Post by Head Moderator on May 6, 2013 6:23:34 GMT -5
Armor Piercing Shot: Only takes one round now, but not first round, and you do not need Sharpshooter (only for archery matches) as a prerequisite anymore. If you have taken Sharpshooter to get this skill and don't want it, you may switch it out for free. Let tesarikone & scaleschange know.
CHANGE to Twisted Melody
Twisted Melody : A bard with this skill uses their song to ridicule and harass the enemy instead of boosting their allies, causing enemies in the hearing range to lose all defensive bonuses for one round of combat. All targets get a DC15 Willpower Save, if they fail they lose all defensive bonuses that round. This can only be used once per combat, and will only effect a target once. This means, if another bard decides to use this in the same combat, they can only attempt to effect those that passed the last time it was used.
Prerequisite: Bard (Primary)
COMBAT
(V)
Updated Profession Bonuses:
Fighter : Bonus - "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed body part (fists, feet, headbutt, etc) that he/she has become proficient using, giving them a +3 damage (DMG) & +3 Strike with that favored weapon or body part only (must mark on Dossier what weapon/unarmed it is). To choose a two-handed weapon you must have the Two-Handed Skill to take.
Automatic Skills: You may choose one free combat or fighter skill.
[Fighters are a broad class that include all types of fighters, usually those that use weapons, ranged or melee, of some sort.]
Brawler : Bonus - "Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech (at no cost).
Automatic Skills: You may choose one free combat or brawler skill.
[Brawlers live for the fight, whether on the street, in the bar or on the battlefield. They make up for their lack of finesse with sheer strength. They only use hand to hand.]
Ranger : Bonus - "Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also gain a +3 damage (DMG) and +2 Strike to your ranged attacks.
Automatic Skills: You may choose 1 free combat or ranger skill.
[Rangers are the trackers and protectors of the forest, most choosing a bow for their weapon of choice.]
New Skills
Treasure Scent: This is a supernatural ability that allows you to locate the general direction of treasure worth over 2000gp when within 20 feet, when you pass a Scent (Perception Based) check with a DC set by the DM. You may use this as many times per day as your gemstone level. So at Topaz rank you'd be able to use it twice a day.
Prerequisite: Scent skill
Word of Anathema: Once per day, you can speak a word of anathema against a single creature within 60 feet. This gives the target a –4 penalty on saves, ability checks, and skill checks outside of combat. Target must roll a Willpower against the devout's DC10+INT bonus to pass and be uneffected. This lasts 1 hour at Sapphire, and adds on one hour of duration for each gemstone rank following. If combat is entered, the effect ends. Only one Word of Anathema can be against someone at a time.
Prerequisites: Devout Class (Primary), Sapphire Rank
Final Vengeance: Once per day, you can make one melee attack against an opponent within reach in response to an attack that would kill you. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability.
Prerequisite: Ruby Rank, Diehard Skill
Elemental Inspiration: You can channel the power of the elements into the attacks of your allies, causing their weapons or unarmed attacks to claim an elemental boost as long as the bard continues to play. You must choose which one element you wish to use for this skill when the skill is taken. For instance, if you choose fire, you may boost your allies (# of allies boosted per chart below) causing all their weapons to become fiery; or choose ice and weapons become coated in ice, etc. There is no boost to damage or dice, unless the target is weak to whatever element is chosen.
Crystal and Topaz: [2 PCs]
Amber: [3 PCs]
Sapphire: [4 PCs]
Emerald and Ruby: [5 PC's]
Obsidian: [6 PCs]
Prerequisites: Bard (Primary)
Ship's Mage: You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship, adding a +1 to the save DC of your spells. Those spellcasters who possess this skill are greatly favored as ship crew. Spells you cast while on this particular ship can never hurt your ship or the crew, unless effectively countered by your enemy. It takes one week of living and working on a ship to attune to it. You may only ever be attuned to one ship at a time, and this ship's name must be clearly placed in your dossier. If you are away from your ship for a month or more, you lose this attunement.
