus to skills depending on this choice, as long as he can see or hear his animal companion.
Dog: +3 competence bonus to Listen Checks.
Horse: +3 bonus to Ride Checks.
Falcon: +3 bonus to Spot Checks.
At Emerald, the bonus increases to +4, at Ruby +5, and Obsidian +6.
Prerequisites: Noble, Amber Rank
(V)
FLAVOR
-Stronghold: By knowing the right nobles, making contacts with masons and artisans, or performing great deeds for a liege-lord, you have resources that help you build and expand your stronghold without any cost out of your own pocket. At Sapphire Rank, you gain a Villa and enchantments equal to 6 points. At Emerald, your dwelling increases to Manor, and you can add 1 point of enchantments. At Ruby, you gain a Keep/Castle and you gain 2 more points of enchantments. At Obsidian, you have a Palace/Chateau and gain 1 more point of enchantments.
Prerequisites: Noble (Primary), Sapphire Rank
-Exceptional Breeding: The noble is of such exceptionally fine birth that he maintains superiority and grace at all times. He is gifted with the ability to negate fumbles in any of his skills (even to Strike, although the roll will still fail). The character can fail at a task but will never look ridiculous doing so. Thus even the worst rolls will not look horrible to observers.
Prerequisites: Noble
FLAVOR
-Bling: If you have it, flaunt it; those are the words some nobles live by. He can now wear extra jewelry: choose an extra ring, an extra amulet/necklace or an extra bracelet, so long as he can dish out the gold to buy it. The effects of all magical jewelry he wears stack if applicable.
Prerequisites: Noble (Primary), Obsidian Rank
-Blood Splattered: The first time you deal damage in a melee encounter and you are sprayed with your enemy's blood (as determined by the DM) you gain a +2 bonus to your Defense DC and Endurance Checks for one round of combat. This can be used once per combat.
Prerequisites: Fighter (Primary), Emerald Rank
-Disarm and Fling: Not only do you disarm your target with a hit, but you are able to fling it as a ranged attack to a different target. Roll Strike, if you hit then you do only the weapon damage you flung to that target.
Prerequisites: Fighter (Primary), Disarm Skill, Sapphire Rank
-Weapon Juggle: You can juggle weapons and similarly sized objects during combat. You can draw, sheathe, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an enemy's turn.
Prerequisites: Fighter, Amber Rank
FLAVOR
Prerequisite: Paladin (Primary)
COMBAT
-Wild Spirit : While in your terrain chosen with Wild Attunement, you gain a +4 to any checks that require Perception (Search, Insight, Spot, Listen, etc) as well as gain blindsense out to 30 feet. The bonuses do not stack if you are in a terrain that qualifies as more than one terrain; you only receive the bonus for one terrain.
Prerequisite: Wild Attunement
FLAVOR
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-Vigilance: At will, a paladin can detect evil aligned characters or NPCs around them. If a character has any alignment altering or concealing skills this can be used with a contested roll of the Paladin's Perception vs the Target's Willpower.
Prerequisite: Paladin (Primary), Emerald Rank
FLAVOR
-Panacean Touch: Whenever a paladin expends at least 5 points of healing from her healing point pool, she may also remove poison from any person she touches, and whenever she spends at least 10 points of healing, she may remove disease from any person she touches. This is in addition to any healing that restores hit points.
Prerequisite: Paladin, Healing Affinity, Ruby Rank
(V - Healing Affinity, Ruby Rank)
-A Hero Never Falls: The devout's sheer strength of will drives them on when death would claim lesser men. Once per day when a paladin or vindicator would be reduced to 0 or less hp or otherwise killed (such as by a death effect), they instead are reduced to 1 hp.
Prerequisite: Paladin (Primary) or Vindicator (Primary), Sapphire Rank
COMBAT
-Refreshing Touch: The Paladin can remove exhaustion, fatigue, sickness, and nausea with a touch up to three times a day. At Ruby, four times, and at Obsidian, five times a day.
