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March 29, 2024 10:53 AM
   
New Skills
Weaxan Craft - requires: Weaxan Dictation; Mind 12+    [Karma Cost: 250]
This skill allows a known axiom to be translated into a weaxan. This is performed by using a a copper wire, tying knots in the wire and stringing clasps and other small pendants on it, then laying it in a pattern on the wax mould. The axiom emulated will be stored into the wax mould and the copper and trinkets consumed by the magical process. The duration to create is based on the Mind cost of the axiom, being an hour per point of cost; further, the Mind points are lost when casting the effect into the weaxan. Oversiphoning is possible to cast into a weaxan, but it will cost the additional time and Mind expense. Unless a character is an elf, no more than eight hours can be performed consecutively when crafting a weaxan. The power of the magic is in the weaxan as if cast by the crafter oneself. The one performing the dictation is not a variable in the effectiveness of the effect produced.

Weaxan Dictation - requires: Sorcery; Logic 3+    [Karma Cost: 150]
This skill allows a sorcerer the knowledge to read, identify and use a weaxan. Casting the stored axiom within a weaxan can be performed up to the number of times a character has points of Logic score before resetting this count by a long rest. A short rest offers no benefit towards the count. Other limitations of using a weaxan are listed in the weaxan craft skill.
Feat Skills added:

Trainer, No Requirement, Judgment 3+
Self-training requires practicing for a number of days equal to the karma cost; however, if someone with this works with that person, then the number of days of training is half that amount. Of course, the trainer must have the skill being mentored, and the recipient must meet all the prerequisites. with the trainer skill, a teacher can train two persons simultaneously. this does not shorten the time required, however. this is a general skill that permits the benefit to any skill the trainer has.

Trainer, Advanced; required: Trainer; Judgment 4+
this is an enhancement of the trainer skill. this skill is not as generic as lower skill. It must be specific to combat or a “tag” associated with a feat skill. It could apply to sorcery skills too. the advanced trainer can only use this specialty teaching for skills the trainer has and that match by the tag or category. If those conditions are met, then up to four students can be trained simultaneously. Further, the time required to learn the skill drops from 50% to 40% -- thus, a 100-point karma skill could be taught to the student in only 40 days. Additionally, when rolling to see if the skill is acquired, the student gains a bonus of the trainer’s Judgment modifier (not score but modifier) to the roll.

Trainer, Master; required: Trainer, Advanced; Judgment 5+
Even more specific, a master trainer must be associated to a specific skill. However, when holding a class on the subject, the master trainer can teach up to twelve students simultaneously. the time and DC-roll benefits are the same as the trainer, advanced skill.

Edited By Dj the GM at October 21, 2023 04:40

Vocational
Art: Body Art
Art: Drawing
Art: Interior Decorating
Art: Painting
Art: Sculpting
Lore: Archeology
Lore: Biocartology
Lore: Economics
Lore: Geography
Lore: Literature
Lore: Miasma
Lore: Sapientology
Lore: Thaumatology
Lore: Viticulture

