Post by Head Moderator on Mar 26, 2015 13:34:58 GMT -5
Brilliant Inspiration: [Teamwork] You open a link between your mind and your teammate's mind that also has this skill, giving advice and encouragement, allowing them to roll two d20's for any d20 roll required of them. They may then take the better result. If any roll is a natural 20, the effect ends - your brilliant advice is spent. You may use this skill once per adventure. At Sapphire, twice per adventure. At Ruby, three times per adventure, and at Obsidian four times per adventure.
Compel Hostility: Whenever a creature that you can see makes an attack against one of your allies, you can instantly compel that creature to attack you instead. The original target remains unscathed, and the attack is now made against you, regardless if the strike they rolled would normally hit you or not. You cannot use any type of evade against this attack. This can be used once per combat.
COMBAT
Dance of a Hundred Cuts: You become a lethal combat dancer, swirling and spinning with grace and precision. For one round you gain a +3 to Strike and Damage, as well as +2 to your DDC for that round. You must continue to move throughout that round to gain the benefits. This may be used once per combat.
Prerequisites: Swordmaster (Primary)
COMBAT
Dance of Thousand Cuts: This is an upgrade to Dance of a Hundred Cuts, granting you all the benefits of Hundred Cuts with the addition of allowing you a counterattack against each enemy that attacks you during the round this skill is in effect. This may be used once per combat.
Prerequisites: Dance of a Hundred Cuts, Emerald Rank
COMBAT
Ghost Walk: A black mage is able to become incorporeal and invisible once per day for up to 5 minutes per gemstone rank. While in this form, the black mage can move in any direction and through any object (unless it is made of force energy). He can take no action but movement in this form.
Prerequisites: Black Mage
FLAVOR
(V-Magical Affinity)
Grasp of the Dead: A black mage can summon a swarm of skeletal arms to burst from the ground to rip and tear at his foes as a magical hold/attack. The skeletal arms erupt from the ground beneath the chosen foes, and must appear from a solid surface. The black mage can target 2 enemies at Amber, 3 enemies at Emerald, and 4 enemies at Obsidian. Roll a magical strike, any enemy targeted that you hit is not only held for one round, but takes 1d6 slashing damage.
Prerequisites: Black Mage (Primary), Amber Rank
COMBAT - LOSE TURN
Life Sight: A white necromancer gains blindsight to a range of 10 feet for as many rounds per day as how many gemstone ranks they have achieved. The ability only allows him to detect living and undead creatures. It also tells him whether a creature is living or undead. Constructs and other creatures that are neither living nor dead cannot be seen. The range increases to 20 feet at Sapphire Rank, and 30 feet at Ruby Rank.
Prerequisites: Black Mage, White Necromancy Skill
Lore of Life and Death: A white necromancer may double his INT bonus when making Knowledge checks pertaining to subjects like death, burial practices, undead or the afterlife. In addition, a white necromancer who has Healing Affinity gains a +10 to their healing points with this skill.
Prerequisites: Black Mage, White Necromancy Skill, Sapphire Rank
Master of Life and Death: A white necromancer has mastered life and death, and heals 1 point every round. If he is brought below 0hp, once per week, he automatically stabilizes to one point of death (i.e. 29/30).
Prerequisites: Black Mage (Primary), Lore of Life and Death Skill, Ruby Rank
Voice of the Grave: A white necromancer is able to speak with the dead, for as many questions as gemstone levels they have achieved.
Prerequisites: Black Mage, White Necromancy Skill
White Necromancy: A neutral aligned black mage who uses white necromancy is able to cast black mage spells without the evil descriptor. Mindless undead created by any skills or spells are of a neutral alignment instead of evil, while intelligent undead match the white necromancer's alignment. The white necromancer cannot command and control undead created using white necromancy, instead he may ask the undead to provide some service or otherwise assist him. Mindless undead have a staring attitude of indifferent, and intelligent undead are friendly in regards to Diplomacy Checks. The white necromancer must treat the undead with honor and respect at all times, agreeing to release the undead when the service or task is completed.