Prerequisite: Magical or Psionic Affinity
Shield Wall: You form a unified defense with those around you. Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this skill, you gain defense for each of you. If your ally is wielding a light shield, your defense increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. This only lasts while you remain adjacent to your companion.
Prerequisites: Use a shield
Teleport Tactician: You are highly alert for enemies using teleportation to approach you. Any creature using a teleportation effect to approach you does not have the ability to surprise you.
Prerequisite: Alert Skill
Pheromones: Your body produces a pleasing scent that affects creatures on a subliminal level. Creatures capable of smelling, excluding constructs and the undead, regard you with a positive attitude if you pass your Diplomacy, Bluff or Handle Animal checks. You gain a +3 to Diplomacy, Bluff or Handle Animal checks.
Prerequisites: Race that emits pheromones.
Reflective Direction: In combat many folk lose their cool, not you. You keep your head about you, able to see things through a tranquil, reflective state. Forgoing all actions for that round (including attacks, counter attacks, defensive skills, etc - if attacked you may only use armor defense) to play the smart move. One ally of your choice within 30 feet is given your turn, allowing them to attack in your stead, as well as on theirs when it comes. You can use this skill in rounds limited by your Gem Rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds.
Prerequisites: Intelligence Trait: 6 or higher
Grudge Fighter : Gain a +1 to Strike, and Damage against any opponent that dares to attack you in combat.
Prerequisite: Half-Orc
Disarming Strike : When you make a critical hit upon an opponent, you also disarm them. They must take a turn to reclaim their weapon before they are able to use that weapon again. Once per combat.
Prerequisites: Disarm Skill, Sapphire Rank
Halfling Slinger : Gain a +2 damage to attacks made using a sling.
Prerequisite: Halfling
Hard-Headed : Your thick skull is almost a weapon unto itself. You gain a +1 damage with any attack that you use your head, helmeted or otherwise, as part of the attack. You also gain a +1 to your save against any spell or effect that is mind-altering such as charm.
Prerequisite: Dwarf
Mounted Mastery : You blend horsemanship skills from varying traditions into a seamless mounted combat technique. While mounted, you gain a +2 to Damage against your foes with whatever weapon you choose to use.
Prerequisite: Mounted Combat, Emerald Rank
Mounted Onslaught : You and your mount can shatter an enemy’s line with your unyielding assault. On your turn, you may overrun 1d4 enemies on your mount. Each enemy you are attempting to overrun is given a save of 1d20+Quickness against the DC10 + Gemstone Level (so at Topaz Rank, the DC would be 12). Those failing their save are knocked prone and must take one round to reorient themselves again. Once per combat.
Prerequisite: Mounted Combat, Ruby Rank
Jawbreaker : You deliver a powerful strike to the mouth, breaking teeth and bone. When you make a successful strike against an opponent that is stunned, you can cripple that opponent’s mouth, dealing normal unarmed damage. Until they heal of the damage inflicted on that attack, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that has no discernible mouth is immune to the effects of this feat. Once per combat.
Bonebreaker : When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue. When you make a successful strike against an opponent that is stunned, you may add in half your Strength or Quickness bonus to your attack. Once per combat.
Prerequisite: Jawbreaker
Landing Roll : You have learned the technique of rolling safely away when an enemy trips you. You may use this once per combat, if you are tripped you do not lose a turn to right yourself.
Prerequisites: Athletics
Prone Shooter : If you have been knocked prone, you use the ground to stabilize your aim while using a ranged weapon.
Second Chance : You may give up your turn on the next round, allowing you to reroll a missed strike on the current round. If you miss, you still lose your turn on the next round.
Spellbreaker : When you pass a spell save against a spellcaster's registered spell, you gain a counter attack immediately against the spellcaster. You must pass strike, and proceed as a normal attack.