Combat
Cloak Defense
Stricture

Adventuring
Bicycling
Packing
Falconry
Forced Entry

Edited By Dj the GM at August 28, 2023 10:05

Cranial Recovery; requires Mental Fortitude; Resilience 4+
Through this training, one recovers from the conditions of stunning and unconsciousness quicker than normal. Based on the units of time, whether rounds, minutes or hours, with this skill one recovers at the better of 2 fewer units or half the time; however, the minimum will be one unit if it cannot translated into a different unit, like one hour to thirty minutes. If it is one turn, then it will become the start rather than the end, if applicable. In other words, if the normal effect is until the end of one’s next turn, recovery will happen at the start of one’s turn; if the duration is one hour, then it becomes 30 minutes; as a final example, if normal stunning lasts until the end of one’s third subsequent turn, the recovery will happen at the end one’s next turn.
Cold Forging; No Skill Requirement; Strength 3+
Cold Forging is the use of either hammering and pounding of wrought iron or chipping and chiseling of stone to shape a a product into a weapon or other products. The material result is either “cold iron” or stone. Times to produce are 50% longer than with a kiln, unless one is a dwarf who only take 20% longer than fire-forging.
Karma Attainment: 2 Weeks in pounding iron and rocks
Even yet a few more:
Cleromancy
Coscinomantia
Hepatoscopy
Hydromancy
Rhabdomancy
Some additional skills have been added to the manual:
Abandonment
Camouflage
Ceramics
Forensics
Knockout Blow
Mineral Survey
Toxin Coping
Transmutations
I need to detail the concepts of how the karma attaining would work for these skills, but all the details of Wheedlism have been updated. Below is a list of new skills, but you can go to the rules section to read the specifics:
Alter Appearance
Antitoxin
Candle Magic
Concoctions
Control Lycanthropes
Dakas Talk
Disease Resistance
Disease Transference
Dredge
Free Curse
Graven Image
Healing Brew
Hex
Instill Love
Love Brew
Magical Theft
Narcotics
Nature Call
Non-Corporeal
Ointment of Wings
Personal Fey
Plant Control
Seduction
Seeking
Speak in Tongues
Suppression
Truth Drug
Impromptu Deflection; Reaction; Deflect Missiles; Agility 6+
This skill requires at least one hand to be free. This will act nearly identical to a deflect missiles maneuver but with an enhancement. When an incoming attack is made from archery or thrown-weapon can be avoided on a d6 (or d8 with enhanced skills) just as the prerequisite. If reducing the highest attack die to neutralize it, the target will grab something, a chair, a book, a tree branch, something, which will be struck instead. Not only will this block the missile, but in addition the obstruction and weapon can be used hurled to any target within 30 feet. That target could be the original attack or anyone else in range. This new impromptu weapon will be thrown with 1d20. If hurling is a skill, then the attack is 2d20. Further the weapon will act as a normal-weight weapon (+1 to damage), despite being a range attack. Unfortunately, no Agility modifier will be added to the damage; thus, the damage will be limited to 2 to 3 points, assuming it hits. The damage type will be considered blunt. There may be circumstances where the GM will not permit this skill if nothing impromptu is available to use to block the incoming attack; for example if one is naked in the desert when attacked.
Martial Disarm; requires Martial Arts; Agility 4+
This action can only be performed when establishing a grappling hold upon a victim. Upon subsequent turns, the grappler can attempt to disarm the victim by twisting or slamming the weapon arm against the ground or other hard object. This is determined by the holder performing a second grappling attack as a competition save on a d12. The attack can be performed with either Strength or Agility at the choice of the grappler. However, the defender of this maneuver is granted a +2 to the roll. If the move is successful, then the weapon is dropped in the same space of the two wrestlers.
Stone Throwing; requires Hurling; Strength 4+
This skill affords three benefits. The first is items thrown can be modified by to hit and for damage with Strength instead of Agility if desired. The second is all hurled weapons designed for to be thrown become an exception to the range-weight rule and act as having weight of 2 points within the normal range and having weight of 1 point for greater distance. The third benefit is improvised weapons, such as chairs, rocks logs, etc, can be hurled. The range for improvised is 10 feet as normal and up to a maximum of 20 feet. The weight of the improvised weapon will act as having a weight of 1pt in the normal range, but none beyond that. The maximum weight of an improvised thrown weapon is one's Strength times 3 pounds.
Sniper; requires Deadeye and Marksmanship; Agility 5+
This skill allows the archer to concentrate similar to marksmanship but without the initiative delay. This will make the shot at advantage, granting an extra d20 and adding a d3 to damage; however, it also grants an additional +5 to hit. This attack can be used with the strengthbow skill and equipment; however, attacks cannot be as any “multiple target” attack; thus, it cannot be combined with targeting or similar skills or spells. Finally, this attack can only be used every 1d4 rounds.
Gimp-Gash; requires Slashing; Strength 5+
While it cannot be used every combat round, it is a propitious maneuver. Effectively, the attacker can attack with an edged weapon at advantage at a moment of his or her choosing. Additionally, on any successful strike, the victim must make an Agility preservation save against a DC of the maim-restriction of the weapon used as if it rolled a high enough score to force it. To use this maneuver again, the attacker must wait 1d6 rounds.
Shield-Fling; requires both Ranged Fighting and Bludgeoning; Body 16+
This is a combat maneuver that acts as a multi-attack. The first attack throws the combatant’s shield at the victim as a d20. If hurling is a skill of the attacker, then it can be hurled as a 2d20 attack. However, there is no method of gaining any sort of forte bonus. Regardless, the throw is modified by Strength for to-hit and damage. Using this attack, means the primary had is weaponless from this moment until the attacker’s next turn. If this first attack misses, then the maneuver ends and the shield lands in a random direction with in 2 hexes of the intended target. However, if any striking, the shield inflicts blunt damage equal to 1 point per successful d20-strike and further gaining the attacker’s Strength bonus. But additionally, the shield reflects backwards for the attacker to catch. The attacker must have sufficient movement to close the distance after the throw to catch, which is in a straight line and adjacent to the target. At this point, the combatant will smash the shield down on the same victim for a 2d20 blunt attack. Due to the special nature of the attack, this second attack allows the shield to act as a heavy weapon for damage calculation. Further, it places the victim into disadvantage on raw scores from 18 to 20. To be clear, this is an exception to the Strength-damage rule against a single target. With this skill, each attack includes Strength for damage. Also, should a victim use a reaction to avoid, then only deflect missiles can be used against the first attack, while dodge, rebuff and such can be used against the second. Either way, the victim is still limited to one reaction. Further, if the attacker has spinning moves, then instead of attacking the same target, he or she could select the second attack be directed against any other target that is adjacent to the hex in which the shield is caught. Finally, the GM may rule certain unusual circumstances can interrupt the combination, such as using it against a viscoid zombie.
Bump and Lunge; requires One of Bludgeoning, Cleaving, Pole-Arms, or Slashing; Strength 5+ also required
This is a specially-trained combat maneuver that acts as a multi-attack. Technically this grants an extra d20 to the attack; however, it must be used as the first attack of 1d20 against the target. This first move uses momentum and leverage to lift the opponent into the air. The Size Category for both attacker and target must be between Small and Large; other sizes don't have the proper mass for this attack. If the first attack successfully strikes the opponent, then it is momentarily lofted upward with no damage, but at which time the second attack occurs at advantage. This if a fighter has melee fighting and bludgeoning to normally attack with 2d20, then the first attack would be with a d20, but the second would be 3d20 (normal plus advantage). If the first attack misses, the opponent must still make an Agility preservation save against a DC equal to the attackers Strength or fall prone. The same is true if no dice from the second attack connect. However, if damage is inflicted from the second attack, then the victim must the same save but this time against double the attacker's Strength. Should a monstrous creature have a Strength above 12, then a value of 12 (or 24) is used for the DC. This maneuver requires 2d4 rounds before it can be used again.
Grappler’s Shield; requires Martial Arts; Strength 4+
While the one with this skill has an established grappling hold placed on a victim and assuming sufficient Strength, this permits one to move (at half normal movement) using the victim as full cover unless the ranged shot comes from behind. The grappler can begin movement immediately after establishing the hold rather than having to wait until his or her next turn. Ranged attacks fired at the grappler under cover will strike the held victim if hitting its AC. An impalement maneuver will also strike the victim instead of the grappler. If choosing, on his or her turn, the grappler can push the held victim into another combatant within 10 feet when releasing the hold, which will stun both the victim and the target until the start of their respective next turns. This is performed with the same competition roll as a grappling attempt against the target combatant. If successful, then the held victim is shoved into the target. This maneuver is not an action but rather counts as a reaction; thus, one must be available. However, this leaves the grappler with an action to use after creating the collision.
Adventurer Skills:

