Post by Head Moderator on Aug 1, 2016 0:57:08 GMT -5
Pam's Notes: Added to A-Z
Anticipate Evade: Your agility allows you to anticipate an enemy's evade, so that you can easily circumvent their actions. This negates the use of any type of evade skill, spell, CM, loot, etc and causes your target to take half the damage intended for them.
Prerequisites: QCK 6, Emerald Rank
COMBAT
Better Me Than You: You are a veteran of the battlefield, and know that in combat many things can go wrong. Once per combat, when you roll a critical fail, the roll on the 1d6 can be changed from whatever it is to a 4, so that you spare your allies and hit yourself instead.
Requirement: Sapphire Rank
COMBAT
Brutish Durability: This skill makes you harder to kill. Each time you rank up a gemstone, you may add 3 hp. This is NOT retroactive, it starts when you take the skill, so please mark on your dossier the gemstone you take this skill.
Prerequisites: Diehard
Competitive Edge: During activities, you become so competitive that you simply cannot miss or be left behind. In marksmanship, racing and horseshoes all rolls of 1 are automatically 2's. Does not include Jousting, any type of Sparring, or other specialty event for tournaments or games.
Cult of Personality: People can't help but like you. And why shouldn't they; you're amazing! When interacting with non-hostile NPCs, their attitude is always friendly regardless of the allegiances or reputation of either party. Note that circumstances that would make an NPC hostile void the effects of this skill and proceed normally. In other words, don't expect to rob them and kill their family and get away with it.
Prerequisite: CHA 10, Reputation (Fame) 50
FLAVOR
Dual-Wield Focus: You have become a master of using dual one-handed weapons or techs, and your strikes hit with more damage, allowing you to add in half your damage trait bonus to every attack you make. This is a constant skill.
Prerequisites: Dual-Wield Skill
COMBAT
Dual-Wield Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your damage trait to every attack you make. This is an innate skill and replaces Dual-Wield Focus. This is a constant skill.
Prerequisites: Dual-Wield Focus, Ruby Rank
COMBAT
Etiquette: You can use your knowledge of proper manners to smooth over social blunders.You may attempt to smooth over bad feelings from a social faux pas and/or vulgar breach of etiquette, committed either by you, your compatriots, or someone for whom you are sympathetic. You cannot undo the mistake, but you can erase the social stigma from whoever committed the error and thereby avoiding the consequences of such a gaffe. You can use your Etiquette a number of times per day equal to your Charisma trait.
For instance, if Lady Donna inadvertently insulted Baron Esquival by mistaking him for the stable boy, you can step in to cool rising tempers or tarnished pride by quoting maxims from Count Edvard Torenson’s The Nobility of the Steed and its Admirers, a classic volume expounding on the important relationship between a master horseman and his staff (not to mention his horse). Hence, you can convince them that there is no shame in such a mistaken identity—as long as it doesn’t occur again.
Prerequisites: CHA 6
FLAVOR
Often Overlooked: Those of shorter statures couldn't stand out in a crowd if they tried. This skill provides a +3 to all stealth type checks when in a crowd of creatures that are taller than yourself. You are also incognito as long as you remain within the crowd.
Requirement: Gnome, Halfling or any small or tiny race
One-Handed Focus: You have become a master of using only a one-handed weapon and you may now add in half your damage trait bonus to every attack you make. You may use a shield for defense in your off-hand, but it cannot be used as a weapon with this skill. This is a constant skill.
Prerequisites: You must only use a one-handed or light weapon.
COMBAT
One-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your damage trait to every attack you make. This is an innate skill and replaces One-Handed Focus. This is a constant skill.
Prerequisites: One-Handed Focus, Ruby Rank
COMBAT
Scout's Vigilance: Sometimes it's best to send someone ahead to double check that you're not walking into a trap, more often than not that person is you and you've developed a heightened awareness in these situations. This grants a +3 to Spot (when looking for traps), Listen (when listening for traps) and Locate Traps,
Prerequisites: PER 6
Will of the Divine: You are a divine spellcaster, and your magical power is pulled from your willpower, instead of your intelligence. This allows Devout Class spellcasters to use WLP for anything magic-wise that would normally use INT including strike, damage, and spell DC's. This is an innate skill.
Prerequisites: Devout Class (Primary), Magical or Psionic Affinity
Aid Ally (thing anyone can do)
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check.
CHANGES TO SKILLS !!!
Pam's Note: Done in the A-Z.
