Skills and Enhancements
Figuring Levels
A character's level is determined by the total number of ability points (AP) he has gained throughout his adventuring career. For every 50 AP the character earns, he gains one level, with level 1 starting at 50 AP. This means that in order to figure out someone's level, simply divide their total AP by 50 and round down.
Characters also have levels in disciplines and skills, which are separate from their overall character level.
Ability Points
After battles or other challenging situations that the players have overcome, the DM will award Ability Points. These are similar to most games' Experience Points, except that you use them to "buy" skills and enhancements. Normally, about 5 points will be given per encounter, but boss battles or extremely difficult situations may go considerably higher. When fighting weaker enemies, fewer points will be awarded (or sometimes none, if the DM feels the encounter was too easy). Using this method, a character will generally level up after about ten average encounters. An average encounter is loosely defined as one which the party is most likely to win, but will probably lose a significant portion of their HP or other resources in order to succeed (30-50%). Characters may also gain AP through roleplaying awards or story/goal awards as determined by their DM. Use the table below to gauge approximately how much AP an encounter is worth.
For a higher powered game, the DM can simply raise the AP gained per encounter, possibly as high as double. Similarly, a low-powered game can be achieved by reducing the AP award to only 2 or 3 per average encounter. Giving out only a few AP for a rather difficult encounter may lead to dissatisfied players, and giving out too much might make it hard on the DM, so unless you're all sure what you want, try to stick with the norm.
AP Awards | ||
---|---|---|
AP | Difficulty | Description |
0 | Negligible | The challenge poses no significant threat to the party, and the party is likely to take little or no damage and suffer no long-term losses. |
1-3 | Easy | The party may take a few minor hits, and may suffer some small setbacks. |
4-6 | Challenging | The party is likely to take some damage, and will probably be pushed close to unconsciousness. |
7-8 | Hard | The encounter poses a significant threat or challenge, and will drain party time or resources greatly. The party should still be able to succeed with no real likelihood of death assuming they use their abilities well. |
9-10 | Very Hard | The party has a significant chance of losing at least one member, and will probably be unable to continue adventuring after the encounter without at least a short rest. |
11-12 | Overwhelming | The party will almost definitely lose at least one member and be forced to rest afterwards. |
13-14 | Devastating | The party faces a significant chance of being completely destroyed. Surviving members will be unable to continue without extended rest. |
15 | Deadly | The entire party will most likely be killed. |
For parties of varied levels, where any two members are at least two levels apart, decide on the AP award normally, and award this amount to those party members who are of the average level. For each level a character is above the average, decrease the award that member receives by 1, and for each level below the average, increase it by 1.
Remember, just because the party managed to make it through a fight without anyone dying doesn't mean the encounter can't possibly be worth more than 10 AP. If the party makes it through with clever tactics, quick thinking, and good teamwork, then they probably deserve the full 12 or 13 points. Similarly, just because the party has a particularly difficult time with what should have been an easy encounter doesn't mean you should award more. If they failed to use their advantages, or didn't work together, and made the encounter harder on themselves, don't give any extra reward. If they only did poorly because of sheer bad luck, then go ahead and raise the award, since at this point the encounter itself was actually more difficult than intended.
Attributes
All characters begin with certain levels in the six attributes, based on what method you are using to create your characters. You may also increase your attributes later on by spending 30 AP for each point gained. However, no matter how high your character level is in relation to your attributes, you may not gain a level in any attribute if you already gained one any time while you were at your current character level or the previous one, regardless of which attribute you increase each time. The first level at which you can improve an attribute is 3.
The average attribute for a normal human is 0 in every category. Every level of an attribute, higher or lower, has a specific effect, as detailed below. There is no upper limit to your attributes, but if any of them reaches -5, you are unconscious, immobile, helpless, or dead, based on the attribute.
Strength: A measure of how strong your character is. Higher Strength allows you to deal more damage with strength-based weapons, score damaging blows more often, and carry more equipment. A strength score of -5 means you are on the ground, helpless.
Every level in Strength increases your carrying capacity and gives a +1 to hit and to critical damage with certain weapons. The bonuses apply to weapons in the following categories: Axes; Gauntlets and Claws; Hammers, Flail, and Picks; Heavy Swords; Javelins; Light Swords; Maces and Clubs; Polearms; and Tools. An unarmed strike uses either Strength or Dexterity, whichever is better.
Dexterity: A measurement of your character's speed, agility, and accuracy. Higher Dexterity primarily affects your skill in ranged combat and your ability to react quickly in dangerous situations. A Dexterity score of -5 means you are paralyzed.
Each point of Dexterity gives a +1 to hit and to critical damage with certain weapons, and a +1 to your Celerity defense. The bonuses appliy to weapons in the following categories: Disks and Boomerangs; Bows; Chains and Ropes; Crossbows; Daggers; and Staffs. An unarmed strike uses either Strength or Dexterity, whichever is better.
Constitution: Constitution represents your character's overall health and fitness. Greater Constitution grants additional hit points and faster healing rates. A Constitution score of -5 means you are dead.
Each level gives a +1 bonus to your Vigor defense, +1 HP, and +1 to your maximum number of short rests per day.
Intelligence: An overall measurement of your character's magical prowess, knowledge, and capacity for learning. A higher Intelligence score means you have more magic at your disposal, and your spells are more effective. An Intelligence of -5 means you are unconscious.
Every level of Intelligence grants a +1 bonus to spell attack rolls and critical damage/healing, and a +1 to your maximum level in each discipline.
Wisdom: Your character's Wisdom represents his ability to think clearly, as well as his common sense and intuition. A greater Wisdom score increases your character's perception and reaction time in combat. A Wisdom score of -5 means you are unconscious.
Each level of Wisdom grants a +1 bonus to your Spirit defense, a -1 bonus to your initiative roll at the start of combat, and a -1 bonus to the standard casting time of spells. If your Wisdom score would lower your initiative beyond 1d6+1, then it progresses as follows: 1d6+1, 1d4+1, 1d3+1, 1d3, 1d2, 1. Your initiative cannot be lowered below 1.
Persona: Persona measures your character's overall charisma, force of will, and determination. Greater Persona improves your communication skills and your resistance to wounds. A Persona of -5 means you are unconscious.
Each level of Persona grants a +1 bonus to your Threshold of Pain, and a +1 bonus to your fatigue recovery rate during a short rest.
Attribute Checks
Some situations require making an attribute check, which is a direct measurement of your strength in one of your primary attributes. An attribute check is made by rolling 1d12 + 1d6 and adding your attribute score. A natural 17 or 18 is not an automatic success, but if it does succeed, then it is a critical success. The effects of a critical success are dependent on the situation, and decided by the DM. Likewise, a failure on a natural 2 or 3 is a critical failure.
Enhancements
Enhancements, unlike the skills detailed below, tend to apply to the character as a whole. Most skills can only be used in certain situations, whereas enhancements are always active. Although most enhancements are fairly basic, do not underestimate their usefulness. Purchasing a few levels of accuracy or defense can be extremely helpful, and obviously gaining hit points and attributes will help as well.
The table below lists the cost of each enhancement.
Table: AP Cost of Enhancements | |
---|---|
Enhancement | AP cost |
Increase max HP by 1 | ½Base HP gained (minus Constitution)1 |
Increase Fatigue Recovery by 1 | 9 |
Improve any attribute by 1 | 26 |
Increase Power by 1 | 20+5×Base Power gained2 |
Improve Accuracy by 1 | 16+2×Base Accuracy gained2 |
Improve highest of Fortitude, Agility, and Willpower by 1 | 10+2×Base modifier gained3 |
Improve either of the weaker two of Fortitude, Agility, and Willpower by 1 | 5+Base modifier gained3 |
Improve Threshold of Pain by 1 | 5×Base Threshold of Pain gained-104 |
Gain an affinity5 | 10 |
Gain proficiency with a weapon or armor | varies by item |
Learn a new spell | varies by spell6 |
Permanently increase one spell's range category from Personal to Touch | 6 |
Permanently increase one spell's range category from Touch to Close | 10 |
Permanently increase one spell's range category from Close to Short | 8 |
Permanently increase one spell's range category from Short to Mid | 14 |
Permanently increase one spell's range category from Mid to Long | 18 |
Permanently increase one spell's range category from Long to Distant | 25 |
Permanently increase one spell's range category from Distant to Remote | 30 |
Permanently increase one spell's range category from Remote to Planar | 50 |
Permanently increase one spell's range category from Planar to Inter-Planar | 80 |
Permanently charge one spell's duration by one step | 8 |
|
Skills
Skills describe special actions that your character can accomplish. Each skill has multiple levels that can be purchased with AP, and each level allows the character to accomplish something new or to improve upon the abilities gained from the previous level. All skill levels must be purchased in order (meaning in order to get the third level, you must already have the first and second), and the listed costs are for the level to be gained, not the cumulative cost to gain all levels up to that point. The skills are laid out in the following format:
Skill Title (Prerequisites for level 1)
[Skill descriptors]
Description of the skill.
- [cost for level 1] Skill level 1 description
- [cost for level 2] Skill level 2 description
- [cost for level 3] Skill level 3 description
- [cost for level 4] (Prerequisite: requirements before learning skill) Skill level 4 description
Note: special circumstances and things to consider for a given skill, or special rules that apply to the skill.
Under normal circumstances, skills may not exceed the maximum levels presented here. However, the DM may provide methods to gain an additional level (or levels) if he so chooses, but the specifics of such a level will be up to him.
If a skill level has listed prerequisites, then these must be met prior to obtaining that level.
Skill Prerequisites
Most skills require that certain conditions be met prior to obtaining some or all of the levels. A skill that lists Dexterity 3 as a prerequisite requires that your character's Dexterity be 3 or higher. Prerequisites can include attribute levels, discipline levels, total number of spells known, or other skills at certain levels, and some skills also have special requirements as stated in the level description.
Many skills require that your total bonus to a discipline meet a certain number, rather than just the levels in the discipline. These skills specify a discipline and attribute, along with a particular bonus that must be met. This is in the form of Discipline (Att) +Bonus. For example, Improved Flanking 1 has a prerequisite of Acrobatics (Dex) +4, which means your total bonus to Dexterity-based Acrobatics checks must be at least equal to +4.
Skill Descriptors
Some skills have descriptors that specify certain conditions that must be met before use, or other limitations on the skill. Other descriptors just classify skills into groups. The descriptors are listed below.
Agile Combat: This skill requires speed and agility in combat. Certain races pay more or fewer AP to learn these skills.
Archery: This skill applies to the use of bows. Certain races pay more or fewer AP to learn these skills.
Heavy Combat: This skill represents ability with heavy armor, weapons, or hard-hitting attack styles. Certain races pay more or fewer AP to learn these skills.
Mental Discipline: This skill requires focus and diligence. Certain races pay more or fewer AP to learn these skills.
Mounted: This skill applies to horseback or other mounted combat. Certain races pay more or fewer AP to learn these skills.
Passive: This skill grants a benefit that comes into effect either continually or automatically in certain situations, and does not need to be used specifically.
Precise: You cannot use a precise skill when blinded.
Ranged: This skill can only be used with ranged weapons.
Reactive: You can only use these skills as a reaction to a specific event. You cannot use a reactive skill when blinded, immobile, or unsteady.
