Post by Head Moderator on Aug 16, 2013 17:49:24 GMT -5
NEW SKILLS
Celestial Wings : An aasimar is able to grow angelic wings, or a tiefling is able to grow devilish wings, allowing them to fly temporarily.
Prerequisite: Aasimar or Tiefling Race
Angelic Flesh : While this skill is being used you take a -2 to Disguise and Stealth checks. You are able to choose one of four types of metallic skin once per adventure, and your skin shines like that particular burnished metal.
Brazen: +5 DEF against fire.
Golden: +2 to Saves against blindness, dazzle or prismatic spells.
Silver: +2 to Saves against poison, paralysis and petrification. Your unarmed attacks count as silver.
Steel: +2 DEF. Your unarmed attacks count as cold iron.
Prerequisites: Aasimar or Celestial Race, Sapphire Rank
Metallic Wings : Your wings become metallic, giving you a wing attack of 1d extra combat dice, once per combat.
Prerequisites: Celestial Wings, Angelic Flesh
Blood Salvage : You are able to drink the blood of a dead body to heal yourself, though it must have died no longer than 6 hours ago. You may use this once per combat, and it heals up to 10hp outside of your normal self-healing points.
Prerequisites: Dark Embrace, Emerald Rank
Sleep Venom : This skill causes your toxic venom to put someone to sleep instead of doing damage. This may be used once per combat, acting as a Hold skill. Your target gains an Endurance save of DC15.
Prerequisite: Vishkanya
Buzz : This skill allows a windling to sacrifice his attack to distract an opponent by flying around him erratically. For one round the target gives his attention only to the windling, and can only attack the windling. The windling gets a +2 to their Defense DC that round only. Can be used once per combat.
Prerequisite: Windling or Faerie Race
Dive Attack : The Dive Attack skill allows a creature with natural wings the ability to swoop down in a diving attack and quickly fly away again, not permitting the target to perform any type of counterattack, or reflect. Evades, defense and such can still be used.
Prerequisite: Race with Natural Wings, such as Windling, Faerie, Dragon
Earth Bond : You must be standing on natural ground or an earthen or stone surface to use this skill. This allows an obsidiman to heal himself up to 10hp, using this bond with the earth, once per combat. You cannot make any attacks or counterattacks during the round you are healing. This skill can also be used outside of combat to nourish the surrounding land, making the land especially fertile for a year and a day.
Prerequisite: Obsidiman
Tail Dance : The Tail Dance allows a t'skrang to use his Tail Attack racial ability and bypass any mundane defenses their target may have, once per combat.
Prerequisites: T'skrang
Unshakable Air : This windling skill allows a windling to resist being brought down, grappled or otherwise knocked from the sky once per combat. Levitation magic is used to keep floating until the windling's wings take over again.
Prerequisite: Windling or Faerie
Wind Dance : This skill serves as a method of communication between windlings. By flying in certain patterns, windlings can reveal important information without saying a word as they weave messages into their own flight pattern, in much the same way as bees communicate the location of pollen.
Prerequisite: Windling
Snagging Tail : The Snagging Tail skill allows a t'skrang to try and grab an opponent’s light weapon with his tail when disarming him, and then use it himself for the remainder of combat as a tail attack.
Prerequisites: T'skrang Race, Disarm
Tail Sweep : The Tail Sweep skill allows a creature with a powerful tail to grab an opponent’s legs with his tail and knock him down, causing him to need to take one round of combat to right himself again. You must be able to lift your opponent for this to work, and if your Strike is successful, they are knocked down for one round.
Prerequisites: Race with a Powerful Tail, such as t'skrang or dragon
Safe Path : The Safe Path skill allows you to find the safest path through unfamiliar territory by contacting an elemental spirit and discussing the terrain with it. He does not conjure the elemental, he only establishes mental contact with it. Sometimes the elemental animates a part of the nearby landscape, making its conversation “audible” to other characters. Unless you have knowledge of the elemental’s language, the elemental will only communicate using “sign language,” utilizing its native element to produce simple, but effective, signals which you will need to translate.
Prerequisites: Obsidiman, Arkai, Elemental, or Lumian Race
Darkwood Body : Instead of a steel/mithral/adamantine or other metal body, your structure is largely made of darkwood. Your defense decreases to +5 Natural Defense, but you are treated as having only Light Armor instead of Medium Armor for init penalties. This is the usual path of a Warforged Druid.
Prerequisite: Warforged
Changeling Beasthide : While normally changelings can only take the forms of medium humanoid type races, this allows a changeling to take the disguise of a small or medium sized animal. While in this beast form you gain a natural attack of 1d4 damage that does either bludgeoning, piercing or slashing damage (depending on the form). Your equipment does not shift with you.