Combat Studies; requires One of Bludgeoning, Cleaving, Pole-arms or Slashing Styles; Judgment 3+
This skill allows one to study the techniques of an opponent. After two rounds of melee combat against the same opponent, the person will this skill can grant himself or herself at advantage for the third round of melee conflict. This cycle can be repeated against the same or different opponents so long as consistently attacking the same opponent.

Combat Analysis; requires Combat Studies; Judgment 5+
This is an enhancement of combat studies which allows the unique ability to potentially identify individuals by the idiosyncrasies of the fighting style used. With a single round of observation as an action, the analyzer can identify an individual at a distance of up to 150 feet by its stances, motion and strikes. This can be performed even if the entity is not known to the person studying, but that individual could be identified again later on another battlefield. This can be performed even if the fighter is masked, in disguise or under the effects of transmogrify; however, this cannot be used on a shape-shifted or polymorphed being. This ability to identify is also not automatic. It requires the analyzer to make a Perception feat check against a base of DC:10 minus the number of d20s used while studying the subject during the required action.
Combat

War Charioteering; Charioteering; Body 15+
Through this advanced skill, the driver (or riders with the skill) know how to use the momentum of the chariot to increase attacks by 1d20 to the primary hand die pool. Further, all those with the skill can use the chariot to grant them effectively half-cover from range attacks. Like with charioteering, the driving must use the off-hand to drive the chariot, but riders can employee two-handed weapons or use a shield. Further, assuming the rider has shield-use, then the best shield bonus to A.C. among the riders can be granted to all the other occupants of the chariot. Also, if riders choose to use a melee attack, it must be performed on the same initiative as the driver’s action and occurs at the end of the driver’s turn. The other special maneuver this skill offers is a trampling attack by the driver only. This is a special combat attack using a single d20 against the AC of the target or targets. Up to three medium-sized or small-sized targets can be chosen but they must all be adjacent and in the path of the chariot. The driver attempts to steer the teaming creatures and vehicle to run over the victims. The targets must have a normal movement rate slower or equal to the chariot or this maneuver cannot be used. The driver rolls a single d20, then adds his or her Judgment score to the roll. That single score is used to determine whether each of the targets are effectively trampled, and the chariot must move through those spaces. Damage is calculated as 2d3 plus the number of creatures pulling the chariot. This maneuver cannot be attempted again until three turns later.
Adventurer Skill:

Charioteering; No Skill Requirement; Body 12+
Driving a single-person chariot pulled by one creature can be performed without a skill, but there are several restrictions that this skill lifts. With this skill, one can drive larger chariots, using the creatures pulling the chariot at their best speed, as opposed to a 15-feet penalty without. Chariots can only travel on roads, grasslands, light forests, plains and dry tundra that have no inclines greater than 20°, and terrain penalties always apply; however, with this skill, and using 50-bits worth of equipment, which must be replaced after a week of travel, even desert and snow-covered tundra can be traversed with a 50% penalty rather than the typical 60% adjustment. Moreover, one can fight effectively from the chariot. Without this skill places the fighter at disadvantage, whether driving or merely riding. However, the driver is limited to the primary-hand die pool. Shields and two-handed weapons cannot be properly employed when driving, as as the off-hand is required to manage the chariot, but riders of the chariot can use such equipment. Lastly, riders do no gain their own initiatives when using melee combat but rather attack after the driver’s action; however, if using range or taking a non-combat action, then an individual initiative would be used.
New Combat Skill:

Style: Specialty; requires Melee Fighting or Ranged Fighting, Body 13+
This skill enhances the use of specialized weapons that do not follow the standard styles, such as the sai or the whip; however, it is specific to that weapon. If someone learns specialty in the sai, it would be required to acquire it again for the whip. To be perfectly clear, this cannot apply to improvised weapons, like bar stools, beer mugs, etc. Further, the requirement for this style is based on the weapon's uses with either melee fighting or ranged fighting. The benefits of this style is that it can be used as a substitute for a style requirement of another skill. For example, if taken for the sai, then this skill would permit the advancement to weapon forte or weapon lock. Acting as a substitute for a style requirement is not universal. If a skill has a single style requirement, such as blade mastery, this would not act as a substitute for that requirement without approval by the GM. Whenever, there is ambiguity for how this substitution applies, the GM will arbitrate for that condition. Lastly, this style skill does NOT guaranty an extra d20. Any benefits from having this style skill for a specific weapon will be listed in the weapon description should there be any benefit at all.
New Combat Skill:

