Post by Head Moderator on Aug 2, 2013 14:38:40 GMT -5
NEW SKILLS:
Craven: This skill allows a rogue to roll a 1d extra for one weapon roll during their Surprise Strike. So, for instance, someone using a sword would roll 2d6 for weapon damage instead of 1d6.
Prerequisite: Rogue Profession, Emerald Rank
Great Escape: This gives you a +5 to Escape checks, and also allows you to auto-pass one escape maneuver per day.
Prerequisite: Rogue Profession (Primary), Ruby Rank
Deadly Precision: This allows a rogue to immediately reroll their Strike if they roll a Critical Failure of 1. This can only be used once per adventure.
Prerequisite: Rogue Profession (Primary), Obsidian Rank
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Apotheosis: You are marked by fate in some way, and fate bends to your will. Once per day, you may cause a dice roll to be rerolled by a creature within 100 feet of your character. You may choose which dice roll you prefer.
Note: You must have had direct contact with a deity or godlike being, or have been risen from the dead at the personal behest of a deity or godlike being, so please get tesarikone's approval before taking this.
Prerequisite: Emerald Rank
Deny the Reaper: Escaping death strengthened your bond to life, making it a little more difficult to die another time. This skill allows you to remain alive even with negative hit points. You remain alive for as many hit points as you have Endurance trait points. So if you have 5 Endurance, you remain alive until -5 hit points.
Prerequisites: You must have died and been rezzed.
Seize the Moment: Once per combat, if an ally rolls a Critical Hit, you seize the moment allowing you to make an attack of opportunity against the same opponent. You must still roll Strike.
Duck and Cover: Once per adventure, you may take a nearby ally's Acrobatics roll instead of your own.
Ensemble: Nearby performers can aid your own performance by singing, dancing, playing an instrument, etc. When you are aided by an ally (or allies) in your performance, you may double the payment you roll for tips.
Prerequisites: Performance Skill
Stealth Synergy: The group will take the highest roll made for a Stealth Check and that will count for the entire group of allies.
Brutal Deception: You know that the best time to plant a dagger in someone is right after a friendly pat on the back. Once per day, you may add an extra 1d to your combat dice when you successfully attack a target with a friendly atttitude towards you.
Horse Whisperer: You are able to urge horses and ponies to their best performance, to calm them when they are agitated, and allow them to accept you as a rider. You receive a +5 to Handle Animal and Ride checks concerning horses, ponies, mules or donkeys. In addition, any animal you are riding gets a +5 to Acrobatics if needed.
Four Eyes, Four Ears: It is very difficult to blind or deafen you. You may roll two saves against any attempt to blind or deafen you, and take the better roll.
Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
One With Wood: You can get more damage out of wooden weapons.You gain a +2 damage when using a weapon that is made of mostly wood (club, quarterstaff, greatclub, longbow, shortbow, or weapon made of special materials, such as darkwood.)
Bottoms Up: You have trained yourself to swallow liquids in one quick gulp. You are able to drink a potion as a free action during your turn, also allowing you to make a regular attack or action your turn that round. This can be used once per combat.
Chug: You are experienced at draining drinks quickly and in multiples—an ability likely gained from spending too much time at the tavern waiting for your party to show up. You are able to drink two potions as a free action, also allowing you to make a regular attack or action your turn that round.
Prerequisites: Bottoms Up
Buckler Mastery: You are a master at using a buckler, enabling you to shield bash using a buckler. Once per combat, you can use your shield to bash a foe, rattling their brain and stunning them if they fail an Endurance check of DC15 , causing them to lose a turn for ONE round of combat only. This does not grow with rank.
Prerequisite: Must use a buckler.
Savage Critical: Sometimes your attacks are much more effective than others, and when you roll a Critical Success, you triple your combat dice roll instead of double, once per combat.
Ransomable: When your foes look at you, they can't help but think that they might be able to get some money for you…if they keep you alive. For whatever reason, intelligent creatures that value wealth that see you get the feeling that you might be worth something to someone. It could be because you're a known member of a wealthy and prestigious family, or it could be that you're known to be a favored agent of a powerful noble, or it could just be that you wear expensive clothing. Whatever the reason is, it makes people think twice before killing you. Upon being attacked, you may roll a Diplomacy check against the attacker's Strike roll, if you win, the attacker will think twice about killing you and instead subdue you in some way.
Prerequisite: Noble, Sapphire Rank
Armor's Gap: You can bypass a target’s mundane armor with a weapon by searching for gaps and flaws. You must spend a full round of doing nothing but analyzing your opponents armor, and then you are able upon your next attack to bypass all mundane armor or natural armor with a piercing or slashing weapon. Each subsequent attack against the exact same opponent allows you an opportunity to roll a Spot to see if you can still find the gaps and flaws. Each round is harder to find, as that enemy is now aware of his flaws and seeks to protect himself. Spot DC15, and increases by +2 each round after that you attempt to bypass the defenses. You must still make your Strike against your opponent to actually hit him.
Prerequisite: Emerald Rank
Dishonor's Bane: You can strike hard against anyone who attacks you in a cowardly fashion once per combat. If you are attacked dishonorably, you gain a counterattack against that attacker immediately. The opponent must, in the current encounter, have attempted a dishonorable action. Dishonorable actions include all ranged attacks, surprise attacks, ambushes, poison use, subtle magical attacks, or attempted an attack while you are stunned, helpless, surprised, or massively and obviously outclassed (2 or more gemstone ranks above you). If you are currently stunned or held, you gain this counterattack as soon as it wears off.