Prerequisite: Paladin or Priest, Healing Affinity, Emerald Rank
(V - Healing Affinity, Emerald Rank)
-Aura of Resolve: While this skill is active, the Paladin grants the ability to reroll one Endurance save each combat to any ally within a 30ft radius of them.
Prerequisite: Paladin (Primary), Ruby Rank
-Aura of Faith: While this skill is active, the Paladin grants the ability to reroll one Willpower save each combat to any one ally within a 30ft radius of them.
Prerequisite: Paladin (Primary), Ruby Rank
-Wings of the Angelic Host: Your power flares in the face of danger, allowing you to tap into long forgotten powers of your deity. You appear wreathed in a blazing aura. You gain wings which can be used as many minutes per day as twice your Intelligence bonus.
Prerequisites: Paladin, Amber Rank
FLAVOR
-Enfeebling Strike: Once per combat, if you successfully attack a target, you cause them to take a -2 to Quickness for the remainder of combat.
Prerequisite: Paladin (Primary), Priest (Primary) or Vindicator (Primary), Obsidian Rank
COMBAT
-Shielding Prayer: Until the end of your next turn, one chosen ally nearby gains your Quickness bonus to their DDC instead of their own.
Prerequisite: Paladin (Primary), Priest (Primary) or Vindicator (Primary), Ruby Rank
COMBAT
-Paladin's Hand: Once per combat, you may use your healing points to heal one ally before you begin your attack that round. Once the healing is accomplished you may then proceed with your round as normal.
Prerequisites: Paladin, Amber Rank
-None Shall Pass: This allows you to cause up to three opponents to focus solely on you for the next round of combat. You roll a 1d20 Intimidate Check against their 1d20 Check (they may add Strength or Willpower). If they fail, they may only attack you for the next round of combat regardless if they are attacked by other allies during that round.
Prerequisites: Paladin or Vindicator, Amber Rank
COMBAT
-Strike Me Instead! : There are some times when you simply cannot move fast enough or cover enough ground to take a hit for a weaker ally. This skill allows you to whisper a prayer to your deity, redirecting any type of attack - ranged, melee, magic to hit you instead of your ally. Arrows change direction in flight, enemies with melee weapons find their feet taking them to you instead of their chosen target, and magic is quickly redirected off it's set course to you.
Prerequisites: Devout Class
COMBAT
-Detect the Faithful: You are able to detect other worshippers of your particular deity, as long as they are not using a skill or item to magically hide this information.
Prerequisties: Devout Class
FLAVOR
-Emblazon Crest: Any tabard or tunic worn and any shield carried by the paladin can be made to display a coat of arms when the skill is used. For example, even if the subject picks up a different shield, it still displays the subject's crest, regardless of the shield's normal appearance.
Prerequisites: Paladin
(V - Magical Affinity)
FLAVOR
-Watchkeeper: This skill enables the subject to stand watch or keep vigil throughout the night without any ill effects. The subject suffers no fatigue, and gains all the benefits of a full night's rest.
Prerequisites: Paladin, Vindicator, or any Combat Class
FLAVOR
-Do You Know Your Enemy?: This skill allows you to commune with your deity to gain a +10 on Knowledge (Monster Lore) Checks, even if you do not have this Knowledge.
Prerequisites: Paladin (Primary), Vindicator (Primary)
FLAVOR
-Sanctify Corpse: This skill allows you to bless a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed for as many hours as the Devout's Intelligence Bonus.
Prerequisites: Devout Class (Primary)
FLAVOR
-Touch of Veracity: You may choose one target, and with a touch they gain a visible rune upon their forehead for the duration of this skill which causes them to only tell the truth for 15 minutes per point of your Charisma Bonus. They may make a Willpower Save against DC10 + Your Charisma, if they fail they are under the effects for the duration.
Prerequisites: Zone of Truth Skill
FLAVOR
-Unbreakable Heart: This skill enables the paladin to gain a +4 bonus to any saves against mind-affecting effects that rely on negative emotions (such as fear, sorrow, rage, etc) or any effect that causes him to turn against his allies. You can still be charmed, or magically controlled but if ordered to harm an ally while under this control you immediately receive another saving throw.