Subdual Control; requires Melee Fighting, Agility 3+
This skill allows an attack in melee to potentially become non-lethal. It allows the fighter to choose which components of the attack to use, including the number of d20s involved in the attack. Thus, from 1 to the normal d20 attack dice can be selected; whether the Strength bonus is applied; and the weight of the weapon can be included or excluded in the attack. The player must declare this is an non-lethal strike before rolling the dice. If the total damage results in the opponent's Body to become zero or below, then the opponent is immediately stable and does not require death saves. However, note that if the strike was miscalculated and results in a score that would render death, then the opponent will die despite the attempt to deliver non-lethal damage. On the flipside, should the damage leave the opponent in the positive numbers, then combat continues as normal.
Prolongation; requires Divine Accord, Faith 4+
With this divine skill, a priest increases the duration of incantations which have durations of 8 hours or less. This includes incantation that require concentration, such as animate objects. For spells with a random duration based on dice, the dice remain status but the modifier adjusts by the percentage. For example, the deluge incantation lasts for d6+2 rounds, with a Faith score of 5 the duration becomes d6+4. Remember to always round to the lower number if fractions are involved. Also durations listed in minutes should be calculated to rounds for determining the prolongation. Times listed in hours should use minutes for the increase.

Faith ScorePercent
150%  
200%  
260%  
330%  
410%  
500%  
10  600%  
11  710%  
12  830% 

 

Edited By Dj the GM at February 24, 2022 05:53

Animate Monster; requires Raise Ghoul, Will 6+
By using this skill, the necromancer can choose to create one zombie monster when casting crown of the grave. However, the time of animation for a zombie monster is longer than a typical zombie, lasting three months rather than the standard one. This creature counts as one creature under the priest’s control.

Clone; requires Amiable Vampirism, Muse 7+
This skill allows an inert duplicate of a living creature to grow inside a specially prepared container. It is a safeguard against death. This clone forms inside the vessel used and grows to full size and maturity after 120 days. The necromancer can choose to have the clone be a younger version of the same creature by up to 10 years. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. Any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities at the time the close was originated. Obviously none of the original’s equipment would be obtained. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere. Material items to begin a cloning are a diamond and at least 1 cup (8oz) of the creature’s blood that is to be cloned, which is consumed during the clones maturity, and a vessel worth at least 5,000 bits with a sealable lid and is large enough to hold the creature being cloned filled with salt water.

Rebirth; requires Tether Soul, Faith 8+
The priest touches a creature that has been dead for less than 200 years and died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its attribute points. This ritual closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The process further replaces damaged or missing organs and limbs. Should the creature have become undead or currently is undead, this will restored to its non-undead form. The duration of the practice is ten minutes. It also requires five diamonds, which are destroyed in the ritual.
Alertness has been reduced to 100 karma cost and is now a starting skill.
Adventure and Fey Magickery Skills have had attribute requirements added

Green Stitching; requires Cantrip Control, Leatherworking, Agility 4+
With this fey skill, the lateral appendages of the darkleaf tree can be sewn together to create armors equal to leather or even studded leather armor. Such armor is often referred to as goluka armor. The return for using darkleaf plants over actual leather is the lack of maintenance for the armor and minor healing properties it offers.
Adjustment to Quickness:
A person trained in quickness is able to reduce the penalty of action delays by 2 on initiative, being armor penalty or weapon type. If the delay penalty is only 1, then the adjustment only becomes 0 rather than gaining a bonus. For all other combat circumstances when penalties do not apply, this grants a +1 bonus to the initiative roll. Lastly, movement penalties for picking up an item, unsheathing a weapon, and the like have the penalty reduced by 10 feet. Movement that is based on percentage, such as standing from prone, are reduced by 25%.
Vocational and Combat Skills have had attribute requirements added
Dodge; requires Melee Fighting and Agility 4 or Higher
This skill permits a reaction to avoid physical damage inflicted by melee. When struck in melee, the one dodging can reduce the score of one of the attacker's dice, so long as that die-score is not a natural 20; however, it must be the lowest score of an attack sequence. If more than a single attack was successful against the target from a “multiple attack” strike, the one dodging can choose which attack to attempt to dodge. Further, the dodger is permitted to know whether one die or multiple dice were used in an attack. Once selecting the attack (lowest die) to avoid, a reaction is used, and a d6 is rolled. The result of the sum of the d6 score and Agility bonus is subtracted from the lowest successfully-striking die of the selected attack. If that adjusted score is low enough to miss the target AC, then the point from the die is removed and also the Strength bonus is removed. Remember, the Strength is a one-time bonus for all attacks if it is a “multiple attack.” Furthermore, any special damage, such as heavy blow crit-damage, infusion of fire, poison, disease, or necrotic effect delivered as part of the success of the attack sequence is also negated. Finally, if that is the only die of the attack strike, then the entire attack acts as a miss and zero points are inflicted as damage. Otherwise, the attack was only reduced to a glancing blow that still inflicted some harm; the remaining die-hits count as one point of damage each in addition to any weapon-weight damage and magic applicable in the attack. Finally, no natural 20 can be reduced or removed, nor can any of its extra dice or exploded values be removed. However, unless all the hits are natural 20s, then the lowest die can still be reduced. Magical spells cannot be dodged. See the combat section for details on reactions.

