Post by Head Moderator on Mar 3, 2015 21:02:08 GMT -5
New Skills - all are updated.
Approximate Understanding: You lack formal training or knowledge about a subject but you understand it enough to get by. You cannot have any other Knowledge skills, and you cannot use any loot or items that boost knowledge with this skill. This allows you to roll a Knowledge check on any one topic, with a +10 bonus. You may use this skill once per adventure.
Prerequisites: You cannot have ANY knowledge skill such as Knowledge, Voracious Reader, etc.
FLAVOR
Arcane Lucubration: This skill allows a spellcaster to recall a spell they have already cast in combat, and cast it once more in the same combat without it taking up one of their allowed spells. This can be used once per adventure.
Prerequisites: INT 10, Magical or Psionic Affinity
COMBAT
Blood Ripper: When you successfully hit an opponent who is currently at full hit points, you deal an extra 2d4 damage. This cannot be used for a non-lethal attack. You may use this skill once per combat.
Prerequisites: Amber Rank
COMBAT
Brutal Critical: You know that the best time to plant a dagger in someone is right after a friendly pat on the back. You automatically score a critical hit when you successfully attack a target you've used diplomacy on previously to gain a friendly attitude towards you (see the Diplomacy tactic). Once per combat.
Prerequisites: CHA 8, Non-Lawful Alignment, Brutal Deception Skill
COMBAT
Cleaving Blow: You have gained mastery using a two-handed weapon and the supernatural strength placed behind each blow, allowing for a devastating horizontal or piercing attack to quickly dispatch multiple foes. Once per combat, you may choose two nearby targets to attack. You must roll Strike on both. If you succesfully hit your targets, both take the full damage that you roll with your dice.
Prerequisites: Two-Handed Expert, STR 10, Obsidian Rank
COMBAT
Concerted Attack: [Teamwork] You and your allies are trained to work as a team while defeating your foes. When allies who have this skill are attacking the same foe in melee combat, each ally gains a +2 to Strike against that one foe for as long as they are focused on the same foe.
COMBAT
Déjà Vu: Every so often, the gods of fate send you dreams about places and situations you will visit or experience in the future. Once per day you may add a +5 bonus to any one tactic or talent check, or saving throw. You may wait to decide to use the bonus until after you have rolled the dice, but must announce your intent to use the bonus before the DM announces whether or not the roll was successful. Alternately, instead of using the bonus yourself, you may grant the bonus to one of your companions. Your companion must be within hearing or vision range of you in order to receive the bonus.
Prerequisites: Cannot have Impious Flaw
Extremely Thick Skull: Your headbutt is delivered good and hard, don't mind the headaches! You can choose to increase the damage of your one-time headbutt unarmed attack by 2d5, 3d5 or even 4d5. If you increase it to 2d5, you take 1d5 undefendable damage to yourself. If you increase it to 3d5 you take 2d5 undefendable damage to yourself. If you choose to increase it to 4d5, you take 3d5 undefendable damage to yourself. You may only use your headbutt once per combat, either with it's normal damage (1d5) or increasing it's damage using this skill.
Prerequisites: Thick Skull, Amber Rank
COMBAT
Healing Run: When your allies need healing, you are able to help them and then get back into position. You may heal up to three allies, and then make a normal attack for your turn.
Prerequisites: Healing Affinity, Sapphire Rank
COMBAT
Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
Prerequisites: STR 6
FLAVOR
Nightmarish Mind: You are resistant to madness, and gain a +3 to all rolls against madness or insanity spells, skills or effects.
Prerequisites: Fearless
FLAVOR
Off-Hand Tactics: Tradition states that an empty hand on the battlefield is a wasted hand. Not so! During combat, if you have a free hand you can attempt a variety of off-hand tactics that manipulate opponents and control the battlefield. Off-hand tactics are largely improvised, and sometimes are called underhanded tactics because such tactics are considered dirty. This opinion has not stopped even paladins from occasionally using off-hand tactics to even the odds. You may choose to use only one of these tactics in combat, once.
