Wednesday, May 23, 2012

Skills & Feats


Changes to skills

Climb, Jump and Swim  are combined into the single skill Athletics
Gather Information + Change Attitude and Haggle uses of Persuasion become Diplomacy, Intimidation become a new skill
Eliminate Pilot
Eliminate Use Computer
Eliminate Use the Force
Standard Knowledges: (History) (Arcana) (Religion) (Nature) (Underdark) (Politics) (Engineering) (Tactics)

Artistry


Artistry is the character's ability to create works of art or perform entertainment. The result of the check determines the quality of the work created. If the character is performing the work live and accepting tips the result of the check is equal to the amount of SP earned. If the work is one of a kind, it sells for an amount equal to twice the result of the check in GP. If the work is mass produced, a novel or art print, for instance, it earns 10X the check result in GP. However, the player must secure and pay for the means to mass produce the work on his own.


 DC 10 : A competent landscape painting, sleazy bar music.


 DC 15: An adequate portrait painting, high class tavern music, ritual dancing.


 DC 20: The Lord's personal musicians, an elaborate fresco, an intricate marble statue.


 DC 25: A masterpiece, remembered for generations. The King's personal musicians. 

Devotion (Cha)

Devotion is a measure of your faith in your deity and your ability to project their will on to the material world. You must have the Divine Gift feat to be trained in this skill.

     Cast Divine Spell (Trained only, varies) You make Devotion checks to cast Divine spells.

     Create Holy Water (Trained Only. DC20) You create 1d6 uses of Holy Water. This process takes 1 hour.

     Cure minor wounds (DC15) As a standard action you may heal one adjacent ally 1 HP.

     Detect Evil (varies) Make a Devotion check, targeting a creature within 6 squares. If this check exceeds their Will Defense then you know if the target is evil. Failed checks and good and neutral targets all give you an "unknown" result.

     Light (Trained Only, DC15) You create a floating ball of light that follows you around, halo of illumination, glowing symbol or some other source of diving light. This light produces illumination in a 6 square radius.

     Purify Food and Water (Trained Only, DC20) You make a meal's worth of food and water safe to eat and drink. If the food is poisoned the DC increases by 5.

     Special: You can't make Devotion checks unless you have the Divine Gift feat. Devotion is a class skill for anyone with the Divine Gift feat. You can take a 10 on Devotion checks, but you cannot take a 20.

     Using Devotion while threatened provokes an attack of opportunity. Any damage dealt while casting is applied as a penalty to the check result.
    

Spellcasting (Wis)

Spellcasting is a measure of your technical ability to weave arcane spells, bending reality to your will. You must have the Arcane Gift feat to be trained in this skill.

     Cast Arcane Spell (Trained only, varies) You make Spellcasting checks to cast Arcane spells.

     Detect Magic (Varies) Move action. With a DC15 check you discern if an unattended object within 6 squares is magic. You may also target a creature with this effect, if your check exceeds the target's will defense you know if they have the Magical or Divine Gift feats.

     Prestidigitation (Trained Only, DC15) Standard Action. You create one minor effect that generally has no mechanical benefit. This could mean cleaning a set of clothing, creating enough flame to light a pipe, summoning a worthless coin from out of nowhere or changing your hair color.
    
     Distract (Trained Only, Varies) Swift action. Target an enemy within 6 squares. If your Spellcasting check exceeds their Will Defense you may use the Stealth skill to hide from them even if the have line of sight to you.

     Mage Hand (Trained Only, DC15) Standard action. You may move an object within your line of sight and weighing up to 5kg a distance of 6 squares.
    
     Light (Trained Only, DC15) You create a floating ball of light or other form of minor illumination that follows you around. This light produces illumination in a 6 square radius

     Special: You can't make Spellcasting checks unless you have the Arcane Gift feat. Spellcasting is a class skill for anyone with the Arcane Gift feat. You can take a 10 on Spellcasting checks, but you cannot take a 20.

     Using Spellcasting while threatened provokes an attack of opportunity. Any damage dealt while casting is applied as a penalty to the check result.

     Spellcasting is subject to Armor Check Penalties.

Intimidate (Cha)

Intimidate As intimidate function of Persuasion, Persuasion loses this function.

Taunt As a swift action you may make an Intimidate check against a target within 12 squares than can both see an hear you. If your check exceeds their will defense they get a -2 to attack targets other than you until the beginning of your next turn.
    

Feats


Changes to Feats

Weapon Proficiencies are reduced to: (Simple) (Melee Martial) (Ranged Martial) (Exotic: Specific Weapon or Racial Group)
Eliminate Burst Fire
Eliminate Cybernetic Surgery
Eliminate Force Boon
Eliminate Force Sensitive
Eliminate Force Training
Eliminate Vehicular Combat
Eliminate Strong in the Force
Change Dodge
Change Weapon Focus
Change Skill Focus

Academy Training
     Req: Int 13

     Benefit: You gain 1+Int Modifier Arcane Spells. When your Int modifier increases you gain a new known spell. You may take
this feat more than once and gain new spells each time.