Combat Skills
Ambidexterity (Dexterity 2)
[Agile Combat, Passive]
Either from birth or through extensive training, you are able to use both hands equally well.
- [24] (Prerequisite: Dexterity 2) Penalty for using a light weapon in your off hand eliminated, penalty for using a one-handed weapon reduced to -1 to hit and damage.
- [28] (Prerequisite: Dexterity 3) Penalty for using any weapon in your off hand eliminated.
Note: In addition to these effects, you are able to write or perform other tasks that require manual dexterity equally well with both hands.
Armor Specialization (Proficiency with the chosen armor)
[Passive]
You are especially skilled at using a specific type of armor.
- [31] (Prerequisite: Proficiency with the chosen armor) Armor bonus to Defense is increased by 1 and armor check penalty is reduced by 1 for the chosen armor type.
Note: This skill may be gained multiple times, each time applying to a different type of armor with which the character is proficient.
Armor types in this case refer to studded leather, chainmail, full plate, etc., rather than light or heavy.
Artery Slice (Accuracy 2)
[Agile Combat, Precise]
You are trained to strike particularly vulnerable areas on your opponent to cause continuing wounds.
- [24] (Prerequisite: Accuracy 2) On a successful attack, you may expend 4 fatigue to make a followup Vigor attack at the same bonus to cause bleeding for 1d4 damage. If you miss, nothing happens, and your fatigue is still spent. You may also use this ability for no fatigue if you get a critical hit and are using a weapon with the Bloody Crit property.
- [26] Fatigue cost reduced to 3, damage increased to 1d6.
- [20] (Prerequisite: Accuracy 3) Damage increased to 1d8.
- [30] (Prerequisite: Accuracy 4) Fatigue cost reduced to 2, damage increased to 1d10.
Note: The damage from the bleeding is halved when using a bludgeoning attack.
Backstab (Acrobatics (Dex) +2)
[Passive, Precise]
This allows you to deal extra damage with a backstab (or other surprise attack).
- [18] (Prerequisite: Acrobatics (Dex) +2) When using a melee weapon or ranged weapon within point blank range (usually 30 feet), you are able to deal double damage against an opponent. The attack must be a rear or surprise attack or target the opponent's Passive defense.
- [23] (Prerequisite: Acrobatics (Dex) +5) ×3 backstab damage, and always causes an Impairment.
- [28] (Prerequisite: Acrobatics (Dex) +8) ×4 backstab damage, impairment.
- [38] (Prerequisite: Acrobatics (Dex) +12) ×5 backstab damage, and you cause two impairments.
Note: You must be able to reach a significant target area on the creature, and it must be susceptible to sneak attacks. A human attempting to backstab a giant in the heel will have little effect.
Brace for Impact
[Heavy Combat, Reactive]
When unable to completely avoid an attack, you are able to instead brace yourself and lessen the effect of the blow.
- [12] When you are hit by an attack, you may spend 4 fatigue to attempt to brace yourself. Make an Athletics (Con) check. For each point by which your check result exceeds the attacker's total attack roll, reduce the damage taken by 1.
- [13] Fatigue cost reduced to 3, and you gain a +2 bonus to your check.
- [8] You gain a +5 bonus to your check.
- [21] Fatigue cost reduced to 2, and you gain a +8 bonus to your check.
Cheap Shot (Acrobatics (Dex) +6)
[Archery, Passive, Precise, Ranged]
You can take advantage of a distracted opponent in combat to attack them more easily with a ranged weapon.
- [14] (Prerequisite: Acrobatics (Dex) +6) When attacking a flanked opponent with a range weapon, you gain the +2 flanking bonus to hit. If an opponent is maintaining a facing, then you may attack his flank or rear, gaining a +2 or +4 to hit, respectively, just as if you were in melee combat.
Cleave (Strength 0)
[Heavy Combat]
You can strike down a foe and continue your momentum, hitting another opponent within reach.
- [16] (Prerequisite: Strength 0) Once per turn, if a melee strike brings an opponent to 0 or fewer HP, you may take 3 fatigue to gain a free attack against any other creature in your front area.
- [8] You may use this ability to attack any creature in your front or flank areas at the cost of 2 fatigue.
- [26] (Prerequisite: Strength 1) You may attack any creature within melee range for 1 fatigue. You may cleave through up to two opponents each turn.
- [34] (Prerequisite: Strength 3) You may attack any creature within melee range after a 5-foot step. You may cleave through up to three opponents each turn, but may not take more than one 5-foot step. The first extra attack is free; the others cause 1 fatigue each.
Note: The extra attacks do not affect initiative. You may not move between any of the attacks until you reach level 4, at which point you may move up to 5 feet. This movement delays your initiative by 1.
Close Combat (Acrobatics (Dex) +5)
[Agile Combat, Precise]
When engaging a foe in close combat, you press your advantage, keeping your foe too close for them to respond effectively.
- [25] (Prerequisite: Acrobatics (Dex) +5) Whenever you attack with a weapon that has the close property, you may choose to close with your opponent after the attack. Provided that neither you nor your opponent moves out of melee range of the other, all subsequent attacks against that target gain a +1 bonus to hit, and you gain a +1 bonus to Defense against that opponent's attacks. You can only close with one opponent at a time.
- [28] (Prerequisite: Acrobatics (Dex) +8) Your bonuses increase to +2 to hit and Defense.
- [32] (Prerequisite: Acrobatics (Dex) +12) Your bonuses increase to +3 to hit and Defense.
- [40] (Prerequisite: Acrobatics (Dex) +18) Your bonuses increase to +4 to hit and Defense.
Combat Awareness (Acrobatics (Dex) +6, Perception (Wis) +8)
[Passive]
You are more aware of your opponents in combat, and less susceptible to being flanked.
- [18] (Prerequisite: Acrobatics (Dex) +6, Perception (Wis) +8) You have a +1 competence bonus to your Defense against attacks at your flank.
- [22] (Prerequisite: Acrobatics (Dex) +10, Perception (Wis) +12) You have a +1 competence bonus to Defense against both flanking and rear attacks.
- [43] (Prerequisite: Acrobatics (Dex) +14, Perception (Wis) +16) You have a +2 competence bonus to Defense against both flanking and rear attacks.
Note: These bonuses only apply to your Primary defense, not Passive.
Counterattack (Acrobatics (Dex) +2)
[Agile Combat, Reactive]
You are sometimes able to see an opening after your opponent attacks, allowing you to respond immediately.
- [21] (Prerequisite: Acrobatics (Dex) +2) When missed by an attack, you may choose to spend 3 fatigue to immediately counterattack with your equipped weapon.
- [12] (Prerequisite: Acrobatics (Dex) +5) Counter missed attacks for 2 fatigue.
- [44] (Prerequisite: Acrobatics (Dex) +8) Counter missed attacks for 1 fatigue. Counter attacks that hit you for 3 fatigue.
- [53] (Prerequisite: Acrobatics (Dex) +12) Counter missed attacks at no cost. Counter successful attacks for 2 fatigue.
Note: You may only counter an opponent who is within melee range. This does not affect your initiative. The +1 to hit an opponent attacking at the same TC as you attack does not apply for this skill. You may counterattack even while parrying.
Critical Strike (Athletics (Dex) +3)
[Precise]
You know how to hit 'em where it hurts. This skill increases the damage dealt with a critical hit as well as your chances of scoring one.
- [16] (Prerequisite: Athletics (Dex) +3) When you score a critical hit, you may expend 1 fatigue to deal extra damage as per the high crit property. If you are using a weapon that already has this property, calculate the extra damage dice as if you were 10 levels higher.
- [27] (Prerequisite: Athletics (Dex) +5) If your attack roll is one number below that required for a critical hit, you may expend 1 fatigue to score a critical hit. This may be done before or after rolling damage.
- [18] (Prerequisite: Athletics (Dex) +6) Increasing the damage as per the high crit property causes no fatigue. You may deal damage from this ability as if you were 10 levels higher for 1 fatigue.
- [24] (Prerequisite: Athletics (Dex) +8) You deal damage with a high crit as if you were 10 levels higher at no cost, or may deal damage as if you were 20 levels higher for 1 fatigue.
Death Blow (Strength 1, Dexterity 1, or Intelligence 1)
[Precise]
You have a knack for finding the weaknesses in your opponents' defenses and maximizing your damage.
- [18] (Prerequisite: Strength 1, Dexterity 1, or Intelligence 1) Before attacking, you may expend 4 fatigue to reduce your target's effective Threshold of Pain by 1 against your attack.
- [12] (Prerequisite: Strength 2, Dexterity 2, or Intelligence 2) Fatigue cost reduced to 3.
- [22] (Prerequisite: Strength 3, Dexterity 3, or Intelligence 3) Effective Threshold of Pain reduced by 2.
- [20] (Prerequisite: Strength 4, Dexterity 4, or Intelligence 4) Fatigue cost reduced to 2.
Note: This may be used on any attack or damage-dealing effect, including direct spells.
Defensive Disarm (Acrobatics (Dex) +5)
[Agile Combat, Reactive]
You are skilled in deflecting attacks and disarming your opponents.
- [12] (Prerequisite: Acrobatics (Dex) +5) If you are missed by a melee weapon while parrying, you may immediately make a disarm attempt against your attacker at your weapon's normal speed class instead of one class slower. After this maneuver, you are no longer parrying.
- [20] (Prerequisite: Acrobatics (Dex) +8) Your defensive disarm maneuver gains a +2 bonus to hit.
- [24] (Prerequisite: Acrobatics (Dex) +12) Your defensive disarm maneuver gains a +4 bonus to hit.
Note: All disarm attempts still cost 1 fatigue.
Defensive Riding (Nature 2)
[Mounted, Reactive]
You are trained in mounted combat, and can maneuver your mount to avoid oncoming attacks.
- [14] (Prerequisite: Nature 2) By expending 3 fatigue while riding, you may choose to make a Nature (Dex) check in place of your mount's Defense. This check applies to a single attack.
- [8] The check expends 2 fatigue.
- [9] The check expends 1 fatigue.
- [12] The check expends no fatigue.
Defensive Weapon (Proficiency with one applicable weapon, Dexterity 1)
[Passive]
You are skilled at using certain types of weapons defensively in combat.
- [16] (Prerequisite: Proficiency with one applicable weapon, Dexterity 1) When wielding a weapon with the Defensive property, you gain a +1 equipment (shield) bonus to your Primary defense whenever you are not recovering from an attack with that weapon.
- [20] (Prerequisite: Dexterity 2) Bonus increases to +2.
- [24] (Prerequisite: Dexterity 3) Bonus increases to +3.
Note: These bonuses are doubled when parrying, just like normal shield bonuses. The bonuses stack with shield bonuses granted from the other arm, but not with a shield worn on the same arm.
Deflect Arrows (Dexterity 2)
[Agile Combat, Reactive]
You are able to knock aside or grab arrows and similar missiles that would otherwise hit you.
- [16] (Prerequisite: Dexterity 2) Up to once per TC, when hit by a ranged attack, you may expend 3 fatigue to attempt to deflect the attack and negate the damage. Make an attack roll at a -4 penalty using your equipped weapon, and use that value in place of your Defense against that attack. If the original ranged attack is lower than your new Defense value, then the missile is deflected and deals no damage.
