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October 28, 2021 5:12 AM

New Skills
Dj the GM
Posted at
Oct 14, 2021 06:53 PM
Evocation of Fire; requires Sorcery
When casting a spell that inflicts fire as the base damage, flames engulf the caster until the start of his or her next turn. The flames cause no damage to the sorcerer or possessions. Further, they shed dim light out to 20 feet. While the flames are present, any creature successfully striking by melee from an adjacent hex will suffer 1 point of fire damage. As a downside, it costs an extra Mind point for such a spell to prevent the effect from occurring.

Evocation of Frost; requires Sorcery
When casting a spell that inflicts cold as the base damage, frost covers the caster until the start of his or her next turn. The frost causes no damage to the sorcerer or possessions. No light sheds from this effect. While the frost is present, any creature successfully striking by melee from an adjacent hex will suffer 1 point of cold damage. At the cost of an extra Mind point of the axiom-casting, this effect can be stopped from manifesting.

Evocation of Lightning; requires Sorcery
When casting a spell that inflicts lightning damage, sparks of electricity cover the caster until the start of his or her next turn. The sparks cause no damage to the sorcerer or possessions. Further, they shed dim light out to 10 feet. While the sparks are present, any creature successfully striking by melee from an adjacent hex will suffer 1 point of lightning damage. At the cost of an extra Mind point of the axiom-casting, this effect can be stopped from manifesting.

Field Medicine (Updated)
This is an advancement of wound care and for all practical purposes should be considered the same effect; however, when restoring Body points, no roll is required. Additionally, it is possible to restore a total of two points to a recipient. Of course, three actions are required to achieve this maximum effect, unless having a wound or medical kit; with one, both Body points can be restored on the second action. As with its lesser form, it will not remove any exhaustion from being rendered unconscious. Recipients of this skill are treated the same as wound care and cannot gain the benefit of one and then the other without a long rest occurring between them. Further, new injuries must have occurred before a new treatment can be administered.

Kismet; requires Gambling
This skill is a training in risk management to the extent that determination can alter the outcome. The benefit of this is additional option for spending karma. In addition to the 10-point karma rule to gain advantage, this skill allows the option to spend 10 points of unused karma to reroll one die, whether that is a save, an attack or even a dodge skill roll. Once using this karma-buy, it can’t be performed again until finishing a short or long rest.

Leadership; requires Influence
In addition to the benefits of charisma gained from the influence skill, this allows a character to have an inspiring presence. As an action, the number of people equal to one's Muse bonus can gain the benefit of temporary Body points for a short period of time. The duration is equal to one minute (6 combat rounds) per point of Muse bonus, as is the increase of temporary Body points. Thus, with a Muse score of five, one person can gain one point for one minute, but at a score of six, two people can can two points each for two minutes. Once invoking this skill, it cannot be performed again until completing a long rest.

Medical Zoology; requires Wound Care
This skill trains a person in the anatomy and physiology of creatures in the kingdoms of animal, atavistoid and humanish. When performing a medical treatment on a creature from these groups, a bonus of +3 is granted for any check or save against the feat’s DC.

Poison Treatment; requires Wound Care and Homeopathy
To perform the treatment of this skill, one must have a medical kit. This requires two actions (20-seconds) to cut, cup and apply a tourniquet to prevent the influence of a poison. At the end of the second action, the medic rolls a Muse check against DC:13. If successful, this the poison will be effectively neutralized within 2d4 rounds, half that time if the patient is a dwarf or resistant to poison. However, the procedure will inflict a single point of damage to the recipient. While this is not fast-acting, it can be performed mid-battle if the GM agrees conditions are proper.

Shield Cover; requires Shield-Use
When employing a shield and required to make an Agility preservation save for half damage, this permits the shield to grant a +5 bonus as if having full cover.