Prerequisites: Black Mage, Neutral Aligned
FLAVOR
Witchblade: You are a skilled mage as well as a combatant and have learned to channel your curses through your blade. Instead of using your hexes separately, you combine them with powerful strikes of your bladed weapon. You still may only use each of your hexes once per adventure, whether with your blade or outside of your blade. Your target gets a willpower save against DC10 + the mage's Intelligence, if they fail the hex lasts as many rounds as the mage's Charisma, unless a Remove Curse is used on them. You must still pass Strike on your target, but even if they take no damage due to armor, they still must save against the hex or take its effects.
Prerequisite: Hex Skill, Combat Class
COMBAT
Psicrystal : A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" and magic attacks from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality, the particular personality benefits the owner. You may only have one psicrystal at a time, and you must decide which of your spells is going to be imprinted into the psicrystal upon creation. Using a psicrystal allows you to cast an extra spell in combat - the one that is imprinted into it on creation. Psicrystals can speak one language of the owner's choice (as long as the owner speaks it) but understands all languages known by the owner. The owner can will the psicrystal to form spidery ectoplasmic legs if desired.
Psicrystals have 10hp. In order to imprint a new psicrystal you must shatter the one you already have. Imprinting a new psicrystal costs gold, just as if you were switching out for another skill. You MUST inform the Treasury Mod AND the Class Mod when you destroy and imprint a new psicrystal. The cost goes up as a skill switch: 500gp / 1000gp / 2000gp / 4000gp / 5000gp. If your psicrystal is destroyed in combat, though, you may replace it for free, but it MUST hold the same spell as the one destroyed in combat.
Roll to determine your psicrystal's personality, which gives the owner a bonus:
1-Artistic | 2 Extra CP a Week
2-Bully | +2 Intimidate Checks
3-Coward | +2 Hide Checks
4-Friendly | +2 on Diplomacy Checks
5-Liar | +2 Bluff Checks
6-Meticulous | +2 Search Checks
7-Observant | +2 Spot Checks
8-Wise | +2 on one Knowledge Owner has
9-Sneaky | +2 Stealth Checks
10-Sympathetic | +2 on Insight Checks
11-Antagonistic | +2 Damage
12-Resolved | +2 Willpower Checks
13-Greedy | +2 Appraise Checks
14-Jealous | +2 Lockpicking Checks
15-Hero | +2 Endurance Checks
16-Attentive | +2 Listen Checks
17-Playful | +2 Sleight of Hand Checks
18-Kind | 5 Extra Healing Points
19-Joyful | +2 Gather Info Checks
20-Nimble | +2 on Initiative
Prerequisites: Psion
(V - Psionic Affinity)
Compel Hostility: Whenever a creature that you can see makes an attack against one of your allies, you can instantly compel that creature to attack you instead. The original target remains unscathed, and the attack is now made against you, regardless if the strike they rolled would normally hit you or not. You cannot use any type of evade against this attack. This can be used once per combat.
COMBAT
Dance of a Hundred Cuts: You become a lethal combat dancer, swirling and spinning with grace and precision. For one round you gain a +3 to Strike and Damage, as well as +2 to your DDC for that round. You must continue to move throughout that round to gain the benefits. This may be used once per combat.
Prerequisites: Swordmaster (Primary)
COMBAT
Dance of Thousand Cuts: This is an upgrade to Dance of a Hundred Cuts, granting you all the benefits of Hundred Cuts with the addition of allowing you a counterattack against each enemy that attacks you during the round this skill is in effect. This may be used once per combat.
Prerequisites: Dance of a Hundred Cuts, Emerald Rank
COMBAT
Ghost Walk: A black mage is able to become incorporeal and invisible once per day for up to 5 minutes per gemstone rank. While in this form, the black mage can move in any direction and through any object (unless it is made of force energy). He can take no action but movement in this form.
Prerequisites: Black Mage
FLAVOR
(V-Magical Affinity)
Grasp of the Dead: A black mage can summon a swarm of skeletal arms to burst from the ground to rip and tear at his foes as a magical hold/attack. The skeletal arms erupt from the ground beneath the chosen foes, and must appear from a solid surface. The black mage can target 2 enemies at Amber, 3 enemies at Emerald, and 4 enemies at Obsidian. Roll a magical strike, any enemy targeted that you hit is not only held for one round, but takes 1d6 slashing damage.