- [12] (Prerequisite: Dexterity 3) Fatigue cost reduced to 2, penalty to attack roll reduced to -3.
- [10] (Prerequisite: Dexterity 4) Penalty reduced to -2. If you use an unarmed strike to deflect the attack and beat the attacker's attack roll by 5 or more, then you may instead grab the missile at your option.
- [16] (Prerequisite: Dexterity 5) Fatigue cost reduced to 1, penalty reduced to -1.
- [20] (Prerequisite: Dexterity 6) Penalty eliminated.
Note: A successfully deflected missile weapon lands in a space adjacent to you.
Large missiles, such as boulders, cannot be deflected.
Diehard (Constitution 0)
[Passive]
You have a strong sense of determination and a high endurance which allow you to stabilize more easily than most if you are unconscious.
- [12] (Prerequisite: Constitution 0) Add a +1 bonus to all your rolls to determine stabilizing while dying.
- [16] (Prerequisite: Constitution 1) Add a +2 bonus to stabilize.
- [20] (Prerequisite: Constitution 2) Add a +3 bonus to stabilize.
- [24] (Prerequisite: Constitution 3) Add a +4 bonus to stabilize.
- [28] (Prerequisite: Constitution 5) Add a +5 bonus to stabilize.
Note: Natural 1s still deal 1d6 damage instead of 1d4, and only natural 20s regain 2d6 fatigue.
Double Strike (Acrobatics (Dex) +6)
[Agile Combat]
You are able to quickly reverse the momentum from one attack to strike almost simultaneously with a second one.
- [14] (Prerequisite: Acrobatics (Dex) +6) Immediately after you attack, you may drain 4 fatigue to follow up with another attack with the same weapon at the same target. This second attack occurs on the same TC as the first one, and applies all the same modifiers (including those based on surprise). You deal only half damage on the second attack. You cannot use the Double Strike skill more than once per TC.
- [8] (Prerequisite: Acrobatics (Dex) +10) You may expend 3 fatigue to make a free second attack for half damage.
- [26] (Prerequisite: Acrobatics (Dex) +15) You may expend 3 fatigue to make a free second attack for full damage, or 2 fatigue to make a free attack for half damage.
- [14] (Prerequisite: Acrobatics (Dex) +21) You may expend 2 fatigue to make a free second attack for full damage, or 1 fatigue to make a free attack for half damage.
Note: You must be wielding a weapon with a speed class of Fast or faster in order to use this ability. This includes all applicable modifications from skill or situation.
You cannot use this ability with any weapon that has the Loading Time property.
You may use this ability on any attack, even extra attacks granted by other skills, such as Cleave and Counterattack.
Dual-weapon Defense
[Passive]
You are trained in using a secondary weapon for defense.
- [6] +1 to parrying when using a weapon in each hand.
- [22] (Prerequisite: Accuracy 1) +1 to Defense, +1 to parry.
- [8] (Prerequisite: Accuracy 2) +1 to Defense, +2 to parry.
- [27] (Prerequisite: Accuracy 3) +2 to Defense, +2 to parry.
Note: The bonuses to Defense stack with the bonuses to parrying, and count as a shield bonus.
Dual-weapon Speed (Acrobatics (Str) +8)
[Agile Combat, Passive]
You are able to use two weapons in combat even more quickly than most.
- [30] (Prerequisite: Acrobatics (Str) +8) When wielding two weapons and alternating attacks between them, the weapon in your primary hand is one additional speed class faster than normal.
- [38] (Prerequisite: Acrobatics (Str) +14) When wielding two weapons and alternating attacks between them, both weapons are one additional speed class faster than normal.
Dual-weapon Wielding (Acrobatics (Str) +4)
[Agile Combat, Passive]
You are trained to use two weapons simultaneously in combat.
- [16] (Prerequisite: Acrobatics (Str) +4) When using two weapons in combat and alternating attacks between them, your penalty to hit is reduced to -3.
- [20] (Prerequisite: Acrobatics (Str) +6) Penalty reduced to -2.
- [24] (Prerequisite: Acrobatics (Str) +8) Penalty reduced to -1.
- [28] (Prerequisite: Acrobatics (Str) +10) Penalty eliminated.
- [44] (Prerequisite: Acrobatics (Str) +12) When alternating weapons, you gain a bonus of +2 to hit with your primary hand and +1 to hit with your off hand. At this point, it is actually easier to attack with two weapons than to attack with only one, so the bonuses do not apply to attacks made with an individual weapon. If you also have Ambidexterity at level 2, the bonus is +2 for both.
Expanded Point Blank Shot (Point Blank Shot 1, Perception (Dex) +6)
[Archery, Passive, Precise, Ranged]
Your close range for a ranged weapon is much farther than what most people would consider close range.
- [8] (Prerequisite: Point Blank Shot 1, Perception (Dex) +6) Point Blank Shot range is extended to 40 feet.
- [12] (Prerequisite: Perception (Dex) +8) Point Blank Shot range is extended to 50 feet.
- [16] (Prerequisite: Perception (Dex) +12) Point Blank Shot range is extended to 60 feet.
Improved Flanking (Acrobatics (Dex) +4)
[Agile Combat, Passive]
You are able to more easily flank your opponents, using your speed and rapid movements to your advantage.
- [16] (Prerequisite: Acrobatics (Dex) +4) When determining whether an opponent is flanked, you count as occupying both your own space and all adjacent unoccupied spaces. You must be within 5 feet of your enemy to use this ability.
- [20] (Prerequisite: Acrobatics (Dex) +9) When determining whether an opponent is flanked, you count as occupying all unoccupied spaces within two steps of your own. These steps cannot pass through an occupied space, and difficult terrain counts as two steps. You must be within melee range of your enemy to use this ability.
Note: Regardless of the terrain and your skill level, you cannot flank an opponent without at least one ally also adjacent to your enemy.
If your opponent is maintaining a facing, you may choose to count your attacks against that opponent as if you were attacking from any of the squares you count as occupying for flanking.
Improved Parry (Dexterity 0)
[Agile Combat, Passive]
You are experienced in deflecting your opponents' blows.
- [19] (Prerequisite: Dexterity 0) When parrying, you increase your Defense by 75% of your weapon's attack bonus (to a minimum of +1).
- [26] (Prerequisite: Dexterity 1) When parrying, you increase your Defense by your full attack bonus, and parrying has a shift speed of Swift.
- [36] (Prerequisite: Dexterity 3) When parrying, you gain an additional +2 to your Defense, with shift speed of Rapid.
- [42] (Prerequisite: Dexterity 5) When parrying, you gain an additional +4 to your Defense, with shift speed of Free.
Improved Unarmed Strike (Proficiency with unarmed strikes)
[Passive]
You have trained in unarmed combat, allowing you to use your fists and feet more effectively in battle.
- [18] (Prerequisite: Proficiency with unarmed strikes) Unarmed damage is 1d4 instead of 1d3 (1d3 instead of 1d2 for small characters), and you use your Primary defense while fighting unarmed instead of your Passive defense. You may make an unarmed strike with your off hand at no penalty. At your option, you may deal lethal or nonlethal damage.
- [14] Unarmed damage is 1d6 (1d4 for small), and you are able to apply your full Strength bonus to damage instead of half.
- [20] (Prerequisite: Strength 1, Dexterity 1) Unarmed damage is 1d8 (1d6 for small), and you do not take the -4 to hit when attacking with your feet or other appendages.
- [33] (Prerequisite: Strength 2, Dexterity 2) Unarmed damage is 1d10 (1d8 for small). You gain a +2 bonus to damage when both hands are free as if attacking with a two-handed weapon.
- [26] (Prerequisite: Strength 3 or Dexterity 3) Unarmed damage is 2d6 (1d10 for small).
Note: See Unarmed Combat for more rules about fighting unarmed.
Lightning Strike (Dexterity 1)
[Agile Combat, Passive]
You are able to attack more quickly than most with a given type of weapon.
- [15] (Prerequisite: Dexterity 1) -1 bonus to your chosen weapon's SF.
- [22] (Prerequisite: Dexterity 2) -1 bonus to your chosen weapon's Speed Class, no bonus to SF.
- [26] (Prerequisite: Dexterity 4) -1 bonus to your chosen weapon's Speed Class, -1 bonus to SF.
- [37] (Prerequisite: Dexterity 6) -2 bonus to your chosen weapon's Speed Class, no bonus to SF.
Note: No speed factor can be reduced below 1. If a modifier would reduce the speed factor or speed class to less than this, then it uses 1 instead. You may take this skill multiple times, applying it to a different weapon each time.
Lunge (Acrobatics (Dex) +5, Accuracy 2)
[Agile Combat]
You are able to quickly bypass an opponent by creating an opening with your attack.
- [18] (Prerequisite: Acrobatics (Dex) +5, Accuracy 2) By expending 3 fatigue, you may attempt to pass through the space occupied by any adjacent opponent of your size or smaller. Make a melee weapon attack vs. Celerity. If successful, you may immediately move to any space adjacent to your target, counting your target's space as unoccupied during the movement. No damage is dealt. This action has an SF of your weapon's speed.
- [12] (Prerequisite: Acrobatics (Dex) +8, Accuracy 3) Fatigue cost reduced to 2.
- [20] (Prerequisite: Acrobatics (Dex) +12) Fatigue cost reduced to 1.
Manyshot (Proficiency with any type of bow, Mechanics (Dex) +4)
[Archery, Ranged]
You have trained to fire more arrows than one with a single shot from a bow.
- [14] (Prerequisite: Proficiency with any type of bow, Mechanics (Dex) +4) You can fire two arrows at the same target at the same time. Doing so causes a +3 penalty to SF, and a -4 penalty to hit. A successful hit deals damage from both arrows normally.
- [11] (Prerequisite: Mechanics (Dex) +6) -3 to hit and +2 to SF.
- [18] (Prerequisite: Mechanics (Dex) +8) You may fire up to three arrows at a time. Each arrow beyond the first imposes a -2 to hit and +1 to SF.
- [16] (Prerequisite: Mechanics (Dex) +10) -1 to hit and +1 to SF per extra arrow.
Note: You use a single attack roll for all arrows. At your option, you may reduce the penalties by expending 2 fatigue for each point of reduction. For example, at level 4, you may eliminate the penalties entirely by expending 4 fatigue per arrow.
Multistrike (Simultaneous Strike 1)
[Heavy Combat]
You are able to attack with two weapons at once against different targets.
- [12] (Prerequisite: Simultaneous Strike 1) You may use simultaneous strike to attack two opponents at once by expending 2 fatigue.
- [6] (Prerequisite: Dexterity 2) Fatigue cost reduced to 1.
- [8] (Prerequisite: Dexterity 3) Fatigue cost eliminated.
Opportunist
[Passive, Precise]
You can take advantage of your opponent's weaknesses to strike with greater accuracy.
- [10] If you attack on the same TC as your target attacks, you gain a +1 to hit.
- [18] (Prerequisite: Accuracy 1) Bonus to hit increases to +2. Whenever your target is unsteady, you gain a +1 to hit.
- [20] (Prerequisite: Dexterity 1) Bonus to hit increases to +3 when attacking at same TC, +2 when target is unsteady.
- [30] (Prerequisite: Accuracy 2) Bonus to hit increases to +4 in both situations.