Sooth; requires Wound Care and Distillery
To perform the treatment of this skill, one must have a medical kit. This requires three actions (30 seconds) to administer the ointments and manipulate the spine of the recipient; however, upon completion, this will remove a shaken restriction or reduce a frightened restriction to a shaken condition.

Stimulate; requires Wound Care and Homeopathy
To perform the treatment of this skill, one must have a medical kit. However, as an action, the medic can administer a pill and strike the proper glands to cause the reaction to become instantly activated. The medic must make a Judgment check against a DC:9 for this to be successful. However, if it is, the recipient gains a heightened state of awareness for the following 10 minutes, gaining advantage on all Mind saves and checks for that duration, including Perception checks.

Stitch and Wrap; requires Wound Care and Distillery
To perform the treatment of this skill, one must have a medical kit. It is a “after-battle” injury treatment like a wound care would be. It is technically an enhancement of that skill, like field medicine but even more advanced. It requires a full minute for treatment; however, it can restore d4 points of damage. Moreover, if any suffering came from “crits” or a “bleed” effect, then this treatment can repair an additional d4 of damage. Like wound care a recipient of the treatment cannot receive another administration until after a long rest and new injuries occur.

Strider; requires Marathon
This skill adds 5 feet to a character's base movement.

War-Steed (Updated)
This can only be used for an animal specific to the mounted fighting prerequisite. With this skill, the rider can command the mount to attack separately against an instructed target. The attack occurs in the same turn as the rider. Additionally, if the mount must make an Agility preservation save, the rider can roll the save in the creature's stead, including magical or other bonuses on the roll. Finally, any attack against the mount or the rider is made against the better AC of the two, regardless of the actual target.

Wound Care (Updated)
With this skill, on an action, this renders aid to a creature who has been wounded by Body damage. If the recipient has fallen in battle at zero or lower points, then this will immediately stabilize the being and remove the death saves; however, it will not remove any exhaustion from being rendered unconscious. Care can be continued for two more actions at the discretion of the one rendering aid. During those actions, a skill check using Judgment modifiers can be rolled against a DC:10 to restore one point of Body. With the possession of a wound or medical kit the restoration of the Body point is automatic. If not having one and the first check fails, then another action can be used to try again. However, only a single point of Body can be restored through this skill, which will help those even if in negatives. Recipients of wound care cannot receive another treatment until after a long rest and new injuries occur.

*GM Note: Wound Care and Field Medicine are listed as adventuring skills; however, the other medical skills are vocational ones. Many adventurers will take these; however, practicing doctors are going to be trained in some of the skills listed as vocational. This also means urban areas will likely have doctors who will sell these services.

Edited By Dj the GM at October 15, 2021 04:03

Dj the GM
Posted at
Oct 13, 2021 10:31 PM
Acrobatics (Updated)
Grants a +2 on any feat save involving Strength or Agility. Also, when using a reaction to stand, the cost is only 10 feet of movement.

Acting (Updated)
This skill allows the skilled person to pass oneself off as if he or she were a different person. This bluffing is a base DC:12 plus Judgment bonus for a Perception check for others to recognize the rouse. If costuming is involved from +1 to +3 can be added based on the GMs discretion. Further, someone with acting can mimic voices and creatures, assuming the voice or sound has been studied directly. The chance of someone being fooled by the mimicry is the same as disguising above. Further, this will give a +2 to the roll against the normal DC set by the GM to acquire information by social engineering. It will also add +3 above the skill bonuses of bartering and interrogation if the character has either of those.

Alertness (Updated)
With this skill, one gains +2 to Perception checks in a particular environment: plains/grasslands, forest, hills/crags, mountains, swamp, desert or urban. Further, when in said environment, a +1 to initiative is gained. This skill can be acquired again for a different environment.

Armor Mastery; requires Heavy Armor
This can only be performed when in heavy armor; however, it allows additional defenses against the first successful strike of each round. If the first strike is non-magical, even silver, and its damage type is blunt, edged or piercing, then skilled character in heavy armor is effectively resistant to that strike, suffering only half the normal damage, rounded down.