Executioner's Shot : As your enemy charges towards you, you calmly prepare to put him down right when you know you won’t miss. This skill allows you to double your damage bonus trait for each ranged attack you make in combat. This replaces Ranged Sniper skill when you take it. This is an innate skill.
Prerequisites: Ranged Sniper Skill, Ruby Rank
COMBAT
Ranged Sniper: You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of each ranged attack that you make, including firearms. This is an innate skill.
Prerequisite: Use ranged weapon.
Two Wanded : Yes, that says two wanded, not two handed. It allows you to wield TWO wands in combat instead of only one, much like a dual-wield skill for a weapon-user. This is an innate skill.
Prerequisite: Magical Affinity
COMBAT
Eldritch Focus: This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell of any sort, including unregged, regged, wands and 'vocations. If your spell does damage then you may add in 1/2 of your damage trait to every attack you make. This is an innate skill.
Prerequisites: Magical or Psionic Affinity
COMBAT
Eldritch Master: This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell in combat. If your spell does damage then you may double your trait bonus for damage every time you cast an attack spell in combat. This is the Arcane Class version of Eldritch Focus and replaces that skill, and is considered Innate.
Prerequisites: Arcane or Devout Class Only, Eldritch Focus, Ruby Rank
COMBAT
Unarmed Focus: You have become a master of using a one-handed tech, two-handed tech or dual one-handed techs, and are able to hit with more damage, allowing you to add in half your damage trait bonus to every unarmed attack you make. This is an innate skill.
Prerequisites: Used a one-handed or two-handed tech, or have Double Tech skill
COMBAT
Unarmed Master: You are an expert at hitting hard and powerful unarmed blows to your enemies. You may now double your damage trait bonus for every attack you make with your techs. This is an innate skill and replaces Unarmed Focus.
Prerequisites: Unarmed Focus, Ruby Rank
COMBAT
SKILLS REMOVED
Two-Handed Tech : You have decided to use a two-handed unarmed technique, and wish for a little more oomph and power. This gives your two-handed unarmed tech more power by allowing you to add in half your Strength Bonus to your damage (or half your QCK with Dexterous Fighter). This is an innate skill.
COMBAT
If you have Two-Handed Tech, switch it out for Unarmed Focus. This skill is no longer needed.
Anticipate Evade: Your agility allows you to anticipate an enemy's evade, so that you can easily circumvent their actions. This negates the use of any type of evade skill, spell, CM, loot, etc and causes your target to take half the damage intended for them.
Prerequisites: QCK 6, Emerald Rank
COMBAT
Better Me Than You: You are a veteran of the battlefield, and know that in combat many things can go wrong. Once per combat, when you roll a critical fail, the roll on the 1d6 can be changed from whatever it is to a 4, so that you spare your allies and hit yourself instead.
Requirement: Sapphire Rank
COMBAT
Brutish Durability: This skill makes you harder to kill. Each time you rank up a gemstone, you may add 3 hp. This is NOT retroactive, it starts when you take the skill, so please mark on your dossier the gemstone you take this skill.
Prerequisites: Diehard
Competitive Edge: During activities, you become so competitive that you simply cannot miss or be left behind. In marksmanship, racing and horseshoes all rolls of 1 are automatically 2's. Does not include Jousting, any type of Sparring, or other specialty event for tournaments or games.
Cult of Personality: People can't help but like you. And why shouldn't they; you're amazing! When interacting with non-hostile NPCs, their attitude is always friendly regardless of the allegiances or reputation of either party. Note that circumstances that would make an NPC hostile void the effects of this skill and proceed normally. In other words, don't expect to rob them and kill their family and get away with it.
Prerequisite: CHA 10, Reputation (Fame) 50
FLAVOR
Dual-Wield Focus: You have become a master of using dual one-handed weapons or techs, and your strikes hit with more damage, allowing you to add in half your damage trait bonus to every attack you make. This is a constant skill.
Prerequisites: Dual-Wield Skill
COMBAT
Dual-Wield Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your damage trait to every attack you make. This is an innate skill and replaces Dual-Wield Focus. This is a constant skill.
Prerequisites: Dual-Wield Focus, Ruby Rank
COMBAT
Etiquette: You can use your knowledge of proper manners to smooth over social blunders.You may attempt to smooth over bad feelings from a social faux pas and/or vulgar breach of etiquette, committed either by you, your compatriots, or someone for whom you are sympathetic. You cannot undo the mistake, but you can erase the social stigma from whoever committed the error and thereby avoiding the consequences of such a gaffe. You can use your Etiquette a number of times per day equal to your Charisma trait.