Opportunistic Strike (Acrobatics (Dex) +6)
[Agile Combat, Reactive]
You can use your quick reactions to strike at an opponent who is suddenly put in a dangerous situation.
- [24] (Prerequisite: Acrobatics (Dex) +6) You may spend 3 fatigue to make a free attack when an adjacent opponent falls prone (against his will), or first becomes unsteady, stunned, or helpless in any way. Your attack must be against the opponent whose situation changed.
- [18] (Prerequisite: Acrobatics (Dex) +10) Fatigue cost reduced to 2.
- [28] (Prerequisite: Acrobatics (Dex) +16) Fatigue cost reduced to 1.
Oversized Weaponry (Strength 1)
[Heavy Combat, Passive]
You are proficient in the use of weapons made for those larger than yourself.
- [16] (Prerequisite: Strength 1) The attack penalty for using an oversized weapon is reduced by 2.
- [21] (Prerequisite: Strength 2) Penalty reduced by 4. The Speed Factor of a weapon applies as if you were one size category larger.
- [28] (Prerequisite: Strength 3) Penalty reduced by 6 (to a minimum of -0). All weapons that you can normally wield are now considered one category easier to use (two-handed becomes one-handed, one-handed becomes light, light is still considered light). Weapons that are normally greater than two-handed for your size are not affected.
- [36] (Prerequisite: Strength 5) Penalty reduced by 8 (to a minimum of -0). Weapons that would normally be one step harder to use than two-handed (see below) may now be used two-handed, but the minimum penalty for these weapons is -4.
Note: The standard penalty for using a weapon that is not sized for your character is a -4 penalty to attack for every size category difference. Additionally, the weapon's ease of use (whether it is considered light, one-handed, or two-handed) is altered by one step per size category difference, and characters may not use a weapon that would not fit one of these categories after size is taken into account.
Point Blank Shot (Proficient with any range weapon, Perception (Dex) +5)
[Archery, Passive, Precise, Ranged]
You can make more effective attacks at close range with a ranged weapon.
- [13] (Prerequisite: Proficient with any range weapon, Perception (Dex) +5) You gain a +1 to hit an opponent within 30 feet when using a range weapon.
- [9] (Prerequisite: Perception (Dex) +6) You gain a +1 to hit and +1 to damage.
- [15] (Prerequisite: Perception (Dex) +7) You gain a +2 to hit and +1 to damage.
- [11] (Prerequisite: Perception (Dex) +8) You gain a +2 to hit and +2 to damage.
Power Attack (Athletics (Str) +2)
[Heavy Combat]
You attack with great power, sacrificing accuracy for damage.
- [10] (Prerequisite: Athletics (Str) +2) By taking a -1 penalty to hit and expending 1 fatigue, your damage bonus for a melee attack increases by +2.
- [14] (Prerequisite: Athletics (Str) +5) The damage bonus increases to +4.
- [20] (Prerequisite: Athletics (Str) +8) The damage bonus increases to +6.
- [28] (Prerequisite: Athletics (Str) +12) The damage bonus increases to +8.
Quick Draw (Dexterity 0)
[Passive]
You are able to draw and sheathe your weapon faster than most people can.
- [5] (Prerequisite: Dexterity 0) Drawing or sheathing any weapon is a Rapid action.
- [6] (Prerequisite: Dexterity 1) Drawing or sheathing a weapon is a Free action, or Rapid if hidden.
- [7] Drawing or sheathing any weapon is a Free action.
Rapid Recovery (Dexterity 1, Strength 1, Persona 1)
You are able to exert yourself to recover from your actions much more quickly than most people.
- [28] (Prerequisite: Dexterity 1, Strength 1, Persona 1) You may reduce the SF of any action by fatiguing yourself. For each point of fatigue you take, the SF of that action is reduced by 1.
- [36] (Prerequisite: Dexterity 3, Strength 2, Persona 2, Constitution 1) For each point of fatigue, the SF of that action is reduced by 2.
- [48] (Prerequisite: Dexterity 4, Strength 3, Persona 3, Constitution 2) For each point of fatigue, the SF of that action is reduced by 3.
Note: No action can be reduced below SF 1 with this skill.
Rapid Reload (Proficient with chosen weapon, Dexterity 1)
[Passive, Ranged]
You can reload a chosen type of ranged weapon more rapidly than most people.
- [18] (Prerequisite: Proficient with chosen weapon, Dexterity 1) The loading time of a specific type of weapon is reduced by one speed class.
- [29] (Prerequisite: Dexterity 3) The loading time of a specific type of weapon is reduced by two speed classes.
Note: Loading time may be reduced to Free, but not faster.
You may gain this skill multiple times, each time applying it to a new weapon with the loading time property.
Reckless Strike (Wisdom -1)
[Heavy Combat]
You act with a total disregard for your own safety, putting yourself at risk in order to better strike at your foes.
- [14] (Prerequisite: Wisdom -1) By taking a -2 penalty to your Defense until your next action, you gain a +2 to hit with all melee attacks until your next turn.
- [16] (Prerequisite: Wisdom 0) -2 to Defense until your next action, +3 to hit.
- [19] (Prerequisite: Wisdom 1, Strength 0) -2 to Defense until your next action, +4 to hit.
- [24] (Prerequisite: Wisdom 2, Strength 1) -2 to Defense until your next action, +5 to hit.
Regain Footing (Acrobatics (Dex) +3)
[Agile Combat]
You are able to recover from being knocked prone much more quickly than most.
- [8] (Prerequisite: Acrobatics (Dex) +3) Standing up from prone is a Rapid action for you rather than a Swift action.
- [14] (Prerequisite: Acrobatics (Dex) +6) Standing up from prone is a Free action for you rather than a Swift action.
- [18] (Prerequisite: Acrobatics (Dex) +9) When knocked prone, you may spend 3 fatigue to immediately stand up again, even if it is not your turn.
- [20] (Prerequisite: Acrobatics (Dex) +12) When knocked prone, you may spend 2 fatigue to immediately stand up again, even if it is not your turn.
Relentless Fury (Constitution -1)
[Heavy Combat]
You are able to harness your rage during combat in order to better destroy your foes.
- [22] (Prerequisite: Constitution -1) At any time during combat, you may choose to fly into a blind fury, gaining +2/+3 to hit/damage, and -2 to Defense. After every attack action you make, you gain 2 fatigue. If you fall unconscious or the battle ends, your rage stops.
- [27] (Prerequisite: Constitution 1, Strength -1) +3/+5 to hit/damage, -2 to Defense.
- [46] (Prerequisite: Constitution 2, Strength 1, Dexterity -1) +4/+7 to hit/damage, -1 to Defense, -1 bonus to weapon speed factors.
- [62] (Prerequisite: Constitution 4, Strength 3, Dexterity 1) +5/+10 to hit/damage, -0 to Defense, -1 bonus to weapon speed classes.
Note: The character is forced to fight to the best of his ability, and may not cast any spells. No magical items requiring specific activation may be used. The skill may not be voluntarily stopped once initiated, but there is no limit to the frequency with which this skill may be used.
Rolling Dodge (Acrobatics (Dex) +2)
[Agile Combat]
You are able to dodge melee attacks effectively even while prone.
- [8] (Prerequisite: Acrobatics (Dex) +2) Penalty to defense against melee attacks while prone reduced from -4 to -3.
- [10] (Prerequisite: Acrobatics (Dex) +5) Penalty reduced to -2.
- [14] (Prerequisite: Acrobatics (Dex) +8) Penalty reduced to -1.
- [20] (Prerequisite: Acrobatics (Dex) +12) Penalty eliminated.
Shield Other (Dexterity and Agility totaling 4)
[Agile Combat, Heavy Combat, Reactive]
You see that an opponent is about to attack your friend, and quickly jump in front of the blow, taking the hit yourself.
- [14] (Prerequisite: Dexterity and Agility totaling 4) When an adjacent ally is targeted by a direct attack, you may spend 5 fatigue before the attack is made so that you are the target of the attack instead. You must be able to move freely and be in range of the attack.
- [6] The fatigue cost is reduced to 4.
- [8] The fatigue cost is reduced to 3.
- [18] The fatigue cost is reduced to 2, and you may move up to five feet in order to protect an ally.
- [12] The fatigue cost is reduced to 1.
Note: You cannot block spells that specifically target an individual unless there is a discernible path to block. For example, you cannot block a Charm Person spell, but you could block a Ray of Frost.
Sidestep (Acrobatics (Dex) +3)
[Agile Combat, Reactive]
You are able to react quickly to an attack, taking advantage of the opportunity to adjust your position.
- [12] (Prerequisite: Acrobatics (Dex) +3) When missed by a melee attack, you may pay 4 fatigue to make a free 5-foot step.
- [6] (Prerequisite: Acrobatics (Dex) +5) Fatigue cost reduced to 3.
- [9] (Prerequisite: Acrobatics (Dex) +8) Fatigue cost reduced to 2.
- [15] (Prerequisite: Acrobatics (Dex) +12) Fatigue cost reduced to 1.
Sidestep Dodge (Sidestep 1)
[Agile Combat, Reactive]
You can sometimes dodge an opponent's attack with a sudden defensive movement.
- [18] (Prerequisite: Sidestep 1) When hit by a melee attack, you may immediately expend 5 fatigue to attempt to sidestep the attack instead. Make an Acrobatics (Dex) check as a Celerity attack against your attacker. If successful, you take only half damage from the attack and move 5 feet.
- [8] (Prerequisite: Sidestep 2) Fatigue cost reduced to 4.
- [22] (Prerequisite: Sidestep 3) If your attack is successful, you take no damage from your opponent's attack.
- [14] (Prerequisite: Sidestep 4) Fatigue cost reduced to 3.
Simultaneous Strike (Dexterity 0)
[Heavy Combat]
You are able to attack with two weapons at once against a single target.
- [14] (Prerequisite: Dexterity 0) When wielding two weapons, you may attack a single target with both weapons simultaneously. You take an additional -4 penalty to hit with each attack when doing so. The speed factor for the attack is equal to the speeds of both weapons added together, with the slower weapon reduced to the next faster speed class.
- [36] (Prerequisite: Dexterity 1) Penalty to hit reduced to -3, and both weapons' speeds are reduced by one speed class.
- [40] (Prerequisite: Dexterity 2) Penalty to hit reduced to -2, and the slower weapon's speed is reduced by two speed classes.
Note: You may not attack two creatures with both weapons at once unless you have the Multistrike skill.
Spirited Charge (Nature (Dex) +6)
[Mounted, Passive]
You are able to make full use of your momentum during a mounted charge.
- [13] (Prerequisite: Nature (Dex) +6) You deal double damage on a successful hit after a mounted charge, or triple damage with a lance or similar weapon.
Spread Shot (Manyshot 1)
[Archery, Ranged]
You may fire multiple arrows from your bow at once and target different opponents with each.
- [18] (Prerequisite: Manyshot 1) You can use your manyshot ability against up to 2 opponents, increasing the SF by an additional +2, and causing an extra -2 penalty to hit.
- [12] Penalty to hit reduced to -1.
- [18] No penalty to hit, and you may target up to 3 opponents at once if your manyshot would allow you to fire 3 arrows.
- [12] SF penalty reduced to +1.