Animal Companion
     Req: Trained in Knowledge (Nature) or Survival

     Benefits: You gain a tiny animal companion. During combat you may sacrifice a swift action to give your companion a swift or move action, or a move action to give your companion a standard action. If your companion dies you move one persistent step down the condition track and may not get a new companion until the end of the adventure. Animal companions are advanced by a number of bonus hit dice equal to half of your level.

Arcane Gift

     Benefit: You gain Spellcasting (Wis) as a class skill and may make untrained Spellcasting checks.

Arcane Ritual Caster
     Req: Trained in Knowledge (arcana) and Spellcasting, Int 13

     Benefit: You may learn and perform Arcane rituals.

Armorer
     Req: Trained in Mechanics
     You may use Mechanics for the purpose of crafting arms and armor. The Difficulty of the check is determined by the type of weapon or armor.

     DC15: Simple Weapons
     DC20: Martial Melee Weapons, Light Armor
     DC25: Martial Ranged Weapons, Medium Armor
     DC30: Exotic Weapons, Heavy Armor

The cost of creating a weapon or armor is 1/2 its market cost. Crafting takes one full week for each 100 GP of the market cost of the item. A successful check must be made each week. If a check is failed no progress is made that week and 50GP is wasted.

Divine Gift

     Benefit: You gain Devotion (Cha) as a class skill and may make untrained Devotion checks.

Divine Ritual Caster
     Req: Trained in Knowledge (divine) and Devotion, Wis 13

     Benefits: You may learn and perform Divine rituals.

Dodge
     Req: Dex 13
     Benefit: As a free action you may designate one opponent. Against all attacks from that opponent you gain +1 Ref defense.
     At 7th level this bonus increases to +2, at 13th level it increases to +3.


Feint
     Req: Martial Melee Proficiency, Trained in Deception, Melee Defense
     Benefit: As a move action, you may make a Deception check against an opponent with whom you are engaged in melee combat, opposed by their Perception. On a success, the opponent is caught flat-footed. You may only use this ability once per round, and subsequent attempts against the same target suffer a -5 penalty to their Dec  

Fortune's Friend
     Benefit: You roll d8s instead of d6s when you use an Action Point to improve a roll.

Lucky
     Req: Cha 13
     Benefit: You gain 3 additional Action Points at each level

Master Armorer
     Req: Int 13, Armorer
     Benefit: You may use Special Materials and apply Masterwork Qualities when crafting arms and armor.

Mounted Archery
     Req: Trained in Ride, Mounted Combat

     Benefit: Reduce all penalties associated with making a ranged attack while mounted by 2.

Mounted Combat
     Req: Trained in Ride
    
     Benefit: Once per round as a reaction you may make a Ride check to negate one attack against your mount. The DC of this check is equal to the attack roll result.
     In addition, you suffer no penalty for making melee attacks while mounted.



Ride-By Attack 
     Prerequisites: Trained in Ride, Mounted Combat.


     Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.




Shield Proficiency
          
     Benefit: You may use shields. Characters with the Block talent gain a +2 equipment bonus on Initiative checks made to Block with a shield. 


Single Weapon Style
     Req: Trained in Acrobatics or Athletics, Melee Martial Proficiency, Melee Defense


     Benefit: You gain a +2 bonus to your Attack and Reflex defense whenever you successfully execute an Acrobatics or Athletics check in combat while wielding only a single weapon in one hand. This bonus lasts until the beginning of your next turn. 



Spirited Charge
     Req: Trained in Ride, Mounted Combat, Ride-By Attack.


     Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).



Sunder
     Req: Str 13, Power Attack


     Benefit: You do not incur an attack of opportunity when attempting to strike an opponent's weapon. 


Skill Focus (Chosen Skill)
     
     Benefit: You gain a bonus to the chosen skill equal to 1+1/2 your character level, to a maximum of +5 at 8th level.

Temple Training
     Req: Wis 13

     Benefit: You gain 1 + Wis modifier Divine Spells. When your Wis modifier increases you gain a new known spell. You may take
this feat more than once and gain new spells each time.


Two-handed Style
     Req: Martial Melee Proficiency, Power Attack
     Benefit: You double your strength modifier for the purpose of determining your damage with two-handed weapons. This includes any bonus damage gained from using the Power Attack feat. 


Weapon and Shield Style
     Req: Shield Training, Melee Martial Proficiency, Block talent
     Benefit: Whenever you successfully block a melee attack made against you or an adjacent ally you gain a +2 bonus to attack and damage against the attacker until the end of your next turn.

Weapon Focus
     Req: Weapon Proficiency in the chosen weapon
    
     Benefit: You gain a +1 to all attacks with the chosen weapon.
     At 7th level this bonus increases to +2, at 13th level it increases to +3.

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