Uncanny Dodge; requires Dodge / Agility 7 or higher
This works the same as dodge only two of the opponent’s dice, which are not natural 20s, can be reduced. Only one d6 is rolled (plus Agility bonus) and is applied to the two lowest successful attack dice. A “raw 6” automatically removes the opponent’s striking dice. As with its predecessor, this skill allows the dodger to select the attacks in the event of a “multiple attack,” selecting two dice from one attack or one die from two separate strikes.
Delay the Ready; requires Muse 3 or Higher
By having this skill, one can “hold the action” for 2 points of initiative. This will not be announced until the initial the character's turn comes up, then it will be delayed appropriately. In other words, if the character has a 7 for initiative that round, then he or she may chose to delay the action until the last of all those with a 5 have taken their turns; however, during any time between, the character may interrupt to take his or her turn. If the delay drops below 1, then the action can be held until the last action of the round. If two people both delay until the “last of” an initiative number, they will execute in the order of the original initiative as a tie-breaker.

Delay the Timing; requires Delay the Ready / Muse 5 or Higher
This skill is virtually identical to its predecessor, except one can “hold the action” for 5 points of initiative.
Conjure Minor Chaos; requires Summon Pests or Summon Vines
There is an important material resource needed to use this skill; it is a vial of blood from a humanish or atavistoid which has been killed in within the last day. With this magic, two moon demons appear. These will disappear when dropped to 0 Body points or after five minutes (30 rounds of combat). The demons are hostile to all creatures. A demon attacks the nearest non-demons to the best of its ability. When conjuring the demons, the summoner swirls the blood in a circle, roughly a 10-ft radius; the demons appear outside that circle but within 40 feet of the summoner. The summoned demons cannot cross the circle or target anyone in it. It requires a long rest to perform this ability again.
New skills in the Fey Magickery section:

Summon Pests; requires Cantrip Control
This skill teaches the methods of fey summoning to swarm of gnats, fleas, mites, bees, flying ants or similar insects. The group of vermin will appear on one creature seen within 30 feet. The target must succeed on a Resilience preservation save (DC:9) or suffer 2 points of poison damage; however, the poison restriction is not part of the attack. Once the single attack is over, the pests fade from existences. When performing this once, it requires a short rest to perform again. This is one of the gateway skills for all fey summoning powers.

Summon Vines; requires Cantrip Control
This skill works as a reaction to a successful melee attack against an opponent. Once hitting the enemy is such a way, then the attacker may use a reaction to summon a writhing mass of thorny vines that appear at the point of impact. The victim must make a Strength preservation save (DC:10) or suffer the restrained restriction. Large-sized creatures or bigger save at advantage. While restrained at the start of each turn, the victim is permitted a free and immediate attempt to break free by rolling another Strength save with the DC being 2 points lower each turn. Once the DC reaches 0, the victim is free even if having failed all previous attempts. A short rest is required to perform again. This is one of the gateway skills for all fey summoning powers.

Hail Steed; requires Summon Pests or Summon Vines
This fey magic summons a spirit that assumes the form of an intelligent, strong, and loyal steed. Appearing in an unoccupied space within 30 feet, the steed takes on a form that you choose: a horse, a pony, a camel, an elk, or a lizard steed. (The GM might can other animals to be summoned as steeds.) The steed has the statistics of the chosen form. Additionally, if your steed has a Mind of 1 or less, its Mind becomes 2, and it gains the ability to understand one language of your choice that you speak. The steed serves a mount and can be used with any existing skills designed for that type of mount. If the steed drops to 0 Body points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. Otherwise, the spirit steed will persist for eight hours. The steed can only be summoned once until taking a long rest.

Summon Small Beast; requires Summon Pests or Summon Vines
Through this fey magic skill, the summoner calls forth a bestial spirit. It manifests in an unoccupied space that can be seen by the summoner within 60 feet. The spirit will adapt to fit either air, land, or water, as desired by the summoner. The creature resembles an animal-like being native to the chosen environment. Its stats will be presented by the GM from the Bestiary. The creature disappears when it drops to 0 Body points or after thirty minutes. The creature is an ally to the summoner and companions. In combat, the creature shares the summoner's initiative count, but it takes its turn immediately after the summoner. It obeys verbal commands. Speaking on turn is a free action. If no command is issued, the beast takes the defensive action and uses its move to avoid danger. After the beast reverts to spirit form, another cannot be summoned until after a short rest.

Team of Pixies; requires Summon Pests or Summon Vines
This summons a team of six pixies who work together to perform simple tasks at command for up to one hour. The pixies spring into existence in an unoccupied space on within 60 feet. They cannot attack but can be killed. The summoner can dismiss them at will with no action or reaction required. On each turn of the summoner, a verbal command can be given whereby the team of pixies can move up to 40 feet and interact with an object. The pixies can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once given the command, the pixies performs the task to the best of their ability until they complete the task, then they wait for the next command. Should the pixies and summoner be separated by more than 60 feet, then the pixies wink out of existence. Once performing this, it requires a short rest to perform again.
Beckon Shadows; requires Crown of the Grave Incantation
This skill allows a special summoning of 2 to 4 (d3+1) undead shadows to come forth under the mental command of the priest. After being summoned, starting on the priest's following turn, the existing shadows will take actions as the priest chooses. The shadows exist for two minutes (12 rounds). If a shadow is destroyed before that time, it will cease to exist. This ability can be used once, after which a long rest is required to summon the shadows again.