Note: Roll the attacks separately for each enemy targeted. All targets must be within a 90 degree cone from your location. At your option, you may reduce the penalties by expending 2 fatigue for each point of reduction, as with Manyshot.
Spring Attack (Acrobatics (Dex) +8)
[Agile Combat, Passive]
You are able to move immediately after an attack to keep yourself in an advantageous position.
- [20] (Prerequisite: Acrobatics (Dex) +8) While recovering from an attack, you may make a total of two move actions, each on a separate TC. These can be made at any time after the attack and do not affect your initiative.
- [18] (Prerequisite: Acrobatics (Dex) +12) You may make up to four move actions while recovering.
- [26] (Prerequisite: Acrobatics (Dex) +17) You may make up to six move actions while recovering.
- [32] (Prerequisite: Acrobatics (Dex) +22) You may move freely while recovering.
Stunning Fist (Improved Unarmed Strike 1)
[Precise]
You are able to stun enemies with your bare hands.
- [10] (Prerequisite: Improved Unarmed Strike 1) Your unarmed attacks have the Stunning crit property (on a critical hit, you may make a followup Vigor attack at the same bonus as your last attack. If successful, the target is stunned for 3d6 TC.)
- [16] By expending 4 fatigue, you may designate an attack as a stunning attack before you make the attack roll. If your attack hits, you may make a followup Vigor attack at the same bonus to stun your opponent for 3d6 TC.
- [20] The fatigue cost for stunning attacks is reduced to 3.
- [26] The fatigue cost for stunning attacks is reduced to 2.
Sweeping Attack (Double Strike 1)
[Agile Combat]
You are able to effectively fight multiple opponents in melee at one time.
- [6] (Prerequisite: Double Strike 1) You may execute a Double Strike against an opponent other than the one you targeted initially at a -2 penalty to hit.
- [8] The penalty is reduced to -1 to hit.
- [14] The penalty is eliminated.
Toughness (Constitution 1)
[Heavy Combat, Passive]
You are more resistant to the effects of wounds than most people, and can push yourself harder to continue fighting.
- [15] (Prerequisite: Constitution 1) Your Overwhelming Pain is 4 + your Persona.
- [18] (Prerequisite: Constitution 2, Persona 1) Your Overwhelming Pain is 5 + your Persona.
- [24] (Prerequisite: Constitution 3, Persona 2) Your Overwhelming Pain is 6 + your Persona.
Trample (Nature (Dex) +4)
[Mounted]
You can use your mount in an effective trample to pass and knock down opponents.
- [14] (Prerequisite: Nature (Dex) +4) When attempting to overrun an opponent while mounted, your opponent may not choose to avoid you (unless you let them). If you succeed in knocking your opponent prone, then your mount makes a free attack against them with its hoof.
Triple Strike (Double Strike 1, Acrobatics (Dex) +15)
[Agile Combat]
You are able to attack with a weapon up to three times in extremely rapid succession.
- [22] (Prerequisite: Double Strike 1, Acrobatics (Dex) +15) After executing a Double Strike, you may make one additional free attack on the following TC by expending 3 fatigue. If you have the Sweeping Attack skill, this attack may be against anyone within melee range, applying the attack penalty as normal; otherwise, it must be against the same target as your first two attacks. This attack deals half damage and takes a -2 penalty to hit.
- [16] (Prerequisite: Acrobatics (Dex) +21) fatigue cost reduced to 2, penalty to hit reduced to -1.
- [30] (Prerequisite: Acrobatics (Dex) +28) The attack deals normal damage for 2 fatigue, or half damage for 1 fatigue, and the penalty to hit is eliminated.
Note: Your weapon must have a speed class of Swift or faster after all modifiers to use this ability.
You apply your weapon's speed factor after the third attack, rather than after the first attack as normal.
Unbalancing Attack (Acrobatics (Dex) +3)
[Agile Combat, Precise]
You are able to attack your opponents in such a way that they are knocked off balance after the attack, delaying their next action and lowering their Defense temporarily.
- [26] (Prerequisite: Acrobatics (Dex) +3) After any successful attack, you may expend 5 fatigue to immediately make a followup Celerity attack at a bonus equal to your previous attack. If successful, your opponent is dazed for 1d6 TC and unsteady until he acts again.
- [18] (Prerequisite: Acrobatics (Dex) +6, Accuracy 1) Fatigue cost reduced to 4. If the Celerity attack is successful, your opponent is dazed for 1d6+2 TC and unsteady until their next action.
- [26] (Prerequisite: Acrobatics (Dex) +9, Accuracy 3) Fatigue cost reduced to 3. If the Celerity attack is successful, your opponent is dazed for 1d8+4 TC and unsteady until their next action.
- [34] (Prerequisite: Acrobatics (Dex) +12, Accuracy 5) Fatigue cost reduced to 2. If the Celerity attack is successful, your opponent is dazed for 1d8+6 TC and unsteady until their next action.
Note: A character who is knocked off balance while casting a spell must make their Arcana (Con) check to not lose the spell at a -5 penalty.
Vengeful Heart (Constitution 0)
After being struck by a foe, your desire for revenge brings forth a powerful force from within you, allowing you to strike back much more effectively than normal.
- [35] (Prerequisite: Constitution 0) When hurt by an opponent, your next attack against that target has a bonus to hit and damage equal to the damage taken, to a maximum of +2/+2. Using this ability causes 1 fatigue.
- [42] (Prerequisite: Constitution 1, Strength 0) +1 to hit/damage per point taken, max of +4/+4.
- [50] (Prerequisite: Constitution 2) Max bonus increases to +6/+6.
- [64] (Prerequisite: Strength 1) Max bonus increases to +8/+8.
- [80] (Prerequisite: Constitution 3) Max bonus increases to +10/+10.
Note: The bonus lasts only until the end of battle. You may total the damage taken when determining your bonus. Once you have attacked the enemy, the bonus is removed until he strikes you again, regardless of whether your attack hit or missed. Only attacks that have occurred since you last attacked the enemy may count towards your bonus.
Weapon Specialization (Proficiency with weapon)
[Passive]
You are especially skilled at using a specific type of weapon.
- [16] (Prerequisite: Proficiency with weapon) +1 to hit with chosen weapon.
- [23] +2 to hit, +1 to parrying.
- [33] +3 to hit, +1 to damage, +2 to parrying
- [49] +5 to hit, +2 to damage, +3 to parrying
Note: This skill may be taken multiple times, each time applying to a new weapon with which the character is proficient.
Divine Skills
Bearer of Misfortune (Persona 0)
Those around you seem to suffer from frequent accidents and unexplained mishaps.
- [18] (Prerequisite: Persona 0) Once per day, you may force an opponent to reroll any single die roll after it is made and the result is announced. The target must use the worse of the two rolls. You may use this ability one additional time per day by sacrificing an ally's successful roll in order to force your opponent to later reroll the same type of roll. For example, you may turn an ally's successful attack roll into a miss, and then force an opponent to reroll an attack roll once.
- [24] (Prerequisite: Persona 1) You may use the ability twice per day, and up to two additional times per day by sacrificing an ally's roll.
- [32] (Prerequisite: Persona 2) You may use the ability three times per day, and up to three additional times per day by sacrificing an ally's roll.
- [42] (Prerequisite: Persona 3) You may use the ability four times per day, and up to four additional times per day by sacrificing an ally's roll.
Note: For the purposes of this skill, you do not count as your own ally. An ally must consent to sacrificing their roll for the ability to function. Each sacrificed roll only allows one additional use of the ability.
Desperation Attack (Persona 1)
Calling upon your inner reserves and determination, you are able to turn your weaknesses into your strengths.
- [18] (Prerequisite: Persona 1) By expending 4 fatigue, you may change the effects of one type of impairment into an equal bonus instead of a penalty until your next action.
- [10] (Prerequisite: Persona 2) Change one type of impairment into a bonus for 3 fatigue.
- [24] (Prerequisite: Persona 3) Change one type of impairment into a bonus for 2 fatigue, or two types for 5 fatigue.
- [28] (Prerequisite: Persona 4) Change one type of impairment into a bonus for 2 fatigue, two types for 4 fatigue, or all types for 6 fatigue.
Note: For example, if you have taken two impairments from piercing attacks, you may use this skill to change it from a -2 to willpower and damage to a +2 to each until your next action.
Heroic Deeds (Persona 0)
Things just seem to go well for you more often than for other people. You have a flair for the dramatic, and you are able to succeed in the least likely of situations, adding almost a legendary feel to your story.
- [12] (Prerequisite: Persona 0) Able to use two four-sided dice per day to add on to other die rolls made by your own character, including attack rolls, damage, spell effects, etc. You may also increase any Defense against a single attack with this roll. You may spread the use of your dice between multiple rolls. Expending 1 fatigue will increase one die to 1d6.
- [8] (Prerequisite: Persona 1) Able to add 3d4 per day. Expending 1 fatigue will increase one die to 1d6.
- [20] (Prerequisite: Persona 2) Able to add 4d6 per day. Expending 1 fatigue will increase one die to 1d8. Additionally, your rolls may now affect other characters' rolls (whether friends or enemies), and may be either positive or negative.
- [26] (Prerequisite: Persona 3) Able to add 5d8 per day. Expending 1 fatigue will increase one die to 1d10.
Note: Any die not used by the end of the day is wasted. You cannot store them for later. These dice can push the numbers rolled to above their normal maximum, though if a roll is already at or above its maximum (whether naturally or due to the use of these dice to increase it), then no more dice may be used to improve that roll. For example, a character with level 1 heroic deeds rolls a 5 on a 1d8. The player may use one of his dice to increase it by 1d4. If this increase pushes the total to 8 or 9, he may not use his other die on this roll. Otherwise, if the roll is still only 6 or 7, he may choose to use the other die if he so desires. If the original roll had been 8 already, no extra dice would have been allowed.
These dice are considered to modify the original die roll, rather than the resulting number, meaning that, for example, a roll of 18 on an attack roll that is increased to a 20 or higher counts as a critical hit.
These dice may "explode," even if the number is already over the limit.
Priestly Training (Culture (Wis) +2)
[Passive]
You have studied under a priestly order, and are familiar with religions in general, and with your own in particular. Devoted priests may gain an enhanced ability to combat enemies of their faith.
- [5] (Prerequisite: Culture (Wis) +2) All Culture checks you make involving religions gain a +1 bonus. The bonus is doubled if it involves your own religion or deity (pick one when you first take this skill).
- [17] (Prerequisite: Culture (Wis) +4) Religion Culture checks gain a +2 bonus. Priests in good standing with their deity are considered Holy or Unholy creatures (based on their deity) and gain a +1 bonus to attack rolls and damage against targets with the opposed classifier.
- [21] (Prerequisite: Culture (Wis) +8) Religion Culture checks gain a +3 bonus. Bonus to hit and damage increases to +2.
- [25] (Prerequisite: Culture (Wis) +12) Religion Culture checks gain a +4 bonus. Bonus to hit and damage increases to +3.
Note: Followers of a good deity are considered Holy, while followers of an evil deity are Unholy. Followers of neutral deities may be either one, but it is determined by the deity, not the priest.
Turn Undead (Priestly Training (Good) 2 and 1 Light spell, 1 Water spell, or any 2 other known spells)
You are able to focus your magical energy to attempt to turn undead.