COMBAT
One Weapon Boon: You have chosen to wield only ONE weapon (whatever that may be, such as a two-handed weapon, a two handed tech, two handed invo/evoc, or a one-handed weapon/tech/invoc/evoc causing you to only be able to enchant your primary weapon, tech, invoc or evoc up to five points. This allows you to enchant that ONE weapon for five more enchantment points for a total of 10 enchantment points. The extra enchantment points only work if that is the only damage dealing weapon of any sort or flavor you are using.
Prerequisites: No skills that allow you to use more than one weapon, wand, tech, invoc, evoc, wand etc.
Pander: Your performances favor one subject. When you begin a bardic performance that grants a bonus to multiple allies, choose one affected ally. That ally receives double the usual bonus.
Prerequisites: Bard Profession
Prayers to the Gods: A devout may offer up a special prayer once per day, that gives him particular abilities. Only one prayer may be used per day from the following list.
Prerequisites: Devout Class Only
Presence of Mind: The depths of your knowledge improve your reaction time. You may add your Intelligence (INT) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
Prerequisites: INT 8
FLAVOR
Random Acts of Violence: You receive a +2 bonus to all Charisma based tactics and talents, and Rogue Checks such as Stealth, Lockpicking, etc while you are committing or fleeing from a violent crime.
Prerequisites: Chaotic and Non-Good Alignment
Ranged Throat Threat: You can attempt a throat threat from melee range when wielding a piercing ranged weapon. See "Throat Threat" skill for the rules and information. For a ranged throat threat, you would roll an opposed Quickness (QCK) check, or opposed Intelligence (INT) check if you have Tactician's Sense.
Prerequisites: QCK 10, or Tactician's Sense Skill with INT 10
COMBAT
Soul Mate: [Teamwork] You and your chosen soul mate must both take this skill to benefit from it. You develop a sixth sense that warns you whenever your soul mate is in danger as well as a +5 bonus to all skill checks targeting your soul mate (for instance, if your soul mate was kidnapped, you sense she is in danger so you Gather Info, or do Perception checks to find her, you gain the bonus). Finally, any effect that compels you to directly harm your soul mate is immediately dispelled.
Startling Shot: You may purposely miss a creature that you could normally hit within range with a firearm attack. When you do, that creature is startled and has DC10 until the start of the creature's next turn.
Prerequisite: Use gunpowder weapon
COMBAT
Stop Bleeding: You make a firearm attack and then press the hot barrel against yourself or an adjacent creature to staunch a bleeding wound. This allows you to heal up to 5hp, once per combat. You do not have to attack someone when using the skill if you do not wish; you can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Prerequisites: Use gunpowder weapon
COMBAT
Tag Team Fighting: [Teamwork] If you hit an opponent with a melee attack, until your next turn, the next melee strike roll made by any ally with the Tag Team Fighting skill as well gets a +2 bonus to their strike roll against any opponent.
COMBAT
Team Initiative: [Teamwork] You and your ally coordinate your efforts with precise timing. After rolling for initiative but before combat begins, you can choose to alter your initiative so you can act immediately before or after an ally who also has this skill.
Thick Skull: You are such a powerhouse that you can headbutt an armored foe and feel nothing. You gain the ability to use a headbutt with any other unarmed attack once per combat that deals 1d5 extra damage.
COMBAT
Throat Threat: If a target is dazed or stunned in any way causing their DC to be 10, you may attempt to catch an enemy off-guard, and take him hostage in melee combat. Your blade remains pressed against his throat, a flick of your wrist away from a lethal cut. You cannot be engaged in combat with any other foes when you initiate the throat threat and you must be wielding a slashing or piercing melee weapon (typically a dagger but not limited to it). Your target immediately becomes aware of you when you attempt to throat threat, no longer stunned or dazed. Roll opposing Strength checks, if your roll is higher than the target you now have that target as a hostage. You can release the throat threat at any time, but if you continue to hold the threat, you must make an opposed STR check each round to maintain the throat threat (unless you have Dexterous Fighter, then it is an opposed QCK roll). If your target attempts any action you are aware of or any of the target's allies attack you, you may choose to immediately attack your target without strike needed, auto critical damage, with that weapon only. You may only throat threat a target your size or one size smaller, and only once per combat.
