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
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
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.
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.
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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