- [22] (Prerequisite: Priestly Training (Good) 2 and 1 Light spell, 1 Water spell, or any 2 other known spells) You are able to turn undead within 30 feet for 1d6 damage. A single attempt costs 3 fatigue and is SF 1d8+6. See below for more information.
- [12] You are able to turn undead within 45 feet for 1d8 damage. A single attempt costs 3 fatigue and is SF 1d6+6.
- [12] (Prerequisite: Arcana (Wis) +5) 60 foot range, 2d6 damage, 2 fatigue, 1d6+5 SF.
- [27] (Prerequisite: Arcana (Wis) +8) 90 foot range, 2d8 damage, 2 fatigue, 1d6+4 SF.
Note: To turn undead, make a Spirit attack against each undead within range (modified by Personality and total number of spells known). If you succeed, that undead takes holy damage and is pushed directly away from you to the limit of the range. If your attack succeeds by more than 5, then the undead cannot approach within range for 30 TC. If you approach the target, however, they are not pushed farther away.
Magic Skills
Brew Potion (1 applicable spell, Arcana (Int) +14)
You are able to store spells in the form of potions, to be used later.
- [42] (Prerequisite: 1 applicable spell, Arcana (Int) +14) You are able to brew potions of any spell you can cast that directly targets a creature.
Note: You may only brew potions of spells that you are able to cast, and that directly target creatures. Any material components must be provided during the creation of the potion. You may add charges to potions as if you were casting the spell.
Brewing a potion costs an amount of gp equal to 25 times the spell's base fatigue cost plus charges (for the materials), and takes one hour per 25 gp. When you begin, you gain as much fatigue as it would have taken you to cast the spell, and cannot recover from it until the potion is completed.
Combat Casting (Arcana (Dex) +12)
[Passive]
You are able to cast spells while maintaining your defense.
- [28] (Prerequisite: Arcana (Dex) +12) When casting a spell, you use your Primary defense.
Note: Normally, you use your Passive defense when casting a spell.
Counterspell (Arcana (Int) +0)
[Reactive]
You are able to counter the spells cast by another spellcaster before they take effect.
- [7] (Prerequisite: Arcana (Int) +0) You may counter a spell with the same spell or another spell that is specifically designated to counter it. You must know what spell is being cast in order to counter it.
- [16] (Prerequisite: Arcana (Int) +3) You may counter a spell with any spell with at least one of the same elemental properties of equal or greater base fatigue cost. You gain a +1 bonus on your caster level checks to successfully counterspell.
- [18] (Prerequisite: Arcana (Int) +5) You may counter a spell with any spell of the opposed element of equal or greater base fatigue cost. You gain a +2 bonus on your caster level checks to successfully counterspell.
- [29] (Prerequisite: Arcana (Int) +8) You may counter a spell simply by expending the fatigue cost of the spell being countered. You gain a +4 bonus on your caster level checks to successfully counterspell. You still need to know what spell is being cast in order to counter it.
Note: You can attempt to identify the spell being cast by another caster and counter it. To identify a spell, you must make an Arcana (Int) check (DC 15 + spell level), and be able to hear or see any verbal or somatic components throughout the entire casting time. This check is made as soon as the caster finishes readying the spell (but before it takes effect).
You may cast your counterspell any time after the spell is readied and before it is cast. Both spellcasters must then make opposed Arcana (Int) checks. If you fail, then you cannot counter the spell, and you keep your fatigue.
If you succeed, the spell being countered is negated.
Counterspelling is an instantaneous action with a speed factor of 1d6 + the level of the spell being countered.
You may only attempt to counter a spell once per casting.
Create Scroll (1 known spell, Arcana (Int) +6)
[Mental Discipline]
You have learned how to scribe your spells onto magic scrolls to be cast later.
- [35] (Prerequisite: 1 known spell, Arcana (Int) +6) You are able to create scrolls of any spell you know and can cast.
Note: Any material components must be provided during the creation of the scroll. You may add charges to scrolls as if you were casting the spell.
Creating a scroll uses materials that cost an amount of gp equal to 10 times the spell's base fatigue cost plus 10 gp per charge, and takes one hour per 10 gp. When you begin, your fatigue increases as if you had cast the spell, and you cannot remove it until the scroll is completed.
Double Cast (Arcana (Int) +5)
You are able to cast the same spell twice in rapid succession.
- [22] (Prerequisite: Arcana (Int) +5) By expending an additional 5 fatigue when casting a spell, you are able to retain that spell in a prepared state, but you must then cast it again within 5 TC or you lose the spell. You must also expend the spell's normal fatigue cost. You cannot use this ability on the second casting.
- [18] (Prerequisite: Arcana (Int) +8) Fatigue cost reduced to 4.
- [22] (Prerequisite: Arcana (Int) +12) Fatigue cost reduced to 3.
- [28] (Prerequisite: Arcana (Int) +16) Fatigue cost reduced to 2.
Note: Only spells with a casting time of Sluggish or faster can be double cast.
Elemental Burst (Know 1 elemental spell)
You are able to focus your magical energy to create a sudden burst of elemental energy that affects all those of opposing elements from your own.
- [13] (Prerequisite: Know 1 elemental spell) You may create an elemental energy burst with a 15 foot radius around you that deals 1d6 damage (see note). You may create an elemental burst of any element you can cast. A single burst costs 3 fatigue and is SC Slow.
- [15] 30 foot radius, 1d8 damage, 3 fatigue, SC Standard.
- [22] (Prerequisite: Arcana (Wis) +5) 45 foot radius, 2d6 damage, 2 fatigue, SC Standard.
- [25] (Prerequisite: Arcana (Wis) +8) 60 foot radius, 2d8 damage, 2 fatigue, SC Fast.
Note: Make a Spirit attack against each creature within range, adding your Personality and total number of spells known with that elemental attribute to your attack roll. If successful, that creature takes elemental damage. A missed attack deals no damage.
Creatures who are weak to the element and are struck are also pushed 5 feet directly away from you. If your attack succeeds by more than 5, then the creature is pushed 10 feet and falls prone in that space.
Enhance Familiar (Summon Familiar 1, Intelligence 2, Wisdom 2, Persona 3)
[Passive]
Your familiar is able to gain power far beyond that of normal familiars.
- [10] (Prerequisite: Summon Familiar 1, Intelligence 2, Wisdom 2, Persona 3) You may spend AP to enhance your familiar's attributes, skills, enhancements, and disciplines exactly as you would to increase your own, with some restrictions. All prerequisites must be met by the familiar. Additionally, your familiar cannot have more than 1 level more than you in any skill or discipline, and can only learn to cast elements and spells that you already know. Your familiar may not gain a familiar of its own. Abilities that are not physically possible for the familiar cannot be learned (for example, most weapon-based abilities are off-limits, since most familiars have no hands to use a weapon).
Enhanced Familiar Bond (Summon Familiar 1, Persona 1)
[Passive]
You have a stronger connection to your familiar than most, and can benefit from each other's senses.
- [5] (Prerequisite: Summon Familiar 1, Persona 1) When within 30 feet of your familiar, you each gain a +2 enhancement bonus to Perception.
- [12] (Prerequisite: Persona 2, Wisdom 1) When within 30 feet of your familiar, neither of you can be surprised unless both of you are surprised. You are also able to use all of your familiar's senses out to a range of 30 feet.
- [14] (Prerequisite: Wisdom 2) You are able to use all of your familiar's senses out to a range of 100 feet.
- [26] (Prerequisite: Persona 3) You are able to use all of your familiar's senses out to a range of 1000 feet.
- [34] (Prerequisite: Persona 4, Wisdom 3) You are able to use all of your familiar's senses out to a range of 1 mile.
Note: You must actively choose to use your familiar's senses, at which point they replace your own until you choose to switch back. You cannot directly control your familiar's body, but you can still control your own body normally. You are treated as blind and deaf when doing so, however. If you are watching yourself through your familiar's eyes, then the penalty for blindness is halved, and if you are listening, the penalty for deafness is negated.
You need not use all your familiar's senses. You may choose to see through its eyes while retaining your own hearing, taste, etc., or have any other combination you want. You may not, however, switch one eye or ear while keeping the other normal.
Enhanced Familiar Communication (Summon Familiar 1, Intelligence 1)
[Passive]
You are able to communicate with your familiar more effectively than other masters.
- [16] (Prerequisite: Summon Familiar 1, Intelligence 1) You are able to communicate telepathically with your familiar out to a range of 1 mile, and empathically as far as 5 miles. You may also communicate verbally in a language that only you and your familiar can understand without magical aid.
- [18] (Prerequisite: Intelligence 2) Telepathic range is increased to 3 miles, empathic range is increased to 10 miles.
- [22] (Prerequisite: Intelligence 3) Telepathic range is increased to 5 miles, empathic range is increased to 20 miles.
- [35] (Prerequisite: Intelligence 4) Telepathic range is increased to 10 miles, empathic range is increased to 50 miles.
Enhanced Familiar Defenses (Summon Familiar 1)
[Passive]
Your familiar is tougher than most.
- [20] (Prerequisite: Summon Familiar 1) Your familiar gains a +1 bonus to its normal natural armor rating, and gains spell resistance 4.
- [22] Your familiar gains a +2 bonus to natural armor and SR 6.
- [24] Your familiar gains a +3 bonus to natural armor and SR 8.
- [26] Your familiar gains a +4 bonus to natural armor and SR 10.
Eschew Materials (Arcana (Int) +4)
[Passive]
You don't need material components for most spells.
- [13] (Prerequisite: Arcana (Int) +4) You can cast a spell that normally requires a non-expensive material component (1gp cost or less) with no material component.
Familiar Magic (Summon Familiar 1, Wisdom 1)
[Passive]
Your familiar compliments and enhances your magical abilities.
- [6] (Prerequisite: Summon Familiar 1, Wisdom 1) When within 5 feet of your familiar, any spell you cast on yourself may also affect your familiar, at your option.
- [12] (Prerequisite: Intelligence 1) When casting any touch spell, you may choose to designate your familiar as the toucher, as long as it is within range of your empathic link. If you begin casting another spell before the touch spell is used, then it dissipates, as normal.
- [14] (Prerequisite: Persona 1) You may split the fatigue cost of a spell between yourself and your familiar. You must pay at least half, but you can decide the exact division.
Innate Spell (Intelligence 3, Able to cast chosen spell)
[Mental Discipline, Passive]
You are able to cast a certain spell as an innate ability, reducing penalties and casting time.
- [16] (Prerequisite: Intelligence 3, Able to cast chosen spell) Your chosen spell is considered an innate ability, and cannot be interrupted by disrupting your concentration during casting. All components for the spell are removed, except material components and focuses with a specific cost listed.
- [28] (Prerequisite: Intelligence 4, Wisdom 1) The casting time for your chosen spell is halved and the fatigue cost is reduced by 1 (to a minimum of 0). If the spell has a casting time longer than double standard, then the casting time is instead three-fourths normal.
- [36] (Prerequisite: Intelligence 5, Wisdom 2) The casting time for your chosen spell is eliminated and the fatigue cost is reduced by 2 (to a minimum of 0). If the spell has a casting time longer than double standard, then the casting time is one-half normal.
Note: You may take this skill multiple times, each time selecting a new spell you know.
Silent Spell (Arcana (Int) +5)
You have the ability to cast certain spells without verbal components.