Prerequisites: STR 10, or Dexterous Fighter with QCK 10
COMBAT
Tribe Mentality: [Teamwork] You and your allies grant each other mental strength. Both you and your ally must have this skill. When you are both simultaneously subjected to the same enchantment or mind affecting compulsion or effect, you both roll saves and you can use either result.
Two-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your Strength bonus to your damage with your two-handed weapon. You may only wield a single two-handed weapon to use this skill. This is an innate skill and builds upon Two-Handed Weapon; you abide by this skill's bonus instead of Two-Handed Weapon when you take this.
Prerequisites: Two-Handed Weapon, Ruby Rank
COMBAT
Two Shield Fighting: You have decided to make an offense out of your defense, and use two shields for your weapons instead of a shield and weapon. Not only do you gain the defensive bonuses for both shields as long as it does not exceed your defense limits, you also gain weapon damage for both of your shields, per the Shield Weapon skill.
Prerequisites: Dual-Wield, Shield Weapon
COMBAT
Approximate Understanding: You lack formal training or knowledge about a subject but you understand it enough to get by. You cannot have any other Knowledge skills, and you cannot use any loot or items that boost knowledge with this skill. This allows you to roll a Knowledge check on any one topic, with a +10 bonus. You may use this skill once per adventure.
Prerequisites: You cannot have ANY knowledge skill such as Knowledge, Voracious Reader, etc.
FLAVOR
Arcane Lucubration: This skill allows a spellcaster to recall a spell they have already cast in combat, and cast it once more in the same combat without it taking up one of their allowed spells. This can be used once per adventure.
Prerequisites: INT 10, Magical or Psionic Affinity
COMBAT
Blood Ripper: When you successfully hit an opponent who is currently at full hit points, you deal an extra 2d4 damage. This cannot be used for a non-lethal attack. You may use this skill once per combat.
Prerequisites: Amber Rank
COMBAT
Brutal Critical: You know that the best time to plant a dagger in someone is right after a friendly pat on the back. You automatically score a critical hit when you successfully attack a target you've used diplomacy on previously to gain a friendly attitude towards you (see the Diplomacy tactic). Once per combat.
Prerequisites: CHA 8, Non-Lawful Alignment, Brutal Deception Skill
COMBAT
Cleaving Blow: You have gained mastery using a two-handed weapon and the supernatural strength placed behind each blow, allowing for a devastating horizontal or piercing attack to quickly dispatch multiple foes. Once per combat, you may choose two nearby targets to attack. You must roll Strike on both. If you succesfully hit your targets, both take the full damage that you roll with your dice.
Prerequisites: Two-Handed Expert, STR 10, Obsidian Rank
COMBAT
Concerted Attack: [Teamwork] You and your allies are trained to work as a team while defeating your foes. When allies who have this skill are attacking the same foe in melee combat, each ally gains a +2 to Strike against that one foe for as long as they are focused on the same foe.
COMBAT
Déjà Vu: Every so often, the gods of fate send you dreams about places and situations you will visit or experience in the future. Once per day you may add a +5 bonus to any one tactic or talent check, or saving throw. You may wait to decide to use the bonus until after you have rolled the dice, but must announce your intent to use the bonus before the DM announces whether or not the roll was successful. Alternately, instead of using the bonus yourself, you may grant the bonus to one of your companions. Your companion must be within hearing or vision range of you in order to receive the bonus.
Prerequisites: Cannot have Impious Flaw
Extremely Thick Skull: Your headbutt is delivered good and hard, don't mind the headaches! You can choose to increase the damage of your one-time headbutt unarmed attack by 2d5, 3d5 or even 4d5. If you increase it to 2d5, you take 1d5 undefendable damage to yourself. If you increase it to 3d5 you take 2d5 undefendable damage to yourself. If you choose to increase it to 4d5, you take 3d5 undefendable damage to yourself. You may only use your headbutt once per combat, either with it's normal damage (1d5) or increasing it's damage using this skill.
Prerequisites: Thick Skull, Amber Rank
COMBAT
Healing Run: When your allies need healing, you are able to help them and then get back into position. You may heal up to three allies, and then make a normal attack for your turn.