Prerequisites: Changeling
Advanced Plating : You've been augmented with interlocking plates into existing armor. Some of these plates may look decorative, but they provide well needed protection. This boosts your natural armor of +7 DEF to a +10 DEF, though it increases your init penalty to that of Heavy Armor.
Prerequisite: Warforged
Desert Mining : Once a week, a desertfolk may roll 3d100 to see what three precious gemstones they've found or mined that week from the desert. Please see the gemstone chart to see what you have found, and send the roll as well as list of gemstones each week to our Treasury Moderator.
Prerequisite: Desertfolk
Sun-Hardened Skin : A desertfolk's skin has grown rough and thickened from the heat of the desert sun. This gives the desertfolk a natural +3 DEF.
Prerequisite: Desertfolk
Forsaken Undead : This gives a Forsaken immunity to disease and poisons (unless specifically for undead), as well as immunity to sleep. Forsaken do not breathe or sleep, but they do need to eat and drink. But, since they are immune to poisons they can eat just about anything.
Prerequisite: Forsaken
Will of the Forsaken : A Forsaken is immune to the turning or rebuking of a priest, and gives a +4 to willpower checks against skills and spells that command or control undead.
Prerequisites: Forsaken
----------------------------------
Incite Monologue : This skill allows someone with the Engaging Banter skill to keep a target talking after the duration of his Engaging Banter talent ends. To use Incite Monologue, another opposed check is made against the Swordmaster's 1d20 + Charisma Bonus v.s Target's 1d20 + Willpower. If the swordmaster wins, then the target continues to talk (and take no offensive or defensive actions) for one more round even after the swordmaster moves away and ends the banter. If the target is attacked during that round, they are able to take defensive action.
Prerequisite: Engaging Banter
COMBAT
(V)
-----------------------------------
Blackened Flames : A purple spark erupts from your hand as your opposition is consumed in a black, vile flame, stunting their magic abilities as well as dealing 2d3 damage. You must pass your Strike, if you pass Strike then they are given a contested roll of the Black Mage's Intelligence vs. the Target's Willpower. If they fail, they are unable to cast any magic or use spells for one round of combat AND they take damage (magic damage, roll combat dice add INT, roll extra 2d3). This causes the target to be unable to cast any spells, defensive, offensive or otherwise. This does not affect spell-like abilities, only casting magic. If they pass their save, then they only take damage from this attack as specified above. Once per combat.
Prerequisite: Black Mage (Primary)
COMBAT
Animate Dead : The Black Mage is able to animate a dead foe, causing it to fight alongside of the mage's allies. It retains it's original stats and weapons, but gains the undead traits of immunity against cold, disease, poison, sleep and mind effects. A Black Mage may animate as many undead as half their Intelligence score, but they must be animated one at a time, and this takes up that round of combat. Your undead will follow your simple commands. If you die or are knocked out, any undead you've animated return to a non-animated state.
Prerequisite: Black Mage
COMBAT
V - Magical or Psionic Affinity
Animate Horde : This allows a Black Mage to animate as many dead foes as half their Intelligence score, at one time, once per adventure. Undead abide by the same rules as in the skill: Animate Dead.
Prerequisites: Animate Dead, Obsidian Rank
COMBAT
V - Animate Dead, Obsidian Rank
Incorporate Ghost : This skill forces an incorporeal creature into a solid and corporeal form, causing it to be affected by physical attacks. Follow the rules for Holds as far as how many rounds the creature is forced into a corporeal form. You may use this skill once per combat.
Prerequisites: Black Mage, Topaz Rank
HOLD
V - Magical or Psionic Affinity, Topaz
Death Knell : You draw forth the ebbing life force of a creature and use it to fuel your own power. If a target is within 5 points of death, you may touch this creature and attempt to draw out it's final spark of life to give you 1d8 temporary hit points, and a +2 to your spell DC for the remainder of combat. The targets is allowed a Willpower save against the mage's normal spell DC. If they pass their save, they merely take as much damage as the caster's Intelligence bonus. Once a creature has been killed in this way, you may no longer attempt a Death Knell upon them. This may only be used once per combat.
Prerequisites: Black Mage (Primary), Obsidian Rank
COMBAT
Unwilling Shield : A nearby creature is forced to share any wounds you receive. They receive a Willpower save of DC15, if they fail then they are magically inflicted with whatever wounds you received. Once per combat.