Tether Soul; requires Faith 7 or Higher / Return to Life Ritual
This special ability is rarely used in combat but likely upon a captured prisoner. It requires the victim's blood or a graven image of the victim. Obviously, blood is a more likely component. Additionally, one ruby is required. More previous gems could be used, but since the gem will be destroyed at the end, a more expensive one probably will not be selected. The ritual is performed under five minutes, mainly involving the gem touching the victim's chest. At the end of the ceremony, part of the victim's soul is trapped in the ruby for the following eight hours. During this time, the gem has the same number of Spirit points and the victim, and that score is linked so whatever happens to one happens to the other.
  During the state of having only part of a soul, some unique “benefits” are granted to the victim. Neither food nor air is needed either. Poison and disease are ineffective on the target too. Further, the victim cannot be affected by “sleep” magic. However, the victim will detect as undead if inspected. Mind-effecting magic and other general resistances that undead share are not part of the effect.
   The possessor of the gem can perform a usage as an action. After exploiting the stone for the fifth time, the victim's soul is released, and the gem is destroyed, even if that occurs prior to the eight hour duration. If usages remain at the end of eight hours, the soul is also released and the gem destroyed. While the ruby holds the soul, the possessor can perform the following:
  Steal: The possessor can steal Spirit points from the gem, which in turn affects the recipient. The amount stolen is based on a d6, which restores the gem-possessor's Body score by a like amount. If the energy theft depletes the stone of Spirit, the possessor receives the remaining positive amount in the gem, but the ruby crumbles and the soul is released. Of course, the victim would be in a catatonic state until recovering.
  Question: The possessor may ask the soul a question and receive a brief telepathic answer, which can be understood regardless of the language used. The soul knows only what it knows from its own life, but the answer will be truthful to the best of its ability. A single sentence will be the response.
  Borrow: The possessor may borrow any skill, axiom or incantation from the victim's abilities. This must be used in the next three actions or it is lost. The skill does not require the possessor have the prerequisites to use it, but if it boosts a combat skill by adding a d20, that only adds to the possessor's current skill and must be in the proper style. Thus, if taking slashing but the possessor does not have melee fighting, the the attacker still only has 1d20 for an attack with a sword and is considered untrained with anything else. If using an axiom, the cost comes from the possessor's Mind score; however, if it is an incantation, the cost is taken from the ruby. If there is not enough Spirit remaining in the stone, then the invocation does not manifest, but the attempt counts as a usage. Also, if the incantation takes the exact amount to drain all Spirit points, then the ruby crumbles and the soul is released.


Edited By Dj the GM at November 14, 2021 07:45

Energy Drain; requires Sap
With this skill, the priest can add a “life-drain” onto any melee attack that physically strikes an opponent. When successfully hitting the opponent, the “life-drain” inflicts damage at the top of the Body reducing the opponent's max value. If the victim’s current Body points are lower than the drained max value, then no “current” damage is inflicted; otherwise, the “current” value is lowered to match the new max value. The victim’s max score recovers at a normal rate according to short and long rest rules; however, no healing magics can raise the max value unless the spell or effect explicitly states so. When a priest with vampirism activates this power, it will last for three consecutive attacks or until a successful strike occurs. Once either happens, the vampirism draining cannot be performed again until after a short rest.

Feratu Command; requires Crown of the Grave Incantation
With this skill, when creating undead under one's command, such as with the crown of the grave incantation, the number of controllable undead is doubled.

Raise Ghoull requires Crown of the Grave Incantation
When using the crown of the grave incantation, this divine skill allows one of the creatures to be a ghoul. This can be used with every casting.

Vampiric Gaze; requires Energy Drain
With this skill a special attack action can be taken by the priest. A sinuous beam of inky darkness emits from the priest's eyes to strike an opponent within 60 feet and within line of sight. It will inflict 2d4 necrotic damage to the target; however, the victim is permitted an Agility save (DC:15) to suffer only half damage. If the save fails, not only does the target suffer full damage, but the vampiric transference of health returns to the priest who will regain half (round-down) of the points inflicted. It is not possible to exceed one's max Body score via this vampiric restoration. Finally, this power can only be used once every two minutes (12 rounds).

Edited By Dj the GM at November 14, 2021 05:46

Amiable Vampirism; requires Laying On Hands
With this skill, a priest can sacrifice some of his or her Body points to transfer as healing to another while touching. The amount sacrificed is based on 2d4, which cannot be reduced by any means. However many points the priest loses as a result are transferred to the recipient. If the amount of points received exceed the maximum, then only max Body are achieved. Should the result take the priest to zero or below, the normal restrictions for near death, including death saves, occur.

Sap; Desecrated Glow Incantation
Priests who have been granted the incantation desecrated glow as part of the spells from his or her deity have the opportunity to learn this additional necrotic skill, which empowers the cleric with a special touch attack. The touch is not always active and must be chosen as an action to use. However, on a successful touch attack, the victim will immediately suffer from the Nauseated restriction until the end of the priest's next turn. When attempted, successful or not, this special attack cannot be tried again for another 2d4 rounds.