Prerequisites: Paladin (Primary), Ruby Rank
-Prayer of Escape: With a powerful prayer, you call upon the servants of your god to whisk a friend out of a grapple. The target is teleported 10 feet away from the grappler and the grapple ends immediately. This can be used once per combat.
Prerequisites: Paladin (Primary) or Vindicator (Primary), Emerald Rank
COMBAT
-Forced Repentance: You force an evil creature to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops prone and begins to loudly confess all of its sins and transgressions to the paladin for one round, no save needed. The effect immediately ends if you move out of line of sight or if the target is attacked.
Prerequisites: Paladin (Primary), Obsidian Rank
COMBAT
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-Flurry of Blows: A monk can attack so rapidly on their turn that when attacking one opponent with a successful Strike, they additionally attack another nearby opponent, both taking the same damage rolled, once per combat.
Prerequisites: Monk (Primary), Amber Rank
COMBAT
-Transcend Suffering: A monk is able to survive comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make an Endurance saves.
Prerequisites: Monk (Primary), Emerald Rank
FLAVOR
-Steel Soul: A steel soul monk has chosen to forgo the use of unarmed attacks and instead chooses a weapon to use, which gains all the boosts from the Monk Profession's "Chi Blow" ability.
Prerequisites: Monk
COMBAT
-Winged Fist: Once per combat, a monk may channel his chi and damage a ranged target with his unarmed attack, gaining all boosts to unarmed that he normally gains.
Prerequisites: Monk (Primary), Sapphire Rank
COMBAT
-Blurred Fist: This skill allows you to make one attack per combat that bypasses defense boosts that your target may have such as armor. They may still make defensive actions, but it negates their defense boosts.
Prerequisites: Monk (Primary), Emerald Rank
COMBAT
-Augury: Once per adventure, you may use any method you desire to glean portents or signs to assist your group in making any one decision. Please work with the DM on the use of this skill.
Prerequisites: Monk
(V)
FLAVOR
-Scorpion Strike: You can perform an unarmed strike that greatly hampers your target's movement. Upon a successful strike, once per combat, you cause your opponent to lose their Quickness Bonus for one round.
Prerequisites: Monk (Primary), Emerald Rank
COMBAT
-Tongue of the Sun and Moon: You are able to converse with any living creature in their natural tongue, though it does not allow you to read these languages.
Prerequisites: Monk, Ruby Rank
FLAVOR
-Crane Wing: You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to evade one melee attack with ease so that you take no damage when you otherwise would take damage, once per combat.
Prerequisites: Monk (Primary), Amber Rank
DEFENSE - Evade
-Crane Riposte: When you use the Crane Wing skill, you may make an immediate counter attack upon the target after evading the damage, one per combat.
Prerequisites: Monk (Primary), Crane Wing Skill, Sapphire Rank
Combat
-Snapping Turtle: Whenever a target fails in their attempt to strike you, once per combat you may immediately attempt to pull that target into a grapple, following all grapple rules.
Prerequisites: Monk (Primary), Sapphire Rank
COMBAT
-Firewater Breath: If you have the Drunken Fighter skill, you can take a drink and expel a gout of alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 2d6 points of fire damage. This can be used once per combat.
Prerequisites: Brawler, Fighter or Monk, Drunken Fighter Skill, Ruby Rank
COMBAT
-Volley Spell: If you pass your spell save against an incoming spell, you may choose to reflect the spell back to the caster. They are allowed a spell save roll of the same difficulty that you had to overcome.
Prerequisites: Monk (Primary), Magical or Psionic Affinity, Ruby Rank
Combat
-Touch of Surrender: When a monk makes an attack against any foe that would kill them, he may instead show mercy and force surrender instead. The target becomes charmed, and is unable to make any attacks against the monk or his allies for one hour plus one hour per monk's Charisma Bonus or until the monk uses this skill on another target if the duration has not ended. A monk may only have one charmed enemy at at time.