Prerequisites: Black Mage, Sapphire Rank
COMBAT
V - Magical or Psionic Affinity, Sapphire Rank
Celestial Wings : An aasimar is able to grow angelic wings, or a tiefling is able to grow devilish wings, allowing them to fly temporarily.
Prerequisite: Aasimar or Tiefling Race
Angelic Flesh : While this skill is being used you take a -2 to Disguise and Stealth checks. You are able to choose one of four types of metallic skin once per adventure, and your skin shines like that particular burnished metal.
Brazen: +5 DEF against fire.
Golden: +2 to Saves against blindness, dazzle or prismatic spells.
Silver: +2 to Saves against poison, paralysis and petrification. Your unarmed attacks count as silver.
Steel: +2 DEF. Your unarmed attacks count as cold iron.
Prerequisites: Aasimar or Celestial Race, Sapphire Rank
Metallic Wings : Your wings become metallic, giving you a wing attack of 1d extra combat dice, once per combat.
Prerequisites: Celestial Wings, Angelic Flesh
Blood Salvage : You are able to drink the blood of a dead body to heal yourself, though it must have died no longer than 6 hours ago. You may use this once per combat, and it heals up to 10hp outside of your normal self-healing points.
Prerequisites: Dark Embrace, Emerald Rank
Sleep Venom : This skill causes your toxic venom to put someone to sleep instead of doing damage. This may be used once per combat, acting as a Hold skill. Your target gains an Endurance save of DC15.
Prerequisite: Vishkanya
Buzz : This skill allows a windling to sacrifice his attack to distract an opponent by flying around him erratically. For one round the target gives his attention only to the windling, and can only attack the windling. The windling gets a +2 to their Defense DC that round only. Can be used once per combat.
Prerequisite: Windling or Faerie Race
Dive Attack : The Dive Attack skill allows a creature with natural wings the ability to swoop down in a diving attack and quickly fly away again, not permitting the target to perform any type of counterattack, or reflect. Evades, defense and such can still be used.
Prerequisite: Race with Natural Wings, such as Windling, Faerie, Dragon
Earth Bond : You must be standing on natural ground or an earthen or stone surface to use this skill. This allows an obsidiman to heal himself up to 10hp, using this bond with the earth, once per combat. You cannot make any attacks or counterattacks during the round you are healing. This skill can also be used outside of combat to nourish the surrounding land, making the land especially fertile for a year and a day.
Prerequisite: Obsidiman
Tail Dance : The Tail Dance allows a t'skrang to use his Tail Attack racial ability and bypass any mundane defenses their target may have, once per combat.
Prerequisites: T'skrang
Unshakable Air : This windling skill allows a windling to resist being brought down, grappled or otherwise knocked from the sky once per combat. Levitation magic is used to keep floating until the windling's wings take over again.
Prerequisite: Windling or Faerie
Wind Dance : This skill serves as a method of communication between windlings. By flying in certain patterns, windlings can reveal important information without saying a word as they weave messages into their own flight pattern, in much the same way as bees communicate the location of pollen.
Prerequisite: Windling
Snagging Tail : The Snagging Tail skill allows a t'skrang to try and grab an opponent’s light weapon with his tail when disarming him, and then use it himself for the remainder of combat as a tail attack.
Prerequisites: T'skrang Race, Disarm
Tail Sweep : The Tail Sweep skill allows a creature with a powerful tail to grab an opponent’s legs with his tail and knock him down, causing him to need to take one round of combat to right himself again. You must be able to lift your opponent for this to work, and if your Strike is successful, they are knocked down for one round.
Prerequisites: Race with a Powerful Tail, such as t'skrang or dragon
Safe Path : The Safe Path skill allows you to find the safest path through unfamiliar territory by contacting an elemental spirit and discussing the terrain with it. He does not conjure the elemental, he only establishes mental contact with it. Sometimes the elemental animates a part of the nearby landscape, making its conversation “audible” to other characters. Unless you have knowledge of the elemental’s language, the elemental will only communicate using “sign language,” utilizing its native element to produce simple, but effective, signals which you will need to translate.
Prerequisites: Obsidiman, Arkai, Elemental, or Lumian Race
Darkwood Body : Instead of a steel/mithral/adamantine or other metal body, your structure is largely made of darkwood. Your defense decreases to +5 Natural Defense, but you are treated as having only Light Armor instead of Medium Armor for init penalties. This is the usual path of a Warforged Druid.
Prerequisite: Warforged
Changeling Beasthide : While normally changelings can only take the forms of medium humanoid type races, this allows a changeling to take the disguise of a small or medium sized animal. While in this beast form you gain a natural attack of 1d4 damage that does either bludgeoning, piercing or slashing damage (depending on the form). Your equipment does not shift with you.