Dirty Trickster : You can attempt to hinder a foe in some way, while making an attack. This skill covers any sort of situational attack that imposes a penalty on a foe for one round only. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to cause him to fall, or hitting a foe in a sensitive spot to make him sickened for a round. This allows creativity on your part, as to what you actually do, but the penalty is always a single round lose a turn in combat by being blinded, dazed, entangled, afraid, dazzled, deafened or sickened. DM/Proctor as always has final call on anything you may choose to do. You may use this once per combat
Quick and Dirty : You forgo the option to attack and instead may play another dirty trick on a foe. In place of your attack against a different target, once per combat, you make the falter in another cunning way. There is no strike, there is no attack, this is simply a trick resulting in another 1 round lose turn but the target can evade if they are able.
Prerequisite: Dirty Trickster
What's Yours, Is Mine - Over the years of training, you've gotten pretty handy with the mechanics and versatility of using just one weapon. Within your hand rests a tool of the trade and when it comes to battle, you've gotten a corner on the market. When someone assaults you, you know the precise moment, the proper amount of torque to place on their wrist(s) to get them to relinquish their weapon to you. Once per combat, you may, on a Successful Melee Strike disarm your opponent of their Primary weapon and hold it as your own. All weapons taken are given back right after combat. Legacy weapons "revert" to normal weapon of it's type in the hand of the "thief". Unless you have a skill that allows you to wield two handed weapon in one hand, you can not take a two handed weapon. You must either use this skill OR Disarm in combat, not both.
Prerequisites: Disarm skill, Emerald Rank, Must have one hand completely free in combat.
Undeniable - It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is no where to run, no fancy foot work to save you. The two handed weapon is going to force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon.
Prerequisites: Two-Handed Weapon Skill, Strength Trait 7, Amber Rank
Cull Wand Essence : You can focus the raw magical energy of a wand or staff into a stronger beam of energy, once per combat, giving an extra 1d to the wand damage roll. For example, a charge from a wand that would normally deal 1d3 would for that one attack deal 2d3 damage.
Prerequisites: Magical or Psionic Affinity, Sapphire Rank
Wand Mastery : Wands are far more potent in your hands. When you use a wand, you gain a bonus to your strike roll. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
Prerequisites: Arcane Class Only, Amber Rank
CHANGE to Twisted Melody
Twisted Melody : A bard with this skill uses their song to ridicule and harass the enemy instead of boosting their allies, causing enemies in the hearing range to lose all defensive bonuses for one round of combat. All targets get a DC15 Willpower Save, if they fail they lose all defensive bonuses that round. This can only be used once per combat, and will only effect a target once. This means, if another bard decides to use this in the same combat, they can only attempt to effect those that passed the last time it was used.
Prerequisite: Bard (Primary)
COMBAT
(V)
Updated Profession Bonuses:
Fighter : Bonus - "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed body part (fists, feet, headbutt, etc) that he/she has become proficient using, giving them a +3 damage (DMG) & +3 Strike with that favored weapon or body part only (must mark on Dossier what weapon/unarmed it is). To choose a two-handed weapon you must have the Two-Handed Skill to take.
Automatic Skills: You may choose one free combat or fighter skill.
[Fighters are a broad class that include all types of fighters, usually those that use weapons, ranged or melee, of some sort.]
Brawler : Bonus - "Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech (at no cost).
Automatic Skills: You may choose one free combat or brawler skill.
[Brawlers live for the fight, whether on the street, in the bar or on the battlefield. They make up for their lack of finesse with sheer strength. They only use hand to hand.]
Ranger : Bonus - "Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also gain a +3 damage (DMG) and +2 Strike to your ranged attacks.
Automatic Skills: You may choose 1 free combat or ranger skill.
[Rangers are the trackers and protectors of the forest, most choosing a bow for their weapon of choice.]
New Skills
Treasure Scent: This is a supernatural ability that allows you to locate the general direction of treasure worth over 2000gp when within 20 feet, when you pass a Scent (Perception Based) check with a DC set by the DM. You may use this as many times per day as your gemstone level. So at Topaz rank you'd be able to use it twice a day.