For instance, if Lady Donna inadvertently insulted Baron Esquival by mistaking him for the stable boy, you can step in to cool rising tempers or tarnished pride by quoting maxims from Count Edvard Torenson’s The Nobility of the Steed and its Admirers, a classic volume expounding on the important relationship between a master horseman and his staff (not to mention his horse). Hence, you can convince them that there is no shame in such a mistaken identity—as long as it doesn’t occur again.
Prerequisites: CHA 6
FLAVOR
Often Overlooked: Those of shorter statures couldn't stand out in a crowd if they tried. This skill provides a +3 to all stealth type checks when in a crowd of creatures that are taller than yourself. You are also incognito as long as you remain within the crowd.
Requirement: Gnome, Halfling or any small or tiny race
One-Handed Focus: You have become a master of using only a one-handed weapon and you may now add in half your damage trait bonus to every attack you make. You may use a shield for defense in your off-hand, but it cannot be used as a weapon with this skill. This is a constant skill.
Prerequisites: You must only use a one-handed or light weapon.
COMBAT
One-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your damage trait to every attack you make. This is an innate skill and replaces One-Handed Focus. This is a constant skill.
Prerequisites: One-Handed Focus, Ruby Rank
COMBAT
Scout's Vigilance: Sometimes it's best to send someone ahead to double check that you're not walking into a trap, more often than not that person is you and you've developed a heightened awareness in these situations. This grants a +3 to Spot (when looking for traps), Listen (when listening for traps) and Locate Traps,
Prerequisites: PER 6
Will of the Divine: You are a divine spellcaster, and your magical power is pulled from your willpower, instead of your intelligence. This allows Devout Class spellcasters to use WLP for anything magic-wise that would normally use INT including strike, damage, and spell DC's. This is an innate skill.
Prerequisites: Devout Class (Primary), Magical or Psionic Affinity
Aid Ally (thing anyone can do)
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check.
CHANGES TO SKILLS !!!
Pam's Note: Done in the A-Z.
Executioner's Shot : As your enemy charges towards you, you calmly prepare to put him down right when you know you won’t miss. This skill allows you to double your damage bonus trait for each ranged attack you make in combat. This replaces Ranged Sniper skill when you take it. This is an innate skill.
Prerequisites: Ranged Sniper Skill, Ruby Rank
COMBAT
Ranged Sniper: You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of each ranged attack that you make, including firearms. This is an innate skill.
Prerequisite: Use ranged weapon.
Two Wanded : Yes, that says two wanded, not two handed. It allows you to wield TWO wands in combat instead of only one, much like a dual-wield skill for a weapon-user. This is an innate skill.
Prerequisite: Magical Affinity
COMBAT
Eldritch Focus: This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell of any sort, including unregged, regged, wands and 'vocations. If your spell does damage then you may add in 1/2 of your damage trait to every attack you make. This is an innate skill.
Prerequisites: Magical or Psionic Affinity
COMBAT
Eldritch Master: This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell in combat. If your spell does damage then you may double your trait bonus for damage every time you cast an attack spell in combat. This is the Arcane Class version of Eldritch Focus and replaces that skill, and is considered Innate.
Prerequisites: Arcane or Devout Class Only, Eldritch Focus, Ruby Rank
COMBAT
Unarmed Focus: You have become a master of using a one-handed tech, two-handed tech or dual one-handed techs, and are able to hit with more damage, allowing you to add in half your damage trait bonus to every unarmed attack you make. This is an innate skill.
Prerequisites: Used a one-handed or two-handed tech, or have Double Tech skill
COMBAT
Unarmed Master: You are an expert at hitting hard and powerful unarmed blows to your enemies. You may now double your damage trait bonus for every attack you make with your techs. This is an innate skill and replaces Unarmed Focus.
Prerequisites: Unarmed Focus, Ruby Rank
COMBAT
SKILLS REMOVED
Two-Handed Tech : You have decided to use a two-handed unarmed technique, and wish for a little more oomph and power. This gives your two-handed unarmed tech more power by allowing you to add in half your Strength Bonus to your damage (or half your QCK with Dexterous Fighter). This is an innate skill.
COMBAT
If you have Two-Handed Tech, switch it out for Unarmed Focus. This skill is no longer needed.