Unlife Likeness; requires Crown of the Grave Incantation
For priests who have the crown of the grave incantation as part of their repertoire, they can gain this additional skill which allows the casting of the spell to have a different outcome. Rather than creating skeletons or zombies, a single undead creature of small or tiny size can be animated from either animal or fey origins. Obviously the corpse of the creature must be present. While this seems like a bad trade, it allows the creation of an undead slave with methods of movement of its former self in life. Such as an undead bird could fly, a zombie-worm could burrow and an undead fish could swim. This allows such an undead slave to perform certain simple tasks that traditional skeletons cannot perform. No special communication or link exists, as this new creation effectively acts as a zombie but with fewer Body points. Tiny undead have only 3 Body points while small ones have 6 points. Its AC and any attacks that the creature might have had in life would be used in the calculations as an undead being. However, no more than 2d20 can be used as an attack, and the highest AC possible is 15. These limitations exist even if its living form has better stats. This alternate creation counts towards the total of undead capable of being controlled simultaneously, and like their counterparts, these undead also only remain intact for one month.
Hexation; requires Faith 5 or Higher
This skill is such that one learns how to place curses upon a target; it is part of church secrets, but being a priest is not required to learn this skill. The curser can attempt to inflict the following curses: ageusia, bio-nonspecto, gauchiste, gluttony, malglossima, mock feratu, portclaudo, and thunderous step. When targeting a victim, the skilled person selects the curse, then adds his or her total Faith score to the base DC. These values can be found in the Curses section. The victim must roll a save against the appropriate and adjusted DC; if failing, the target is cursed. Only one victim at a time can be cursed. If unsuccessfully delivering a curse, the person attempting the hex must recover with a short rest before attempting on another target. Curses can be lifted by the will of the one invoking it. Such action should be within the ethics of the church served and failing to follow such dogma may result in church political intervention or even otherworldly discipline if the breaches are extreme.

Lifesong Whisper; requires Prescience
Requiring one minute of concentration, the priest imagines a familiar creature, one that is known by name or can be described in detail. For the following hour, the priest is able to sense the direction of the creature, so long as it is within a five-mile radius. If the creature is moving, then the direction of movement is known to the priest. However, this power can also locate a generally known type of creature; however, the range is not as far. This method will locate the nearest “goblin” or “unicorn” as long as one exists within one mile and the priest has personally seen the type of creature before. If the target is ethereal, in gaseous form, polymorphed or in any way not in the form expected or described, then it cannot be located. After performing this once, a short rest is required before another location can be performed.

Spiritual Descrying; requires Faith 7 or Higher / Clairvoyant
This ritual requires incense and oils costing 500 bits for each performance. The process to prepare and enter the trace requires an hour of time. During the trace state, the priest names or describes a person, place, or object. The guiding spirits involved with the trance whisper a brief summary of significant lore concerning the thing named. This information might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing named isn't of sufficient importance to the ethereal guides, then no information is gained. The more information already known will correspond to the information received. The greater the knowledge about the object, the more precise and detailed the answers will be. This ritual will sicken the priest from the experience, as if being stricken by Timber Shivers, although this illness is not contagious. It will require 1d10 days of bed rest to properly recover. Moreover, this ritual cannot be performed again until a month (28 days) passes.

Spirit Journey; requires Faith 6 or Higher / Lifesong Harmony
Through this divine method, the priest enters a deep trance where over the following hour, he or she connects with spirits and heralds of the faith. A requirement for the spirit journey is that the priest be fully healthy: maximum health, under no curses, diseases, poison or other negative effect. During this experience, the priest is permitted to ask two questions intended to be answered by “yes” or “no.” The GM will select the answer truthfully from the perspective of a deific power of the one's religion. However, the answer may return with a one-word reply, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” “unclear” or even a short phrase if appropriate. After the second question is answered, the priest may roll a Faith check (DC:20) to gain a bonus question. After the third, the same check is made to ask another, and so on until the check is failed or the priest chooses to stop. For each question that is asked, the priest will suffer one point of Body damage. After the spirit journey is complete, it requires one week before another one can be successfully entered.

Path Prophecy; requires Faith 8 or Higher / Prescience
With ten minutes of preparation and the consumption of three vials of holy water, the priest gains the higher consciousness to sense the shortest, most direct physical route to a specific fixed location. The target must be declared in the preparation, must also be on the same plane of existence, and must be reasonably known by the priest. The target site does not have to have been visited by the priest before but should be a specific site. Thus, “the nearest goblin lair” would not be a valid selection, but “the place where the monster that just attacked normally sleeps” has a reasonably good chance of working -- assuming the monster sleeps and has a routine place to do so. GMs must use best judgment for some interpretations. However, this is a skill that communes with nature, feys and spirits to provide the guidance; thus, the powers involved would grant not be hung up on semantics. Further, locations that are mobile, such as an airship, cannot be targeted. Persons cannot be targeted; however, if the priest has confirmed knowledge a person is being held prisoner in an enemy castle, then the castle could be the target, even if the prisoner is later moved from that position. When successful locking on to a target, the priest knows how far it is and in what direction it lies. While traveling there, whenever presented with a choice of paths along the way, the priest automatically feels which path is the shortest and most direct route to the destination; however, safety along said root is not a part of the determination. This additional sensation to know the target lasts for 24 hours from the start of the preparation. Once the location is found or the time expires, this special state of consciousness cannot be reclaimed for an entire week. If the priest serves a deity whose domain involves hunting, tracking, or something of similar nature, then only five days is required to wait before using the power again.
Aura Linking; requires Prescience
This skill can be used upon either friend or foe. The priest reaches into the unshielded mind of any creature seen within 60 feet. Any protection of the mind, from psychic shield to dark mind, no matter how minor will prevent this connection. Further, the victim can resist if chosing to attempt a Will save against DC:15. If the priest successfully connects, then the cleric will always know the target's location for the following hour, assuming the two are on the same plane of existence. While the priest has this connection, the target cannot become hidden from the priest unless an effect to hide the target's mind is used or entering an area of forbiddance. Even if the target becomes invisible, it gains no benefit from that condition against the priest. No more than one creature can be linked at a time. The effect can be terminated early at the discretion of the priest. However, after using this power three times, then a long rest is required to use it again.