Prerequisites: Monk (Primary), Obsidian Rank
COMBAT
-Lightning Strikes: A monk of this skill attacks so rapidly that the target is unable to make any defensive moves against the attack such as evades, counter attacks or even reflects. This can be used once per combat.
Prerequisite: Monk (Primary), Flurry of Blows Skill, Obsidian Rank
COMBAT
-Untouchable: Once per combat, when a priest is using a skill or healing points to heal himself, he temporarily channels the awe and power of his deity around himself causing him to be untouchable by any type of attack for one round. If the priest takes any offensive action during that round, the skill effect disappears.
Prerequisites: Priest (Primary), Amber Rank
Defense
-Aura of Conviction: Once per adventure, if you roll a Critical Fail of "1", you may reroll your dice immediately.
Prerequisite: Priest (Primary), Emerald Rank
Combat
-Favored in Death: The divine power wielded by a priest grants them a strong connection with their physical form even after death, one that can be used to make a return to it less difficult. Once per week, if a priest is slain, they may instantly recover without loss of any rezzes or penalties. They instead are 1 hit point before death such as 29/30.
Prerequisite: Priest (Primary), Emerald Rank
-Blessed Touch: Whenever a priest expends at least 5 points of healing from her healing point pool, she may also remove disease from any person she touches, and whenever she spends at least 10 points of healing, she may remove a curse from any person she touches. This is in addition to any healing that restores hit points.
Prerequisite: Priest, Healing Affinity, Ruby Rank
(V - Healing Affinity, Ruby Rank)
-Early Judgment: Depending on the creature's alignment, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies by showing it a mental image of its destined plane in the afterlife. The target is given a Willpower Save vs DC10 + Your Intelligence. If the target is good-aligned, it is fascinated for one round on a failed save. If the target is neutral-aligned, it is confused for one round on a failed save. If the target is evil-aligned, it is shaken for one rounds on a failed save. This can be used once per combat.
Prerequisite: Priest (Primary), Obsidian Rank
COMBAT
-Discovery Torch: An object you touch emanates a 20-foot radius of bright light. The effect looks like a regular flame but creates no heat and uses no oxygen. Allies within the area of this light gain a +2 bonus on Perception and Insight checks, as well as on Knowledge (Monster Lore) checks to identify monsters that are also within the area and their special powers and vulnerabilities. This light lasts 10 minutes per gemstone rank of the Priest.
Prerequisites: Priest, Sapphire Rank
(V-Magical Affinity, Sapphire Rank)
FLAVOR
-Lunar Veil: You conjure a tremendous area of shadow to obscure moonlight within the area, creating something akin to a lunar eclipse. Lycanthropes in the area of darkness must make a Willpower save every round or revert to their humanoid forms.
Prerequisites: Priest (Primary), Emerald Rank
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-Called Shot: The ranger has learned how to take perfect aim. While aiming the ranger can attempt to strike a specific body part on a targeted creature within 30 feet, to cause various effects. The ranger must declare her intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before strike roll is made. There is a penalty to the Strike Roll depending on the body part you aim for. If you damage the target, the effect causes debilitating conditions and penalties that stay in place until they are healed of at least 5 healing points.
--Arm: The ranger receives a -2 penalty to Strike. If hit, the target now has a penalty of -2 to damage, and any checks made that use the arm such as climb. A creature with more than four arms is immune to this penalty.Prerequisites: Ranger, Emerald Rank
--Hand: The ranger receives a -3 penalty to Strike. If hit, the target drops whatever they are holding in that hand, as well as the penalties for striking the Arm mentioned above.
--Eye: The ranger receives a -4 penalty to Strike. If hit, the target is partially blinded, suffering a -2 to Defense DC and any Spot Checks. If both or all of its eyes are hit with Called Shots, the creature is permanently blinded. If the Called Shot also results in a Critical Hit, the arrow pierces the brain and the creature is forced to make an Endurance Check DC15 to save against death from massive damage, regardless of the damage roll (per the DM). A creature with blind-sight is immune to the penalties.
