Post by Head Moderator on May 29, 2013 1:49:43 GMT -5
UPDATED SKILLS
Iron Will : You have extreme willpower, giving you a +1/+2/+3 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Ruby.
(CC)
Magical Resistance: You are resistant to magics and gain a +1 to all magical saves against registered spells at the time of skill selection. This skill grows as you do; +2 at Amber Rank, +3 at Ruby.
Prerequisites: Magical or Psionic affinity, or approved race
NEW SKILLS
Kitten’s Cry : You are able to make a pitiful sound, a tone so pathetic that anyone who hears it goes out of his way to comfort you. This compulsion extends to attackers, who break off hostilities unless they are attacked in return. A save is given of a 1d20 + Relationship Difficulty from list below, against the werecat's 1d20 + Charisma. . If the roll succeeds, the target immediately stops whatever he’s doing and offers sympathy for the werecat’s pain. This is a mind effect.
Relationship Difficulty
Lover/relative 4
Friend 5
Passerby 6
Total stranger 7
Rival 8
Enemy 9
Foe in combat 10
Prerequisite: Any type of cat race: werecat, beastfolk cat, etc.
(CC)
Majesty: The first trick a good king learns is how to impress his subjects. By employing the ancient right of command, any werelion may demand respect and expect to get it. You cannot force them to do anything against their alignment or kill themselves. If you pass an Intimidation check against a subject, they remain subdued for the entire time the werelion is in their presence. This is an out-of-combat skill. Other werelions are immune to its effects.
Prerequisite: Werelion, or Lion Beastfolk
Eyes of the Raptor: The creature can see for miles, as if the distance were a mere twenty yards. While the creature is in the sky or perched in a high lofted vantage point such as a tower or the top of a tree, they can see for as many miles as per their gemstone rank.
Prerequisite: Any type of Bird race or naturally flying race
(CC)
Flow of Aura: The fox gains a perception for the feel of a place, its general bent and any psychic residue left on an area by strong emotion. Births, deaths, sicknesses, joys and other such emotions may be sensed. Work with the DM for what your character would know.
Prerequisites: Any type of fox race, such as werefox or Fox Beastfolk
Rat's Escape: A wererat is able to dislocate their limbs and slide through small openings. This allows a wererat or rat beastfolk to escape once per day without need of any rolls, and to enter small openings far smaller than their body size would allow.
Prerequisites: Any type of rat race such as wererat or Rat Beastfolk
Strange Blood: The wereshark can smell the blood of a target and identify them as a supernatural being. They are able to tell if it is a mundane being (be it fish, human, or whatever) or a supernatural being. They don't automatically know what the being is — that is, the DM should not say "He's a vampire," rather, she should describe what the wereshark smells ("His blood smells thick and clotted, as though all clumped together instead of flowing"). The wereshark can learn to recognize different beings by their scents.
Prerequisites: Wereshark
Ultimatum: By pitting his will against an opponent’s, the werebear may reduce his enemy’s actions to two options. (“Fight me now or flee like a rabbit!”) The werebear must get the opponent’s attention. The two then engage in an opposed Willpower roll. Success means that the werebear may present the enemy with two options and the opponent may take no action not specified by the werebear. The werebear cannot make one or both demands clearly suicidal to his opponent.
Prerequisites: Any type of bear race such as a werebear, or Bear Beastfolk.
Greater Companion: You may take this skill to further improve your Animal Companion, or a Familiar with stats ( Familiar, Imp Companion, etc). You gain 3 more free skills marked for companions "CC", and 10 more trait points to place as you wish for your companion.
Prerequisites: Improved Companion
Walk Like a Man: Any beastfolk or werecreature in a form other than human may use this skill to leave human footprints instead of animal prints.
Prerequisites: Any type of non-human that has a beastly form and a human form.
Domestic Appearance: A werecreature can cause themselves to look like a domesticated version of themselves, allowing them to walk comfortably among humans and humanoids. This skill causes a werewolf's wolf form to look merely like a large dog, or a werecat to look like a housecat. True-seeing sees through this skill.
Prerequisites: Lycans
Glib Tongue: This skill makes listeners hear whatever they wish to hear. The feykin can say anything, even total gibberish, but anyone listening will agree heartily. While this skill is not a way to talk someone into giving over all their gold, it is a superb method of talking one's way into a noble's party, making fast friends or avoiding being caught in a lie.
Prerequisites: Feykin Race
Sense Silver/Sense Gold: This skill allows a lycan (or any creature weak to silver/or gold) to sense the presence of silver (or gold such as the corax weakness). You know the general direction but this does not point out exactly what item is silver or gold upon a person or creature.
Prerequisite: Lycan
Purr: The ultimate tool of feline seduction: by softly purring near some person or animal, the werecat instills her with a desire to cuddle, pet and spoil him. So long as he treats his paramour well, she’ll want nothing more than to shower him with affection for days at a time. Purr works in any form. To set this charm in motion, the werecat must purr audibly for at least a minute. The player rolls d20 + Charisma, this becomes the Willpower DC for the target. Violence or unreasonable demands (“Go kill that vampire for me, sweetheart”) wreck the charm beyond repair — it’ll never work on her again. The infatuation lingers for one day per gemstone rank.
Prerequisite: Werecat, or Cat Beastfolk
Pact of Peace : You are able to force a defeated creature to accept a binding pact of peace as a condition of its surrender, or face the consequences stated at the time (such as death, imprisonment, banishment, etc). A defeated creature is a creature that is within 5 hp of death, or knocked out by non-lethal damage and awakened after combat. This is similar to a geas but rather than assigning a mission or task, you give the creature a simple set of prohibitions to protect others. Example geas include "Leave this city and do not return" or "Do not attack caravans." The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per gemstone rank.