Prerequisite: Knight or Paladin, Obsidian Rank
Craven: This skill allows a rogue to roll a 1d extra for one weapon roll during their Surprise Strike. So, for instance, someone using a sword would roll 2d6 for weapon damage instead of 1d6.
Prerequisite: Rogue Profession, Emerald Rank
Great Escape: This gives you a +5 to Escape checks, and also allows you to auto-pass one escape maneuver per day.
Prerequisite: Rogue Profession (Primary), Ruby Rank
Deadly Precision: This allows a rogue to immediately reroll their Strike if they roll a Critical Failure of 1. This can only be used once per adventure.
Prerequisite: Rogue Profession (Primary), Obsidian Rank
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Apotheosis: You are marked by fate in some way, and fate bends to your will. Once per day, you may cause a dice roll to be rerolled by a creature within 100 feet of your character. You may choose which dice roll you prefer.
Note: You must have had direct contact with a deity or godlike being, or have been risen from the dead at the personal behest of a deity or godlike being, so please get tesarikone's approval before taking this.
Prerequisite: Emerald Rank
Deny the Reaper: Escaping death strengthened your bond to life, making it a little more difficult to die another time. This skill allows you to remain alive even with negative hit points. You remain alive for as many hit points as you have Endurance trait points. So if you have 5 Endurance, you remain alive until -5 hit points.
Prerequisites: You must have died and been rezzed.
Seize the Moment: Once per combat, if an ally rolls a Critical Hit, you seize the moment allowing you to make an attack of opportunity against the same opponent. You must still roll Strike.
Duck and Cover: Once per adventure, you may take a nearby ally's Acrobatics roll instead of your own.
Ensemble: Nearby performers can aid your own performance by singing, dancing, playing an instrument, etc. When you are aided by an ally (or allies) in your performance, you may double the payment you roll for tips.
Prerequisites: Performance Skill
Stealth Synergy: The group will take the highest roll made for a Stealth Check and that will count for the entire group of allies.
Brutal Deception: You know that the best time to plant a dagger in someone is right after a friendly pat on the back. Once per day, you may add an extra 1d to your combat dice when you successfully attack a target with a friendly atttitude towards you.
Horse Whisperer: You are able to urge horses and ponies to their best performance, to calm them when they are agitated, and allow them to accept you as a rider. You receive a +5 to Handle Animal and Ride checks concerning horses, ponies, mules or donkeys. In addition, any animal you are riding gets a +5 to Acrobatics if needed.
Four Eyes, Four Ears: It is very difficult to blind or deafen you. You may roll two saves against any attempt to blind or deafen you, and take the better roll.
Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
One With Wood: You can get more damage out of wooden weapons.You gain a +2 damage when using a weapon that is made of mostly wood (club, quarterstaff, greatclub, longbow, shortbow, or weapon made of special materials, such as darkwood.)
Bottoms Up: You have trained yourself to swallow liquids in one quick gulp. You are able to drink a potion as a free action during your turn, also allowing you to make a regular attack or action your turn that round. This can be used once per combat.
Chug: You are experienced at draining drinks quickly and in multiples—an ability likely gained from spending too much time at the tavern waiting for your party to show up. You are able to drink two potions as a free action, also allowing you to make a regular attack or action your turn that round.
Prerequisites: Bottoms Up
Buckler Mastery: You are a master at using a buckler, enabling you to shield bash using a buckler. Once per combat, you can use your shield to bash a foe, rattling their brain and stunning them if they fail an Endurance check of DC15 , causing them to lose a turn for ONE round of combat only. This does not grow with rank.
Prerequisite: Must use a buckler.
Savage Critical: Sometimes your attacks are much more effective than others, and when you roll a Critical Success, you triple your combat dice roll instead of double, once per combat.
Ransomable: When your foes look at you, they can't help but think that they might be able to get some money for you…if they keep you alive. For whatever reason, intelligent creatures that value wealth that see you get the feeling that you might be worth something to someone. It could be because you're a known member of a wealthy and prestigious family, or it could be that you're known to be a favored agent of a powerful noble, or it could just be that you wear expensive clothing. Whatever the reason is, it makes people think twice before killing you. Upon being attacked, you may roll a Diplomacy check against the attacker's Strike roll, if you win, the attacker will think twice about killing you and instead subdue you in some way.
Prerequisite: Noble, Sapphire Rank
Armor's Gap: You can bypass a target’s mundane armor with a weapon by searching for gaps and flaws. You must spend a full round of doing nothing but analyzing your opponents armor, and then you are able upon your next attack to bypass all mundane armor or natural armor with a piercing or slashing weapon. Each subsequent attack against the exact same opponent allows you an opportunity to roll a Spot to see if you can still find the gaps and flaws. Each round is harder to find, as that enemy is now aware of his flaws and seeks to protect himself. Spot DC15, and increases by +2 each round after that you attempt to bypass the defenses. You must still make your Strike against your opponent to actually hit him.
Prerequisite: Emerald Rank
Dishonor's Bane: You can strike hard against anyone who attacks you in a cowardly fashion once per combat. If you are attacked dishonorably, you gain a counterattack against that attacker immediately. The opponent must, in the current encounter, have attempted a dishonorable action. Dishonorable actions include all ranged attacks, surprise attacks, ambushes, poison use, subtle magical attacks, or attempted an attack while you are stunned, helpless, surprised, or massively and obviously outclassed (2 or more gemstone ranks above you). If you are currently stunned or held, you gain this counterattack as soon as it wears off.
Prerequisite: Knight or Paladin, Obsidian Rank