Prerequisites: Changeling
Advanced Plating : You've been augmented with interlocking plates into existing armor. Some of these plates may look decorative, but they provide well needed protection. This boosts your natural armor of +7 DEF to a +10 DEF, though it increases your init penalty to that of Heavy Armor.
Prerequisite: Warforged
Desert Mining : Once a week, a desertfolk may roll 3d100 to see what three precious gemstones they've found or mined that week from the desert. Please see the gemstone chart to see what you have found, and send the roll as well as list of gemstones each week to our Treasury Moderator.
Prerequisite: Desertfolk
Sun-Hardened Skin : A desertfolk's skin has grown rough and thickened from the heat of the desert sun. This gives the desertfolk a natural +3 DEF.
Prerequisite: Desertfolk
Forsaken Undead : This gives a Forsaken immunity to disease and poisons (unless specifically for undead), as well as immunity to sleep. Forsaken do not breathe or sleep, but they do need to eat and drink. But, since they are immune to poisons they can eat just about anything.
Prerequisite: Forsaken
Will of the Forsaken : A Forsaken is immune to the turning or rebuking of a priest, and gives a +4 to willpower checks against skills and spells that command or control undead.
Prerequisites: Forsaken
----------------------------------
Incite Monologue : This skill allows someone with the Engaging Banter skill to keep a target talking after the duration of his Engaging Banter talent ends. To use Incite Monologue, another opposed check is made against the Swordmaster's 1d20 + Charisma Bonus v.s Target's 1d20 + Willpower. If the swordmaster wins, then the target continues to talk (and take no offensive or defensive actions) for one more round even after the swordmaster moves away and ends the banter. If the target is attacked during that round, they are able to take defensive action.
Prerequisite: Engaging Banter
COMBAT
(V)
-----------------------------------
Blackened Flames : A purple spark erupts from your hand as your opposition is consumed in a black, vile flame, stunting their magic abilities as well as dealing 2d3 damage. You must pass your Strike, if you pass Strike then they are given a contested roll of the Black Mage's Intelligence vs. the Target's Willpower. If they fail, they are unable to cast any magic or use spells for one round of combat AND they take damage (magic damage, roll combat dice add INT, roll extra 2d3). This causes the target to be unable to cast any spells, defensive, offensive or otherwise. This does not affect spell-like abilities, only casting magic. If they pass their save, then they only take damage from this attack as specified above. Once per combat.
Prerequisite: Black Mage (Primary)
COMBAT
Animate Dead : The Black Mage is able to animate a dead foe, causing it to fight alongside of the mage's allies. It retains it's original stats and weapons, but gains the undead traits of immunity against cold, disease, poison, sleep and mind effects. A Black Mage may animate as many undead as half their Intelligence score, but they must be animated one at a time, and this takes up that round of combat. Your undead will follow your simple commands. If you die or are knocked out, any undead you've animated return to a non-animated state.
Prerequisite: Black Mage
COMBAT
V - Magical or Psionic Affinity
Animate Horde : This allows a Black Mage to animate as many dead foes as half their Intelligence score, at one time, once per adventure. Undead abide by the same rules as in the skill: Animate Dead.
Prerequisites: Animate Dead, Obsidian Rank
COMBAT
V - Animate Dead, Obsidian Rank
Incorporate Ghost : This skill forces an incorporeal creature into a solid and corporeal form, causing it to be affected by physical attacks. Follow the rules for Holds as far as how many rounds the creature is forced into a corporeal form. You may use this skill once per combat.
Prerequisites: Black Mage, Topaz Rank
HOLD
V - Magical or Psionic Affinity, Topaz
Death Knell : You draw forth the ebbing life force of a creature and use it to fuel your own power. If a target is within 5 points of death, you may touch this creature and attempt to draw out it's final spark of life to give you 1d8 temporary hit points, and a +2 to your spell DC for the remainder of combat. The targets is allowed a Willpower save against the mage's normal spell DC. If they pass their save, they merely take as much damage as the caster's Intelligence bonus. Once a creature has been killed in this way, you may no longer attempt a Death Knell upon them. This may only be used once per combat.
Prerequisites: Black Mage (Primary), Obsidian Rank
COMBAT
Unwilling Shield : A nearby creature is forced to share any wounds you receive. They receive a Willpower save of DC15, if they fail then they are magically inflicted with whatever wounds you received. Once per combat.
Prerequisites: Black Mage, Sapphire Rank
COMBAT
V - Magical or Psionic Affinity, Sapphire Rank