Iron Will : You have extreme willpower, giving you a +1/+2/+3 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Ruby.
(CC)
Magical Resistance: You are resistant to magics and gain a +1 to all magical saves against registered spells at the time of skill selection. This skill grows as you do; +2 at Amber Rank, +3 at Ruby.
Prerequisites: Magical or Psionic affinity, or approved race
NEW SKILLS
Kitten’s Cry : You are able to make a pitiful sound, a tone so pathetic that anyone who hears it goes out of his way to comfort you. This compulsion extends to attackers, who break off hostilities unless they are attacked in return. A save is given of a 1d20 + Relationship Difficulty from list below, against the werecat's 1d20 + Charisma. . If the roll succeeds, the target immediately stops whatever he’s doing and offers sympathy for the werecat’s pain. This is a mind effect.
Relationship Difficulty
Lover/relative 4
Friend 5
Passerby 6
Total stranger 7
Rival 8
Enemy 9
Foe in combat 10
Prerequisite: Any type of cat race: werecat, beastfolk cat, etc.
(CC)
Majesty: The first trick a good king learns is how to impress his subjects. By employing the ancient right of command, any werelion may demand respect and expect to get it. You cannot force them to do anything against their alignment or kill themselves. If you pass an Intimidation check against a subject, they remain subdued for the entire time the werelion is in their presence. This is an out-of-combat skill. Other werelions are immune to its effects.
Prerequisite: Werelion, or Lion Beastfolk
Eyes of the Raptor: The creature can see for miles, as if the distance were a mere twenty yards. While the creature is in the sky or perched in a high lofted vantage point such as a tower or the top of a tree, they can see for as many miles as per their gemstone rank.
Prerequisite: Any type of Bird race or naturally flying race
(CC)
Flow of Aura: The fox gains a perception for the feel of a place, its general bent and any psychic residue left on an area by strong emotion. Births, deaths, sicknesses, joys and other such emotions may be sensed. Work with the DM for what your character would know.
Prerequisites: Any type of fox race, such as werefox or Fox Beastfolk
Rat's Escape: A wererat is able to dislocate their limbs and slide through small openings. This allows a wererat or rat beastfolk to escape once per day without need of any rolls, and to enter small openings far smaller than their body size would allow.
Prerequisites: Any type of rat race such as wererat or Rat Beastfolk
Strange Blood: The wereshark can smell the blood of a target and identify them as a supernatural being. They are able to tell if it is a mundane being (be it fish, human, or whatever) or a supernatural being. They don't automatically know what the being is — that is, the DM should not say "He's a vampire," rather, she should describe what the wereshark smells ("His blood smells thick and clotted, as though all clumped together instead of flowing"). The wereshark can learn to recognize different beings by their scents.
Prerequisites: Wereshark
Ultimatum: By pitting his will against an opponent’s, the werebear may reduce his enemy’s actions to two options. (“Fight me now or flee like a rabbit!”) The werebear must get the opponent’s attention. The two then engage in an opposed Willpower roll. Success means that the werebear may present the enemy with two options and the opponent may take no action not specified by the werebear. The werebear cannot make one or both demands clearly suicidal to his opponent.
Prerequisites: Any type of bear race such as a werebear, or Bear Beastfolk.
Greater Companion: You may take this skill to further improve your Animal Companion, or a Familiar with stats ( Familiar, Imp Companion, etc). You gain 3 more free skills marked for companions "CC", and 10 more trait points to place as you wish for your companion.
Prerequisites: Improved Companion
Walk Like a Man: Any beastfolk or werecreature in a form other than human may use this skill to leave human footprints instead of animal prints.
Prerequisites: Any type of non-human that has a beastly form and a human form.
Domestic Appearance: A werecreature can cause themselves to look like a domesticated version of themselves, allowing them to walk comfortably among humans and humanoids. This skill causes a werewolf's wolf form to look merely like a large dog, or a werecat to look like a housecat. True-seeing sees through this skill.
Prerequisites: Lycans
Glib Tongue: This skill makes listeners hear whatever they wish to hear. The feykin can say anything, even total gibberish, but anyone listening will agree heartily. While this skill is not a way to talk someone into giving over all their gold, it is a superb method of talking one's way into a noble's party, making fast friends or avoiding being caught in a lie.
Prerequisites: Feykin Race
Sense Silver/Sense Gold: This skill allows a lycan (or any creature weak to silver/or gold) to sense the presence of silver (or gold such as the corax weakness). You know the general direction but this does not point out exactly what item is silver or gold upon a person or creature.
Prerequisite: Lycan
Purr: The ultimate tool of feline seduction: by softly purring near some person or animal, the werecat instills her with a desire to cuddle, pet and spoil him. So long as he treats his paramour well, she’ll want nothing more than to shower him with affection for days at a time. Purr works in any form. To set this charm in motion, the werecat must purr audibly for at least a minute. The player rolls d20 + Charisma, this becomes the Willpower DC for the target. Violence or unreasonable demands (“Go kill that vampire for me, sweetheart”) wreck the charm beyond repair — it’ll never work on her again. The infatuation lingers for one day per gemstone rank.
Prerequisite: Werecat, or Cat Beastfolk
Pact of Peace : You are able to force a defeated creature to accept a binding pact of peace as a condition of its surrender, or face the consequences stated at the time (such as death, imprisonment, banishment, etc). A defeated creature is a creature that is within 5 hp of death, or knocked out by non-lethal damage and awakened after combat. This is similar to a geas but rather than assigning a mission or task, you give the creature a simple set of prohibitions to protect others. Example geas include "Leave this city and do not return" or "Do not attack caravans." The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per gemstone rank.