Prerequisite: Scent skill
Word of Anathema: Once per day, you can speak a word of anathema against a single creature within 60 feet. This gives the target a –4 penalty on saves, ability checks, and skill checks outside of combat. Target must roll a Willpower against the devout's DC10+INT bonus to pass and be uneffected. This lasts 1 hour at Sapphire, and adds on one hour of duration for each gemstone rank following. If combat is entered, the effect ends. Only one Word of Anathema can be against someone at a time.
Prerequisites: Devout Class (Primary), Sapphire Rank
Final Vengeance: Once per day, you can make one melee attack against an opponent within reach in response to an attack that would kill you. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability.
Prerequisite: Ruby Rank, Diehard Skill
Elemental Inspiration: You can channel the power of the elements into the attacks of your allies, causing their weapons or unarmed attacks to claim an elemental boost as long as the bard continues to play. You must choose which one element you wish to use for this skill when the skill is taken. For instance, if you choose fire, you may boost your allies (# of allies boosted per chart below) causing all their weapons to become fiery; or choose ice and weapons become coated in ice, etc. There is no boost to damage or dice, unless the target is weak to whatever element is chosen.
Crystal and Topaz: [2 PCs]
Amber: [3 PCs]
Sapphire: [4 PCs]
Emerald and Ruby: [5 PC's]
Obsidian: [6 PCs]
Prerequisites: Bard (Primary)
Ship's Mage: You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship, adding a +1 to the save DC of your spells. Those spellcasters who possess this skill are greatly favored as ship crew. Spells you cast while on this particular ship can never hurt your ship or the crew, unless effectively countered by your enemy. It takes one week of living and working on a ship to attune to it. You may only ever be attuned to one ship at a time, and this ship's name must be clearly placed in your dossier. If you are away from your ship for a month or more, you lose this attunement.
Prerequisite: Magical or Psionic Affinity
Shield Wall: You form a unified defense with those around you. Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this skill, you gain defense for each of you. If your ally is wielding a light shield, your defense increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. This only lasts while you remain adjacent to your companion.
Prerequisites: Use a shield
Teleport Tactician: You are highly alert for enemies using teleportation to approach you. Any creature using a teleportation effect to approach you does not have the ability to surprise you.
Prerequisite: Alert Skill
Pheromones: Your body produces a pleasing scent that affects creatures on a subliminal level. Creatures capable of smelling, excluding constructs and the undead, regard you with a positive attitude if you pass your Diplomacy, Bluff or Handle Animal checks. You gain a +3 to Diplomacy, Bluff or Handle Animal checks.
Prerequisites: Race that emits pheromones.
Reflective Direction: In combat many folk lose their cool, not you. You keep your head about you, able to see things through a tranquil, reflective state. Forgoing all actions for that round (including attacks, counter attacks, defensive skills, etc - if attacked you may only use armor defense) to play the smart move. One ally of your choice within 30 feet is given your turn, allowing them to attack in your stead, as well as on theirs when it comes. You can use this skill in rounds limited by your Gem Rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds.
Prerequisites: Intelligence Trait: 6 or higher
Grudge Fighter : Gain a +1 to Strike, and Damage against any opponent that dares to attack you in combat.
Prerequisite: Half-Orc
Disarming Strike : When you make a critical hit upon an opponent, you also disarm them. They must take a turn to reclaim their weapon before they are able to use that weapon again. Once per combat.
Prerequisites: Disarm Skill, Sapphire Rank
Halfling Slinger : Gain a +2 damage to attacks made using a sling.
Prerequisite: Halfling
Hard-Headed : Your thick skull is almost a weapon unto itself. You gain a +1 damage with any attack that you use your head, helmeted or otherwise, as part of the attack. You also gain a +1 to your save against any spell or effect that is mind-altering such as charm.
Prerequisite: Dwarf
Mounted Mastery : You blend horsemanship skills from varying traditions into a seamless mounted combat technique. While mounted, you gain a +2 to Damage against your foes with whatever weapon you choose to use.