Blade Mastery; requires Slashing
When in combat and wielding an edged weapon, a blade master is permitted to make a flee-attack reaction at advantage on the attack roll. This includes flee attacks against rapid movement, granting 2d20. This skill grants a second option for using a reaction, which can be used after a melee attack. It occurs immediately at the end of the player's turn whereby the character enters the defending status until start of next turn. Of course, this ruins the opportunity to use a reaction the following round, as per the rules of defending.

Camouflee; Gnomes Only
Immediately after taking damage, a gnome with this racial skill can use a reaction to fall prone and roll up to 15 feet. This unique flee and camouflage method allows the gnome to be effectively invisible until the end of the round or the start of his turn, whichever comes first. After using this ability once, it cannot be performed again until finishing a short or long rest.

Charging; requires Melee Fighting
When running more than 30 feet in a straight line immediately before striking with a melee action, then an additional d20 is added to the attack. Thus, if only melee fighting is used, the attack would be 2d20. However, this cannot be used in two consecutive melee rounds.

Curved Shot; requires Archery
This skill can only be employed with bows, granting a minor around-the-corner effect. If cover extended only 2 hexes off of a straight line, then that cover could be ignored or partially ignored. Half and three-quarters cover are completely ignored, as it is clearly less than 10 feet for such circumstances. If complete cover extended under ten feet, then with curved shot it would be treated as half cover.

Deadeye; requires Archery
Whenever being at advantage or selected a target attacked at advantage, this skill exploits the circumstance further by, in addition to the extra advantage die, allowing the reroll one of the dice once. This skill can be combined with any other range-based skill that can be used during advantage.

Keen Alertness (Updated)
If having the alertness skill for an environment, this skill can enhance it for that environment to gain +3 to perception checks for such locations. Further, this permits a +2 bonus to initiative with in said terrain.

Flail Mastery; requires Bludgeoning
This is special training specifically with the flail. By sacrificing one dice in an attack against a single opponent, the attack can gain +2 against opponents with a shield. This cannot be combined with spinning moves, but other multi-attack skills where the flail strikes the same target are permitted. Further, if successfully striking a victim with a flee-attack reaction, the target must make a Strength preservation save against DC:8 or be knocked prone.

Mechanist; requires Archery
This skill is specific to the use of crossbows and other archery-based mechanical weapons. The first benefit of this skill is it removes disadvantage from crossbows and hand-crossbows when engaged directly in melee. Next it allows speed-loading. For crossbows, one’s Agility bonus can be added to the initiative. Hand-crossbows remain unable to be initiative-adjusted; however, when having a free hand, it allows the free hand to aid in loading such that it can be fired each round. However, this means that no shield can ever be employed when executing the rapid-loading stunt. However, if firing at the standard rate, once per round for crossbows and every other round for hand-crossbows, then the mechanist can aim better, gaining +2 to hit rather than the standard +1.