- [14] (Prerequisite: Arcana (Int) +5) You may cast a spell that normally has a verbal component without one by spending 4 additional fatigue.
- [8] (Prerequisite: Arcana (Int) +7) Fatigue cost reduced to 3.
- [13] (Prerequisite: Arcana (Int) +10) Fatigue cost reduced to 2.
- [17] (Prerequisite: Arcana (Int) +13) Fatigue cost reduced to 1.
Note: Silent spells function even when you are underwater or in the area of a silence effect. Spells that rely on speech or sound cannot be silenced.
Spell Focus (Able to cast chosen spell)
[Mental Discipline, Passive]
You are especially skilled with a particular spell.
- [8] (Prerequisite: Able to cast chosen spell) You gain a +1 to hit with all attack rolls for your chosen spell.
- [12] (Prerequisite: Intelligence 1) You gain a +2 to hit with all attack rolls for your chosen spell.
- [16] You gain a +3 to hit with all attack rolls for your chosen spell.
- [20] (Prerequisite: Intelligence 2) You gain a +4 to hit with all attack rolls for your chosen spell.
Note: You may take this skill multiple times, each time applying it to a new spell you can cast.
Spell Stealing (Arcana (Int) +5, 1 known spell)
[Reactive]
You are able to steal the magical energy of some spells cast at you, reducing their effects, or even returning them upon their casters.
- [28] (Prerequisite: Arcana (Int) +5, 1 known spell) When missed with a direct, single-target spell, you may attempt to absorb the spell energy at a cost of 3 fatigue. If you succeed on an Arcana (Int) check (DC 5 greater than the spell's casting DC), then that spell becomes your prepared spell, but all charges are lost. If you already have a spell prepared, you must abandon it.
- [22] (Prerequisite: Arcana (Int) +10) You may attempt to absorb a spell that hits you for 5 fatigue, but the DC is 10 higher than the spell's original casting DC. If you succeed, it is considered to have missed you, and you now have that spell prepared.
- [18] (Prerequisite: Arcana (Int) +14) Fatigue costs reduced to 2 and 4 for misses and hits, respectively.
- [24] (Prerequisite: Arcana (Int) +18) Fatigue costs reduced to 1 and 3 for misses and hits, respectively.
Note: You may use this even to absorb and cast a spell that you could not normally cast.
Still Spell (Arcana (Int) +6)
You can cast spells without moving your hands.
- [18] (Prerequisite: Arcana (Int) +6) You may cast a spell that normally has a somatic component without one by spending 5 additional fatigue.
- [10] (Prerequisite: Arcana (Int) +8) Fatigue cost reduced to 4.
- [13] (Prerequisite: Arcana (Int) +11) Fatigue cost reduced to 3.
- [19] (Prerequisite: Arcana (Int) +14) Fatigue cost reduced to 2.
Note: Still spells may be cast even with no free hand. Any material components for the spell must still be in hand in order to cast the spell.
Summon Familiar (Arcana (Int) +3)
You may summon a familiar as a permanent, wholly faithful companion. Familiars are useful allies and can grant several abilities to their masters.
- [16] (Prerequisite: Arcana (Int) +3) You are able to summon a first tier familiar. Summoning a familiar requires a special ceremony that takes 24 hours and uses many special herbs and incenses that cost 100 gp. Your familiar grants you a special bonus to an ability, based on your choice of familiar, as listed in the table below.
- [6] (Prerequisite: Arcana (Int) +5) You are able to summon a second tier familiar, which costs 500 gp and takes 3 days.
- [8] (Prerequisite: Arcana (Int) +7) You are able to summon a third tier familiar, which costs 700 gp and takes 5 days.
Note: You may not have more than one familiar at a time. Your familiar has half as many hit points as your maximum, and an intelligence of at least -1. It is otherwise physically identical to any other normal animal of its species.
You are able to communicate with your familiar telepathically within sight as if speaking normally. If your familiar is beyond the range of your vision, you cannot communicate in this way. Your familiar can understand anything you say verbally in any language you know, but cannot understand other creatures attempting to communicate verbally.
You can communicate empathically with your familiar out to a distance of 1 mile. In this way, you can sense its general emotional and physical conditions, such as when it is frightened, hungry, tired, curious, or sleeping. You can also sense it's approximate distance and direction. Your familiar has equal knowledge about your situation. When beyond this range, you can only sense a rough direction to your familiar, and it cannot sense you at all.
You cannot share your familiar's senses.
Familiar Types | ||
---|---|---|
First Tier | ||
Familiar | Bonus | Notes |
Bat | +3 Nature | |
Cat | +3 Acrobatics, +2 Stealth | |
Dog | +3 Athletics, +1 Perception | |
Hawk | +3 Perception | |
Lizard | +2 Acrobatics, +3 Athletics | |
Owl | +3 Culture, +1 Perception | |
Rabbit | +2 Culture, +2 Heal | |
Rat | +2 Mechanics, +3 Thievery | |
Raven/Crow | None | Can speak and understand one language of your choice that you know. |
Snake | +2 Deception, +2 Persuasion | Tiny viper. |
Toad | +3 Arcana | |
Weasel | +2 Acrobatics, +3 Stealth | |
Second Tier | ||
Familiar | Bonus | Notes |
Elemental (Small) | None | |
Shocker Lizard | None | |
Stirge | None | |
Third Tier | ||
Familiar | Bonus | Notes |
Imp | None | Character may not be chaotic or good. |
Pseudodragon | None | Character may not be evil. |
Quasit | None | Character may not be lawful or good. |
Weapon Channeling (Arcana (Int) +4)
You are able to channel magical energy through your weapon into the enemy.
- [13] (Prerequisite: Arcana (Int) +4) Spend 1 fatigue to deal 1 extra point of magical damage on a successful strike. Up to 3 fatigue can be used per attack.
- [19] (Prerequisite: Arcana (Int) +6) Convert 2 fatigue to 3 damage. If you know at least one elemental spell, you may drain 2 fatigue to add that spell's elemental attribute to the attack, which deals 1d6 elemental damage (modified appropriately for the target's weaknesses and resistances, if any). No two opposing elements may be applied to a single attack. Up to 6 fatigue can be used per attack.
- [24] (Prerequisite: Arcana (Int) +10) Convert 1 fatigue to 2 damage. Elemental spell damage increases to 1d8. Up to 9 fatigue may be used per attack.
- [28] (Prerequisite: Arcana (Int) +15) In addition to the other abilities, you may channel any spell you have prepared through a weapon, assuming it can be cast upon the intended target. If the attack is successful, the spell takes effect on the target. Area effect spells are centered on the target.
Note: The choice to use any of these abilities must be stated before the attack is made. The magical energy is transferred to the weapon upon release, so the fatigue is drained regardless of whether or not the attack is successful.
If you channel a spell through a melee weapon and miss, you retain the spell and can try again. If you miss with a ranged weapon, the spell is still lost and takes effect on whatever target is actually struck (if it is a valid target).
Air elemental attacks deal electric damage, dark attacks deal cold damage, earth attacks deal acid damage, fire attacks deal fire damage, light attacks deal sonic damage, and water attacks deal cold damage.
Multiple abilities may be applied to a single attack.
An unarmed strike counts as a weapon for purposes of this skill.
Other Skills
Focus (Wisdom 1)
[Mental Discipline]
You have trained yourself to focus your mind, so that if given time before a task, you can greatly improve your chances of success.
- [22] (Prerequisite: Wisdom 1) During a short or overnight rest, you are able to refocus your mind, honing it to perform a specific task. You gain a bonus on the next several checks of a specific type that you choose when resting. The bonus begins at +2, and each subsequent check lowers the bonus by 1 until it is removed. This bonus may be applied to attack rolls, a specific attribute check, a specific discipline check, or initiative at the start of combat. Any extra bonuses remaining are removed when you begin your next rest.
- [26] Starting bonus increases to +3.
- [32] (Prerequisite: Wisdom 2) Starting bonus increases to +4.
- [40] Starting bonus increases to +5.
Hold Breath (Constitution -1)
[Passive]
You have trained to hold your breath longer than normal.
- [8] (Prerequisite: Constitution -1) +30 seconds to holding breath.
- [12] (Prerequisite: Constitution 0) +60 seconds to holding breath.
- [18] (Prerequisite: Constitution 1) +90 seconds to holding breath.
- [26] (Prerequisite: Constitution 2) +120 seconds to holding breath.
Note: Normally, you can hold your breath for a number of seconds equal to 20 times your Constitution plus 80.
Running (Strength 0, Constitution 0)
You are able to move more quickly than most people, increasing your combat speed.
- [18] (Prerequisite: Strength 0, Constitution 0) By expending 1 fatigue, you may increase your base speed by 5 feet for one encounter and gain a +1 bonus to all Athletics checks related to running.
- [23] (Prerequisite: Strength 1, Constitution 1) By expending 2 fatigue, you may increase your base speed by 10 feet for one encounter and gain a +2 bonus to all Athletics checks related to running.
- [30] (Prerequisite: Strength 2, Constitution 2) By expending 3 fatigue, you may increase your base speed by 15 feet for one encounter and gain a +3 bonus to all Athletics checks related to running.
- [42] (Prerequisite: Strength 3, Constitution 3) By expending 4 fatigue, you may increase your base speed by 20 feet for one encounter and gain a +4 bonus to all Athletics checks related to running.
Speak Language (Intelligence -1)
[Passive]
You learn to speak and understand another language.
- [3] (Prerequisite: Intelligence -1) You are able to understand basic words and phrases in a single language that you don't already know. You can speak slowly in essentially correct grammar. Complex or uncommon words are beyond you.
- [4] You are able to understand about half the words and phrases spoken to you, and speak at a slightly reduced speed with correct grammar.
- [5] (Prerequisite: Intelligence 0) You can understand all but the most complex statements and words, and can speak equally well at full speed.
- [5] (Prerequisite: Intelligence 1) You are fully proficient in the language, including idioms, and can speak it as well as you can your native language.
Note: You may take this skill multiple times, each time learning a new language.
If the language has a written form, you can read and write with approximately the same level of understanding as you can speak.
It takes time to learn a language. Each skill level requires 5 weeks of study under a teacher who is fully proficient in the language, reduced by 1 week for every two levels of Intelligence you have (to a minimum of 1 week). Training generally costs 15-20 gp per week (or more).
Disciplines
No racial bonuses or penalties to skill AP costs apply to any discipline. Each level of a discipline costs the AP indicated in the table below, and there is no absolute maximum level. However, your level in any discipline cannot exceed double your character level plus your intelligence (minimum of 1). Each of these disciplines encompasses a wide range of abilities. For example, Athletics includes your character's abilities to climb, jump, swim, and run. The DM may also use disciplines to make any applicable checks that are not listed specifically. Perception, for example, could also be used to see if the character notices a certain smell, or gets an "eerie feeling" that something just isn't quite right when going into a haunted cave. The disciplines are intentionally broad, so that each will be useful in a variety of situations, without being too powerful.
Your attributes act as modifiers to related checks. For example, your Strength score is added whenever you roll a check to jump, and your Dexterity attribute is added whenever you are attempting to hide or move silently. The appropriate attributes to add for a given activity are generally listed in the discipline description, and the DM decides if there are any exceptions.
