Post by Head Moderator on Feb 6, 2015 22:42:26 GMT -5
xGrappled Pin : Allows a brawler to pin their grappled target on their turn instead of the normal choice of doing damage or releasing the target. The target is given an Escape Check of DC10 + Brawler's STR trait, if they fail, the brawler can continue to pin (Escape allowed each turn) or tie them up. Escaping from being tied up also takes an Escape Check, DC determined by the DM.
Prerequisites: Brawler Profession, Emerald Rank
COMBAT
(V-Emerald Rank)
xBlock and Punch : This skill allows a brawler to block an incoming melee weapon or unarmed attack taking only half damage, and then immediately make a counterattack upon the same target. Strike is rolled and the attack proceeds as normal. Once per combat.
Prerequisites: Brawler Profession (Primary), Amber Rank
COMBAT
xFlicker Jab: The Brawler uses a quick jab to a weak point in his opponent's stance, bypassing any mundane defenses for that one attack. The target may still evade, reflect, etc but any mundane armor defenses are bypassed.
Prerequisites: Brawler Profession (Primary)
COMBAT
xFinish Him Off: When an enemy's hit points drops to below half, the brawler's threat range for a critical drops to 19-20.
Prerequisites: Brawler Profession, Emerald Rank
COMBAT
xWhatever's Handy : In a pinch, a brawler can grab just about anything that is not a weapon and use it for a makeshift weapon, such as chairs, bottles, hunks of rock, etc. You may use this makeshift weapon with any of your normal unarmed bonuses and tech rolls up to as many rounds as your gemstone rank. So, a Crystal could use it for one round, while a Sapphire could use it four rounds.
Prerequisites: Brawler Profession, Sapphire Rank
FLAVOR
xCheap Shot : If you roll a critical hit, you do an extra 1d6 undefendable damage to the target.
Prerequisites: Brawler Profession, Finish Him Off Skill
COMBAT
xStare Down : When you render an opponent unconscious or dead, you may choose one target of the same or lower gemstone rank than you that is still standing to immediately intimidate with just a stare. You may roll an Intimidate Check, if you pass the check by 5 or more points, your target drops his weapon or stops what he is doing and surrenders.
Prerequisites: Brawler Profession (Primary), Sapphire Rank
COMBAT
xFight Club: Once per combat, as a free action, you may choose one Brawler skill that you possess, and each of your teammates may gain the chosen skill as a temporary skill until the end of the current combat.
Prerequisites: Brawler Profession (Primary), Obsidian Rank
COMBAT
xJuggernaut: When you take over 20hp of damage in one hit, you may choose to convert up to 1/2 of that damage to non-lethal damage.
Prerequisites: Brawler Profession, Obsidian Rank
COMBAT
(V-Obsidian Rank)
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xBattle Blessing: With a word of faith, a metallic shimmer dances over your blade for an instant, leaving behind a thin layer of precious metal. You now have the advantage, invoking your deity's power to overcome your foe's damage reduction. For as many rounds as your INT bonus, you may have your weapon bypass any damage reduction that your enemy may have.
Prerequisites: Devout Class, Obsidian Rank
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xTricky Arcanist: A thief adept can use any of their skills at a distance. At Crystal Rank, you may use your skills at a distance of 10 feet away. At Amber, 20 feet. At Emerald, 30 feet. At Ruby 40 feet and at Obsidian 50 feet away.
Prerequisites: Thief Adept (Primary)
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xWeb of Secrets: Once per week, the noble may make a Diplomacy check and a Gather Information check. Both of these rolls are against a DC of 25. If one roll succeeds, the noble learns a valuable secret about someone of importance. If both rolls succeed, the noble may either learn a second, related secret or one extremely valuable secret instead. What the noble does with this knowledge is his decision but revealing it openly is likely to bring retribution from the embarrassed or disgraced subject or subjects.
Prerequisite: Noble Profession, Pulse of the City
FLAVOR
xNoblesse Oblige: The noble knows that his position imposes certain obligations towards his lesser companions. The noble may grant any passed save he's made to any one ally within 60 feet. At Ruby, you may grant your passed save to two allies per adventure, at Obsidian, to three allies per adventure.
Prerequisite: Noble (Primary), Emerald Rank
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xSubtle Interrogation: You have the ability to acquire minor levels of aid from anyone you meet, coaxing information or small favors from established informants or even from chance acquaintances. Once per day, when trying to convince an NPC of something using either the Diplomacy or Bluff skills, you can use this skill and shift the NPC's attitude one step more favorably towards him; see how Diplomacy works. The target may still have an overall reluctance to relinquish information or favors but he will be more inclined to do so than he was before.
Prerequisite: CHA 10