Projectile Tricks; requires Melee Fighting and Distillery
This skill allows the creation of special projectiles, which bolts or arrows. However, this requires effort, time and materials to maintain the special darts. Every day, the archer must mix a chemical solution to be loaded into a bladder. This concoction only has one day of viability. Therefore, if not expending the effort, then no trick arrows are available. Only 8 projectiles can be treated in a single day. Further, the maintenance cost for keeping a full stock daily is 56 bits each month. Per diem expenses can be calculated, but never below 16 bits minimum even if only creating one adjustment.
Blunt Arrow: a chemical mixture turns solid on the end to deliver blunt damage. Further, it acts as a “heavy” weapon weight for damage calculations. This helpful for fighting skeletons; however, against an intelligent being, a blunt arrow can stun an opponent if failing a Resilience preservation save (DC:6).
Explosive Arrow: a fiery burst in to all the adjacent hexes (7 total hexes) of the target for 2 points of fire damage to all in the area. The initial target suffers normal piercing damage from the projectile. However, if missing, then expanded friendly-fire rules are used to determine the center of the explosion. This means a miss uses the friendly-fire d8 determination but using 2-hexes rather than one for placement.
Smoke Arrow: this projectile will strike the target with normal damage, but further an obscuring smoke fills 19 hexes around the impact, as if the area were affected by a smaller fog of war. If missing, use the expanded friendly-fire range.
Tangling Arrow: The sticky substance in the bladder bursts all over the victim. The result forces the target to make an Agility preservation save against DC:14 or become restrained. At the end of the victim's turn, it can use a reaction to save again to break free. However, even if saving successfully, a penalty of -20 movement still incurs. Multiple tangling arrows will not create cumulative penalties.
Dj the GM
Posted at
Sep 16, 2021 09:08 PM
Furtive Motion prerequisite of Stealth and Agility 5 or higher
This skill allows any action taken by stealth to gain special rules concerning the roll. This formula remains 4d6 + Agility score; however, any “raw 1s” rolled will count as the value of 2, making the lowest possible DC for one's stealth maneuver a 13.
Dj the GM
Posted at
Sep 16, 2021 08:41 PM
Gang Style prerequisite of Swarming or Partner Ploy
This skill is a technique usually taught to weaker but well-trained bipedal monsters, such as elite goblins or hobgoblins. However, others might find it helpful in some cases. It is a fighting style using numbers against a stronger opponent. For this to work, every warrior involved must have this skill, similar to how swarming works. However, instead of each surrounding combatant gaining bonuses, most are engage in distraction techniques to allow a single fighter among the gang to gang significant bonuses. In fact, those being the distractions gain nothing as a bonus to hit; further, only one single point of damage can be inflicted because to the style. However, each of the distracters lend +2 cumulatively to a single member of choice, plus the weapon acts like a heavy one regardless. Therefore, if four hobgoblins with this skill skill engage against a single opponent, three of them attack normally and are limited to a single point of damage; but the fourth gains a +6 bonus to hit, counts as 2 points of damage as the weapon component and inflicts a disadvantage penalty on a raw 18 or higher if the victim has no shield.
Dj the GM
Posted at
Jun 04, 2021 11:36 AM
These can be found in the Racial Enhancement Skills section.

Flight-Stamina, Batfolk Only
Upon being trained in this skill, a batfolk can use his or her Strength bonus to add as an additional round of flight. Thus, a batfolk with a Strength score of 6 could fly for a total of five rounds.

Hurdling, Alseid Only
As part of normal movement, an alseid with this skill can clear or land on surfaces ten feet in height without a run. Heights of fifteen feet are possible if the alseid has a twenty foot running start. A standing broad-jump of fifteen feet can also be performed, while a running long-jump can clear thirty feet. The long-jump does not count against the current round's movement; however, it does remove half of the length of normal movement in the following round as the alseid recovers his or her footing from the leap.

Prehensile Feet, Batfolk Only
This is a special combat skill for bipedal creatures capable of gliding or flight who also have talon-like feet. The GM may rule that other species are capable of learning this skill; however, it would be highly unlikely for giant eagles, gryphons or similar creatures to ever master this skill. What this conveys is that melee weapons, even heavy two-handed ones, can be employed and wielded with the creatures feet while in air. While in flight or during a gliding attack, a combatant with this skill can strike with the weapon while being wielded via the feet at a normal-attack efficiency. This does not convey the ability to fight with one's feet or use one's feet to wield weapons while standing on the ground. However, it can be used while prone, so long as the combatant is on his or her back, but the attacks are at disadvantage. Further, if a gryf combined this with a gryf-diving attack and also had two-handed fighting, then multiple attacks could occur. This is not an option for batfolk, as they require their arms to be in use during flight.