--Gut: No penalty to Strike. If hit, the target is nauseated each round until the arrow is removed and at least 5 damage healed.
--Leg: The ranger receives a -2 penalty to Strike. If hit, the target cannot make any run or charging actions. They gain a -2 penalty to Quickness, and any checks based on Quickness (Jump, Balance, etc) in which they utilize their legs. A creature with more than 4 legs is unaffected.
--Neck: The ranger receives a -3 to Strike. If hit, the target begins to bleed and takes 1d3 non-defensible damage each round until they are healed of at least 5 total points of damage.
--Wing: No penalty to Strike. If hit, this reduces target creature's Quickness by -2. A small or tiny creature hit loses the ability to fly and falls to the ground, a medium sized creature hit twice in the same wing loses the ability to fly and falls to the ground, a large creature must be hit three times in the same wing, a huge creature four, gargantuan five and colossal six times to lose ability to fly and fall, each taking appropriate falling damage per the DM (Seek DM's aid in determining your enemy size).
(V - Emerald Rank)
COMBAT
-Decadence: A noble knows very well how debauchery and decadence can be common in the court, whether he embraces it or not, he has become resistant to it. A noble gains a +3 bonus on Endurance Saves against all negative effects of drugs, alcohol and ingested poison.
Prerequisites: Noble (Primary), Emerald Rank
-Loyal Companion: A noble is able to gain the service of a loyal animal. There is nothing divine or mystical about this connection; it is simply a bond formed by rearing, training, and cohabitation with an animal bred for service. Therefore, the animal companion does not gain any mystical or magical connections. It is simply a loyal companion. The noble may select either a dog, horse, or falcon as their companion, and gains a bonus to skills depending on this choice, as long as he can see or hear his animal companion.
Dog: +3 competence bonus to Listen Checks.
Horse: +3 bonus to Ride Checks.
Falcon: +3 bonus to Spot Checks.
At Emerald, the bonus increases to +4, at Ruby +5, and Obsidian +6.
Prerequisites: Noble, Amber Rank
(V)
FLAVOR
-Stronghold: By knowing the right nobles, making contacts with masons and artisans, or performing great deeds for a liege-lord, you have resources that help you build and expand your stronghold without any cost out of your own pocket. At Sapphire Rank, you gain a Villa and enchantments equal to 6 points. At Emerald, your dwelling increases to Manor, and you can add 1 point of enchantments. At Ruby, you gain a Keep/Castle and you gain 2 more points of enchantments. At Obsidian, you have a Palace/Chateau and gain 1 more point of enchantments.
Prerequisites: Noble (Primary), Sapphire Rank
-Exceptional Breeding: The noble is of such exceptionally fine birth that he maintains superiority and grace at all times. He is gifted with the ability to negate fumbles in any of his skills (even to Strike, although the roll will still fail). The character can fail at a task but will never look ridiculous doing so. Thus even the worst rolls will not look horrible to observers.
Prerequisites: Noble
FLAVOR
-Bling: If you have it, flaunt it; those are the words some nobles live by. He can now wear extra jewelry: choose an extra ring, an extra amulet/necklace or an extra bracelet, so long as he can dish out the gold to buy it. The effects of all magical jewelry he wears stack if applicable.
Prerequisites: Noble (Primary), Obsidian Rank
-Blood Splattered: The first time you deal damage in a melee encounter and you are sprayed with your enemy's blood (as determined by the DM) you gain a +2 bonus to your Defense DC and Endurance Checks for one round of combat. This can be used once per combat.
Prerequisites: Fighter (Primary), Emerald Rank
-Disarm and Fling: Not only do you disarm your target with a hit, but you are able to fling it as a ranged attack to a different target. Roll Strike, if you hit then you do only the weapon damage you flung to that target.
Prerequisites: Fighter (Primary), Disarm Skill, Sapphire Rank
-Weapon Juggle: You can juggle weapons and similarly sized objects during combat. You can draw, sheathe, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an enemy's turn.
Prerequisites: Fighter, Amber Rank
FLAVOR