Prerequisites: Healing Affinity, Sapphire Rank
COMBAT
Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
Prerequisites: STR 6
FLAVOR
Nightmarish Mind: You are resistant to madness, and gain a +3 to all rolls against madness or insanity spells, skills or effects.
Prerequisites: Fearless
FLAVOR
Off-Hand Tactics: Tradition states that an empty hand on the battlefield is a wasted hand. Not so! During combat, if you have a free hand you can attempt a variety of off-hand tactics that manipulate opponents and control the battlefield. Off-hand tactics are largely improvised, and sometimes are called underhanded tactics because such tactics are considered dirty. This opinion has not stopped even paladins from occasionally using off-hand tactics to even the odds. You may choose to use only one of these tactics in combat, once.
COMBAT
EAR SLAP: As an off-hand attack, you smack your target in the ear on the side of the helmet. If your Strike is successful, your target is deafened for 1 round. You cannot ear slap a creature more than two size categories larger or smaller than you. Creatures with no discernible anatomy are immune to ear slap.
EYE GOUGE: As an off-hand attack, you rake your opponent’s eyes. If your Strike is successful, your target is blinded for 1 round, and cannot make attacks unless they have blindfight. You cannot eye gouge a creature more than two size categories larger or smaller than you. Creatures with no discernible anatomy are immune to eye gouge.
GRAB AND STAB: As an off-hand attack, you pull your target towards your waiting blade. If your strike is successful, you may add in half your Strength (or QCK if you are using Dexterous Fighter) as additional damage. You cannot grab and stab a creature more than two size categories larger or smaller than you.
GRASP: As an off-hand attack, you grab hold of your opponent’s armor, clothes, or body, limiting how and where it can move. If your Strike is successful, your opponent cannot leave your natural reach. You maintain this grasp as your attack action until either you release your opponent or your target breaks free from your grasp. Every round your opponent may make an Escape Check of DC10 + Your Strength. You and your target continue to act normally otherwise. You are not considered grappled when grasping.
HEART PUNCH: As an off-hand attack, you aim to stop your opponent’s heart with a punch in the chest. If your Strike is successful, your target is dazed for 1 round. Creatures with no discernible anatomy are immune to heart punch.
SMACK: As an off-hand attack, you slap your opponent’s face. If your Strike is successful, your opponent suffers a -2 Strike penalty to attack anyone other than you on its next turn. Smack is a mind-affecting effect.
One Weapon Boon: You have chosen to wield only ONE weapon (whatever that may be, such as a two-handed weapon, a two handed tech, two handed invo/evoc, or a one-handed weapon/tech/invoc/evoc causing you to only be able to enchant your primary weapon, tech, invoc or evoc up to five points. This allows you to enchant that ONE weapon for five more enchantment points for a total of 10 enchantment points. The extra enchantment points only work if that is the only damage dealing weapon of any sort or flavor you are using.
Prerequisites: No skills that allow you to use more than one weapon, wand, tech, invoc, evoc, wand etc.
Pander: Your performances favor one subject. When you begin a bardic performance that grants a bonus to multiple allies, choose one affected ally. That ally receives double the usual bonus.
Prerequisites: Bard Profession
Prayers to the Gods: A devout may offer up a special prayer once per day, that gives him particular abilities. Only one prayer may be used per day from the following list.
Prerequisites: Devout Class Only
Agile Feet: For one full adventure or mission, you ignore all difficult terrain and do not take any penalties when moving through it.
Blessed Spell: For one full adventure or mission, one chosen spell's difficulty is increased by +2. Any time you use that spell during the quest, treat it's normal DC as +2 higher.
Flash of Divine Insight: You are given a moment's insight into a problem you are facing, allowing you to add+5 to any one Knowledge Check.
Held at Death's Door: Once per adventure, when you take a blow that would otherwise kill you, you are instead left with 1 hit point short of dying.
Holy Inspiration: Once per day, you can speak an inspiring word your allies within 30 feet. Those allies receive a +2 bonus on Strike rolls, checks, and saving throws for one single round.
Memory of Friends: Once per adventure, when an ally within 30 feet fails a save, you may instantly give them another chance to roll using your own bonus for the save.