Vibrational Identity, Lizardfolk Only
This skill is one that hones a lizardfolk's natural sense of vibrations to an extremely heightened point and commonly used while hiding or using stealth. With this skill, at a range of 60 feet, a lizardfolk is able to identify the race of one being encroaching the area even if it cannot be seen, so long as the lizardfolk remains perfectly still, taking no other action, for one round. This is performed by concentrating on the patterns of footfalls, air movements from breathing and even the heartbeat on one other creature. This means if the lizardfolk encounters this being again and performs the skill, the entity would be recognized. It also allows the lizardfolk to identify those he or she knows. This can be used to identify illusions instantly and even highly-skilled shape-shifters on a Perception check against a DC:18. Further, this grants a +2 on the Perception check to detect a lie if the lizardfolk also has tell-tale. Lastly, a silence effect will negate this skill.
Dj the GM
Posted at
May 18, 2021 09:53 AM
Sound of Lamentation, prerequisite Minstrel
After training in minstrel, a person with this skill can play that instrument in way to discourage two enemies. The targets suffer a -1 to hit dice rolled in combat attacks so long as the performer continues to play. This effect cannot be combined with any other penalty-effects or skills that alter the target's attack, meaning the most detrimental value of multiple effects would be used. However, if the music player is a musician with the instrument, then those two allies gain a -2 penalty instead. Finally, if the one performing the inspiration is a maestro, then the penalty is -3.

Mystic Harmony, prerequisite Accompaniment
With this musical skill, two three or four musicians who all know the same preternatural musical skills can combine their efforts for a greater effect. At least half or more of the musicians must also have this skill when combining, meaning one of two musicians must have mystic harmony and at least two when playing as a group of three or four. The songs that can be effected are as follows:
Anthem of Excitement: The total number of targets is increased by one per instrument player.
Encouraging Verse: The range of effect doubles (60 feet) for all songsters for determining the area of effect.
Inspiration: Each performer can affect three allies instead of two.
Opus of Normalcy: The DC for each player's effect increases by +1 per additional songster joining.
Song of Rest: The area of effect doubles for all the players of instruments.
Sound of Lamentation: Each performer can affect three targets instead of two.
Dj the GM
Posted at
May 16, 2021 10:20 AM
Accompaniment, prerequisite of Musician
This musical skill allows any musical skill that bestows a preternatural effect, such as inspiration, played by a lesser-talented performer to rise one-step of talent above normal up to the equivalent of the one with the accompaniment skill when the two play the same song (skill) together within 90 feet of one another. For example, if a musician with accompaniment played inspiration together with a minstrel, then each would act as a musician for bonuses granted. If performed by a maestro, the minstrel would still only act as a musician. However, if two maestros played together, there would be no increased value from this skill.

Edited By Dj the GM at May 16, 2021 10:20

Dj the GM
Posted at
May 15, 2021 03:28 PM
A new Adventuring Skill is available:
Opus of Normalcy, prerequisite of Inspiration or Encouraging Verse
With this skill, one can play an instrument to create an area where magic, either divine or sorcery, becomes difficult to manifest or maintain. In a 15-foot radius from the player, magical threads are disrupted. This is non-targeted and affects friendly and non-friendly effects alike. For existing effects, it does not dispel them, but suspends their manifesting while the instrument is continuously played. This will not alter things that have bonuses due to higher quality materials, such as swords or armor made from steel, orichulcrum, or mythril. However, for each round of music, on the player's turn, existing spell effects must must make a feat roll against a DC on a d20 plus the Logic score or Faith score of the caster based on the type of magic it is. If the caster or creator is unknown, use the minimum value required to create such an effect. If a minstrel is playing, the DC is 14; if a musician, then then DC is 18; and if by a maestro, the DC is 22. If attempting to create a new effect, such as casting a spell, activating an item or even applying a potion, then a similar roll is required; however, the DC value is different with a minstrel being DC:15, a musician DC:20, and a maestro DC:25. Finally, the GM may rule that certain legendary items cannot be disrupted this way.

Edited By Dj the GM at May 15, 2021 03:29

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