Clairvoyant; requires Divine Accord and Faith 4 or Higher
This ability is a minor version of scrying. It can only be used to view a location very familiar to the priest or in an obvious location which might be unfamiliar, such as behind a door or around a corner that is within 100 feet. It is also possible to view locations that have been visit only once before; however, such less-familiar areas must be within two miles to see. The first connection is automatic; however, it requires concentration, meaning no spell-casting or reactions can be used while maintaining the scry. For each following round, the priest must make a successful Perception check or lose the connection. The DC for very familiar is only DC:6, while others are DC:13. This skill can be used repeatedly; however, a short “down time” must transpire, which is equal to one minute for each connected round of viewing. Thus, if the priest divinely spies on an area of five rounds, then five minutes must pass before another clairvoyant activity may be attempted again.
Divine Translation; requires Divine Accord
For priests not granted the discern language incantation, this is an alternative. It could be granted to those with the spell, but selecting it for such priests would be a rare choice. This skill only works on written language, and the priest must remain in the presence of the scroll, book, carving or whatnot. The effort is not strenuous and can occur during a short rest; however, the priest must be conscious during the translation. For each minute in the presence of the non-magical foreign writing, one word (in order from the beginning to end) becomes known. Up to 12 hours of translation (720 words) can be performed before requiring a long rest. After sleeping, the priest can pick up from where the last learned word left off.


Feel Poison; requires Divine Accord
This divinely granted skill endows the priest with a spiritual sensitivity to the presence of poison. Acting like a passive sensation, whenever a poison, whether bottled, on a weapon or in the fangs of a venomous creature, comes within 30 feet of the priest, a secret Perception roll (DC:10) is permitted to be aware of it. This will not give the location of the poison, however, but the priest will be aware of its existence. The priest will experience a mild sensation of nausea, not strong enough for penalties to incur. If other poisons are routinely around, such as carried by a party member, then this will cause the Perception roll to be made at disadvantage. However, if a second or third poison is introduced shortly after the presence of the first poison detection, then the chance of becoming aware of those is rolled normally.

Prescience requires Divine Accord and Faith 4 or Higher
This divine ability is a mild form of prediction. It can only be used once before requiring a short rest to perform again; however, it can be used in a few different ways. First, it could select a book out of a stack or even the whole library that has the specific knowledge the priest wants to read. Of course, such a book must exist. Similarly, if knowing the information is in a book, he or she could open the book to the precise page. If there were a pile of keys spread out on the floor, the priest could use this to select the one to open a necessary door, so long as the priest is familiar with the door or the exact key. This could even be used to pick the correct fork in the path to reach a desired target. Again, the end target must be specific and well understood by the priest. While the results of this skill is not a guaranty, the odds are strongly in the priest's favor, requiring a Muse check against a DC:6 value. Further, it would be rare to use this method in combat, but if it were, it would require an action. However, there is a final option that can be used and only in combat. The priest can use prescience to roll a d6 at the start of a round which will be added to his next initiative score. This requires no action, but it must be declared at the start of a new round. In addition to an earlier initiative score, the prescience for that round allows the priest to predict and expect many things. This is translated to both an earlier action but also grants the priest a special option to hold his or her action until the proper moment, something outside the normal options in combat.

Trionfi; requires Divine Accord and Ceremony
This skill allows the priest to use a special deck of cards to foresee the future omens. This reading reveals the results of a specific course of action that is planned to be taken within the near future. The process is slow, requiring between five to ten minutes, but it can make predictions up to three hours into the future, indicating the fortuitous or the inauspicious odds. Much of the result is determined by the GM, who must determine the answer using honest judgment. Results will be “good fortune,” “bad fortune,” “a mixture of fortunes,” or “irrelevant.” But additionally, a short phrase, cryptic rhyme or other clue (such as “but it will be worse for the horses” or “beware the bubbling waters”) can be given by the GM as well. This action cannot be performed again until a short rest has been taken -- but even then, if the action prophesied has not yet been taken, future readings will fail. This skill grows stronger as the Muse score increases. Starting at a score of 4, the future can be portended out to six hours. For each point beyond this, an additional 6 hours can be forecast. Thus, if having a Muse score of 9, the trionfi reading can betoken specific events 36 hours in the future. However, if reading beyond six hours, then a long rest (and the event occurring) must happen before reading the future again.
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

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.
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.
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.
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.
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.
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

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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