Presence of Mind: The depths of your knowledge improve your reaction time. You may add your Intelligence (INT) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
Prerequisites: INT 8
FLAVOR
Random Acts of Violence: You receive a +2 bonus to all Charisma based tactics and talents, and Rogue Checks such as Stealth, Lockpicking, etc while you are committing or fleeing from a violent crime.
Prerequisites: Chaotic and Non-Good Alignment
Ranged Throat Threat: You can attempt a throat threat from melee range when wielding a piercing ranged weapon. See "Throat Threat" skill for the rules and information. For a ranged throat threat, you would roll an opposed Quickness (QCK) check, or opposed Intelligence (INT) check if you have Tactician's Sense.
Prerequisites: QCK 10, or Tactician's Sense Skill with INT 10
COMBAT
Soul Mate: [Teamwork] You and your chosen soul mate must both take this skill to benefit from it. You develop a sixth sense that warns you whenever your soul mate is in danger as well as a +5 bonus to all skill checks targeting your soul mate (for instance, if your soul mate was kidnapped, you sense she is in danger so you Gather Info, or do Perception checks to find her, you gain the bonus). Finally, any effect that compels you to directly harm your soul mate is immediately dispelled.
Startling Shot: You may purposely miss a creature that you could normally hit within range with a firearm attack. When you do, that creature is startled and has DC10 until the start of the creature's next turn.
Prerequisite: Use gunpowder weapon
COMBAT
Stop Bleeding: You make a firearm attack and then press the hot barrel against yourself or an adjacent creature to staunch a bleeding wound. This allows you to heal up to 5hp, once per combat. You do not have to attack someone when using the skill if you do not wish; you can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Prerequisites: Use gunpowder weapon
COMBAT
Tag Team Fighting: [Teamwork] If you hit an opponent with a melee attack, until your next turn, the next melee strike roll made by any ally with the Tag Team Fighting skill as well gets a +2 bonus to their strike roll against any opponent.
COMBAT
Team Initiative: [Teamwork] You and your ally coordinate your efforts with precise timing. After rolling for initiative but before combat begins, you can choose to alter your initiative so you can act immediately before or after an ally who also has this skill.
Thick Skull: You are such a powerhouse that you can headbutt an armored foe and feel nothing. You gain the ability to use a headbutt with any other unarmed attack once per combat that deals 1d5 extra damage.
COMBAT
Throat Threat: If a target is dazed or stunned in any way causing their DC to be 10, you may attempt to catch an enemy off-guard, and take him hostage in melee combat. Your blade remains pressed against his throat, a flick of your wrist away from a lethal cut. You cannot be engaged in combat with any other foes when you initiate the throat threat and you must be wielding a slashing or piercing melee weapon (typically a dagger but not limited to it). Your target immediately becomes aware of you when you attempt to throat threat, no longer stunned or dazed. Roll opposing Strength checks, if your roll is higher than the target you now have that target as a hostage. You can release the throat threat at any time, but if you continue to hold the threat, you must make an opposed STR check each round to maintain the throat threat (unless you have Dexterous Fighter, then it is an opposed QCK roll). If your target attempts any action you are aware of or any of the target's allies attack you, you may choose to immediately attack your target without strike needed, auto critical damage, with that weapon only. You may only throat threat a target your size or one size smaller, and only once per combat.
Prerequisites: STR 10, or Dexterous Fighter with QCK 10
COMBAT
Tribe Mentality: [Teamwork] You and your allies grant each other mental strength. Both you and your ally must have this skill. When you are both simultaneously subjected to the same enchantment or mind affecting compulsion or effect, you both roll saves and you can use either result.
Two-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your Strength bonus to your damage with your two-handed weapon. You may only wield a single two-handed weapon to use this skill. This is an innate skill and builds upon Two-Handed Weapon; you abide by this skill's bonus instead of Two-Handed Weapon when you take this.
Prerequisites: Two-Handed Weapon, Ruby Rank
COMBAT
Two Shield Fighting: You have decided to make an offense out of your defense, and use two shields for your weapons instead of a shield and weapon. Not only do you gain the defensive bonuses for both shields as long as it does not exceed your defense limits, you also gain weapon damage for both of your shields, per the Shield Weapon skill.
Prerequisites: Dual-Wield, Shield Weapon
COMBAT