Prerequisite: Mounted Combat, Emerald Rank
Mounted Onslaught : You and your mount can shatter an enemy’s line with your unyielding assault. On your turn, you may overrun 1d4 enemies on your mount. Each enemy you are attempting to overrun is given a save of 1d20+Quickness against the DC10 + Gemstone Level (so at Topaz Rank, the DC would be 12). Those failing their save are knocked prone and must take one round to reorient themselves again. Once per combat.
Prerequisite: Mounted Combat, Ruby Rank
Jawbreaker : You deliver a powerful strike to the mouth, breaking teeth and bone. When you make a successful strike against an opponent that is stunned, you can cripple that opponent’s mouth, dealing normal unarmed damage. Until they heal of the damage inflicted on that attack, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that has no discernible mouth is immune to the effects of this feat. Once per combat.
Bonebreaker : When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue. When you make a successful strike against an opponent that is stunned, you may add in half your Strength or Quickness bonus to your attack. Once per combat.
Prerequisite: Jawbreaker
Landing Roll : You have learned the technique of rolling safely away when an enemy trips you. You may use this once per combat, if you are tripped you do not lose a turn to right yourself.
Prerequisites: Athletics
Prone Shooter : If you have been knocked prone, you use the ground to stabilize your aim while using a ranged weapon.
Second Chance : You may give up your turn on the next round, allowing you to reroll a missed strike on the current round. If you miss, you still lose your turn on the next round.
Spellbreaker : When you pass a spell save against a spellcaster's registered spell, you gain a counter attack immediately against the spellcaster. You must pass strike, and proceed as a normal attack.
Dirty Trickster : You can attempt to hinder a foe in some way, while making an attack. This skill covers any sort of situational attack that imposes a penalty on a foe for one round only. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to cause him to fall, or hitting a foe in a sensitive spot to make him sickened for a round. This allows creativity on your part, as to what you actually do, but the penalty is always a single round lose a turn in combat by being blinded, dazed, entangled, afraid, dazzled, deafened or sickened. DM/Proctor as always has final call on anything you may choose to do. You may use this once per combat
Quick and Dirty : You forgo the option to attack and instead may play another dirty trick on a foe. In place of your attack against a different target, once per combat, you make the falter in another cunning way. There is no strike, there is no attack, this is simply a trick resulting in another 1 round lose turn but the target can evade if they are able.
Prerequisite: Dirty Trickster
What's Yours, Is Mine - Over the years of training, you've gotten pretty handy with the mechanics and versatility of using just one weapon. Within your hand rests a tool of the trade and when it comes to battle, you've gotten a corner on the market. When someone assaults you, you know the precise moment, the proper amount of torque to place on their wrist(s) to get them to relinquish their weapon to you. Once per combat, you may, on a Successful Melee Strike disarm your opponent of their Primary weapon and hold it as your own. All weapons taken are given back right after combat. Legacy weapons "revert" to normal weapon of it's type in the hand of the "thief". Unless you have a skill that allows you to wield two handed weapon in one hand, you can not take a two handed weapon. You must either use this skill OR Disarm in combat, not both.
Prerequisites: Disarm skill, Emerald Rank, Must have one hand completely free in combat.
Undeniable - It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is no where to run, no fancy foot work to save you. The two handed weapon is going to force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon.
Prerequisites: Two-Handed Weapon Skill, Strength Trait 7, Amber Rank
Cull Wand Essence : You can focus the raw magical energy of a wand or staff into a stronger beam of energy, once per combat, giving an extra 1d to the wand damage roll. For example, a charge from a wand that would normally deal 1d3 would for that one attack deal 2d3 damage.
Prerequisites: Magical or Psionic Affinity, Sapphire Rank
Wand Mastery : Wands are far more potent in your hands. When you use a wand, you gain a bonus to your strike roll. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
Prerequisites: Arcane Class Only, Amber Rank