Prerequisites: Black Mage (Primary), Amber Rank
COMBAT - LOSE TURN
Life Sight: A white necromancer gains blindsight to a range of 10 feet for as many rounds per day as how many gemstone ranks they have achieved. The ability only allows him to detect living and undead creatures. It also tells him whether a creature is living or undead. Constructs and other creatures that are neither living nor dead cannot be seen. The range increases to 20 feet at Sapphire Rank, and 30 feet at Ruby Rank.
Prerequisites: Black Mage, White Necromancy Skill
Lore of Life and Death: A white necromancer may double his INT bonus when making Knowledge checks pertaining to subjects like death, burial practices, undead or the afterlife. In addition, a white necromancer who has Healing Affinity gains a +10 to their healing points with this skill.
Prerequisites: Black Mage, White Necromancy Skill, Sapphire Rank
Master of Life and Death: A white necromancer has mastered life and death, and heals 1 point every round. If he is brought below 0hp, once per week, he automatically stabilizes to one point of death (i.e. 29/30).
Prerequisites: Black Mage (Primary), Lore of Life and Death Skill, Ruby Rank
Voice of the Grave: A white necromancer is able to speak with the dead, for as many questions as gemstone levels they have achieved.
Prerequisites: Black Mage, White Necromancy Skill
White Necromancy: A neutral aligned black mage who uses white necromancy is able to cast black mage spells without the evil descriptor. Mindless undead created by any skills or spells are of a neutral alignment instead of evil, while intelligent undead match the white necromancer's alignment. The white necromancer cannot command and control undead created using white necromancy, instead he may ask the undead to provide some service or otherwise assist him. Mindless undead have a staring attitude of indifferent, and intelligent undead are friendly in regards to Diplomacy Checks. The white necromancer must treat the undead with honor and respect at all times, agreeing to release the undead when the service or task is completed.
Prerequisites: Black Mage, Neutral Aligned
FLAVOR
Witchblade: You are a skilled mage as well as a combatant and have learned to channel your curses through your blade. Instead of using your hexes separately, you combine them with powerful strikes of your bladed weapon. You still may only use each of your hexes once per adventure, whether with your blade or outside of your blade. Your target gets a willpower save against DC10 + the mage's Intelligence, if they fail the hex lasts as many rounds as the mage's Charisma, unless a Remove Curse is used on them. You must still pass Strike on your target, but even if they take no damage due to armor, they still must save against the hex or take its effects.
Prerequisite: Hex Skill, Combat Class
COMBAT
Psicrystal : A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" and magic attacks from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality, the particular personality benefits the owner. You may only have one psicrystal at a time, and you must decide which of your spells is going to be imprinted into the psicrystal upon creation. Using a psicrystal allows you to cast an extra spell in combat - the one that is imprinted into it on creation. Psicrystals can speak one language of the owner's choice (as long as the owner speaks it) but understands all languages known by the owner. The owner can will the psicrystal to form spidery ectoplasmic legs if desired.
Psicrystals have 10hp. In order to imprint a new psicrystal you must shatter the one you already have. Imprinting a new psicrystal costs gold, just as if you were switching out for another skill. You MUST inform the Treasury Mod AND the Class Mod when you destroy and imprint a new psicrystal. The cost goes up as a skill switch: 500gp / 1000gp / 2000gp / 4000gp / 5000gp. If your psicrystal is destroyed in combat, though, you may replace it for free, but it MUST hold the same spell as the one destroyed in combat.
Roll to determine your psicrystal's personality, which gives the owner a bonus:
1-Artistic | 2 Extra CP a Week
2-Bully | +2 Intimidate Checks
3-Coward | +2 Hide Checks
4-Friendly | +2 on Diplomacy Checks
5-Liar | +2 Bluff Checks
6-Meticulous | +2 Search Checks
7-Observant | +2 Spot Checks
8-Wise | +2 on one Knowledge Owner has
9-Sneaky | +2 Stealth Checks
10-Sympathetic | +2 on Insight Checks
11-Antagonistic | +2 Damage
12-Resolved | +2 Willpower Checks
13-Greedy | +2 Appraise Checks
14-Jealous | +2 Lockpicking Checks
15-Hero | +2 Endurance Checks
16-Attentive | +2 Listen Checks
17-Playful | +2 Sleight of Hand Checks
18-Kind | 5 Extra Healing Points
19-Joyful | +2 Gather Info Checks
20-Nimble | +2 on Initiative
Prerequisites: Psion
(V - Psionic Affinity)