You can gain an affinity for a discipline to improve it beyond the normal limit for your character level. You may gain as many affinities as you want, but only one per discipline. Affinities add a bonus to the discipline as specified in the table, and count as a competence bonus. Having an affinity for a discipline does not count as being trained in that discipline, so if it requires training you must still take at least one level in it normally or suffer the normal penalties.
Discipline Checks
A discipline check is used to accomplish a specific task with one of your disciplines. To make a discipline check, roll 1d12 + 1d6 and add all relevant modifiers. Most disciplines can add modifiers from different attributes, but only one attribute can be applied to any specific roll. The attribute used for a specific action is generally stated in the discipline description, and any other cases are left up to the DM's discretion.
If you have 5 or more levels in a discipline, you may choose to roll either 3d6 or 1d12+1d6 when using that discipline. 3d6 results in a slightly higher average than 1d12+1d6, and the rolls will be much more likely to be grouped around the middle.
Discipline checks are referenced with the notation of Discipline (Att), where Discipline is the discipline check required, and Att is the attribute that is applied to the check.
Critical Successes and Failures
A natural 18 on a discipline check is an automatic success, regardless of your total result. If you roll a natural 17 or 18 when making a discipline check, then it is a critical success, provided that it exceeds the minimum requirement. The details of a critical success will vary based on the action being attempted, but typical results include moving twice as fast for a period of climbing, not draining the normal fatigue to perform the action, picking a lock with a single swift movement, or something similar. For opposed checks, a critical success grants a bonus of +5 to the effective roll.
A natural 2 is an automatic failure, no matter what bonuses you have. A natural 2 or 3 that fails is also a critical fumble. Usually, this indicates that something directly opposed to your desired result occurred. For example, you may fall during a climb, aggravate a wound while attempting to bandage an ally, interpret some magical writing incorrectly, and so on. An opposed check takes a -5 penalty if you make a critical fumble.
Taking 10, 15, and 18
In conditions where you are not under stress or time constraints, and there is no penalty for failure, you may choose to take 10, 15, or 18 on a discipline check. Taking any number means that you do not roll your normal check, and are instead assumed to have rolled the number you take. Taking 10 takes only as much time as a normal check, and can be done even in situations where there would be a penalty for failure, as long as it is not life-threatening, as this would cause stress. Taking 15 takes 10 times as long (you prepare carefully beforehand, and may have to make several attempts), and taking 18 takes 100 times as long as a normal check. Taking 18 assumes many failures and an extreme amount of extra effort. Taking 15 or 18 also costs 10 or 100 times as much as normal if the discipline requires money (such as crafting).
Disciplines | |||
---|---|---|---|
Discipline | AP Cost | Affinity Bonus | Description |
Acrobatics2 | 2 | +3 | Measures your flexibility, balance, and similar agility-based skills. |
Arcana3 | 3 | +2 | Measures your skill and knowledge of all things magical and mysterious. |
Athletics2 | 2 | +3 | Represents many skills that are primarily strength- and constitution-based, such as climbing, swimming, running, and jumping. |
Craft1 | 1 | +5 | These are various crafts, such as woodworking, armorsmithing, fletching, etc. that your character could use to earn a living. |
Culture | 2 | +3 | Measures your ability to handle yourself appropriately in social situations, as well as your knowledge of etiquette, society, and basic lore. |
Deception | 2 | +3 | Represents your ability to lie believably or effectively imitate another person through disguise or forgery. |
Heal | 3 | +2 | Allows you to heal injuries sustained in combat, treat poisons, and cure diseases. |
Mechanics3 | 2 | +3 | Measures your knowledge of machinery, architecture, and engineering design, as well as your ability to build, repair, or disable this machinery. |
Nature | 3 | +2 | Represents your knowledge of the land, how comfortable you are in the wilderness, how well you can survive on your own, and how well you can deal with animals. |
Perception | 3 | +2 | Measures your ability to sense various objects or creatures, whether by sight, sound, or smell, and your basic knowledge of history and religion. |
Perform13 | 1 | +5 | You have skill with an instrument or with something such as poetry, painting, acting, singing, or other performances or arts. |
Persuasion | 3 | +2 | Measures your ability to get what you want from others or to convince others of your point of view. Persuasion of this sort may involve lying or threats, or just conveying the facts. |
Stealth2 | 2 | +3 | Measures your ability to remain unnoticed while hiding, sneaking, and performing other acts of legerdemain. |
Thievery3 | 2 | +3 | Represents your training and ability with opening locks and picking pockets. |
|
Acrobatics (Dex)
Balancing
One application of the Acrobatics discipline is to balance in dangerous situations, such as on a narrow ledge, crossing a slippery or uneven floor, or landing after a long jump. A successful check allows you to move at half speed on a difficult surface, or remain standing after a jump. Failure by less than 5 means you cannot move for 1d10 TC. Failure by 5 or more means you fall. If you fall, your action is ended and you must roll initiative before acting again.
Balancing in Combat
While balancing, you are considered flat-footed unless you have at least 5 levels in Acrobatics. If you take damage while balancing, you must immediately make a balance check against the same DC plus the damage taken in order to remain standing.
Attacking with any one- or two-handed weapon (not light weapons) requires a balance check (same DC as the surface) to remain standing after the attack.
Accelerated Movement
You may move at your full movement rate while balancing by making a balance check at a -5 penalty. The frequency of balance checks required is doubled while doing this.
Balance DCs | ||
---|---|---|
Surface | Base DC | Check every... |
7-12 inches wide | 10 | 10 TC |
2-6 inches wide | 15 | 6 TC |
1-2 inches wide | 20 | 3 TC |
½-1 inch wide | 30 | 2 TC |
Less than ½-inch wide | 40 | 1 TC |
Uneven flagstone | 101 | 20 feet |
Hewn stone floor | 101 | 30 feet |
Sloped or angled floor | 101 | 60 feet |
|
Different conditions can modify the base DC or the character's check as shown in the tables below.
Balance DC Modifiers | ||
---|---|---|
Situation | DC Modifier1 | |
Obstructed, slippery, or sloped | +2-+5 | |
Strong wind (21-30 mph) | +2 | |
Severe wind (31-50 mph) | +5 | |
Windstorm (51-74 mph) | +10 | |
Hurricane (75-174 mph) | +20 | |
Tornado (175-300 mph) | +50 | |
|
Balance Discipline Check Modifiers | ||
---|---|---|
Situation | Check Modifier1 | |
Crouching (helps only on ledges at least 6 inches wide) | +2 | |
Hand holding floor | +2 | |
Hand holding rope over or next to surface | +4 | |
|
Maneuvering
You may use your Acrobatics discipline to maneuver in tight situations, such as when attempting to escape from bonds, or squeeze through a narrow opening. It can also help you bypass enemies. Common DCs are listed in the table below.
Maneuver DCs | |
---|---|
Restraint | Base DC |
Chains or Hemp Rope | Binder's Mechanics check +10 |
Silk Rope | Binder's Mechanics check +12 |
Net or Other Entanglement | 20 |
Manacles | 30 |
Tight Space | 30 |
Masterwork Manacles | 35 |
Grappler | Opponent's Celerity |
Escaping from ropes is more difficult than tying someone up, hence the bonus on the Mechanics check. Manacles have no modifier for the one who put you in them, since the difficulty in escaping is based on their construction. A tight space is considered one too narrow for your shoulders, but wide enough for your head. If your head doesn't fit through the space, neither will you. Multiple checks may be required to make it through a long, narrow gap. You may escape from a grapple or pin using an Acrobatics check as given under Grappling.
Attempting to escape from ropes and similar bindings requires a whole minute. To attempt to escape a net or a spell with a similar effect takes 2d6 TC. Trying to fit through a tight space takes at least 1 minute. Escaping a grapple or pin is detailed under Grappling.
Tumbling
Acrobatics can also help you to land softly after a fall, and you can perform to entertain an audience (see the Perform discipline). After a fall, you make a free Acrobatics (Dex) check when you land, and the damage taken is reduced by your check result (to a minimum of 0 damage).
Arcana (Int, Con, & Dex)
Arcana is the main discipline related to spellcasting and magic. You have a +2 bonus on all Arcana checks related to your innate element.
Casting (Int)
Whenever you attempt to cast a spell, you must make a successful Arcana check. The base DC is 10, but many distractions or other penalties apply that increase the DC as listed in the table below.
Casting DC Modifiers | |||||
---|---|---|---|---|---|
DC | Situation | ||||
+Damage & Fatigue taken | Receive fatigue or damage while preparing a spell. | ||||
+Armor spell failure | Wearing armor or a shield while preparing or casting a spell. | ||||
+Spell's attack bonus | Distracted by a non-damaging spell while preparing a spell. | ||||
+1 | Move while preparing a spell (cumulative, once per TC). | ||||
+3 | The spell has been cast previously since the last overnight rest (cumulative, once per casting). | ||||
+5 | Spell is cast or prepared during rough motion, such as riding on horseback or on a boat in rough water. | ||||
+8 | Spell is cast or prepared in hail or a strong thunderstorm or sandstorm. | ||||
+8 | Con | Being grabbed while casting or preparing a spell. | |||
+15 | Spell is cast or prepared during earthquakes or equally vigorous motion. |
Arcana DCs | ||
---|---|---|
DC | Attribute | Task |
12 + spell level | Int | Identify a spell as it is prepared, provided that you can see or hear all components. |
15 | Con | Maintain concentration during violent motion, such as galloping on horseback or standing on the deck of a ship in a storm. |
15 + spell level | Int | Identify a spell that is already in effect and whose effects you can detect. |
16 + spell level | Int | Identify a spell as it is prepared, seeing or hearing most but not all components. |
16 + spell level | Int | Identify objects that were created or altered by magic without use of Detect Magic. |
18 + spell level | Int | Decipher a written spell without using Read Magic. |
20 | Int | Using Detect Magic, determine the type of magic present in an object. |
20 + spell level | Int | Identify a spell immediately after it has been cast on you. |
25 | Int | Identify a potion by a small taste. Requires 1 minute. |
25 + item level | Int | Identify a magical object without casting identify. Requires 1 hour. |
28 | Int | Identify a potion by sight and/or smell. Requires 3 minutes. |
Athletics (Str & Con)
Climbing (Str)
You can use your athletics discipline to climb rough walls or other surfaces. While climbing, you move at one-fourth your normal movement rate, and always use your Passive defense.
A successful climb check allows you to move along the surface in any direction you desire (the direction is stated before the check is made, since conditions may vary). You must make another climb check whenever the conditions of the climb worsen, or after a certain amount of time based on the DC of the check. Every climb check you make causes 1 fatigue.
If you succeed by 5 or more, the climb costs no fatigue and if you succeed by 10 or more, you may travel twice as far before making another climb check. If you fail by 4 or less, you make no progress climbing for that time period. If you fail by 5 or more, you fall.
Jumping (Str)
This discipline governs how far you can jump.
Long Jump
A long jump has a DC equal to double the distance in feet. A trained jumper may stop his jump shorter than the distance rolled, and lands on his feet with an Acrobatics check (DC = distance jumped) as long as the required distance is reached. An untrained jumper can land up to 5 feet shorter than his rolled distance, and must make an Acrobatics check (DC = distance jumped + 5) to stay on his feet after landing.
If you don't make a long jump, but are within 5 feet, you may attempt to grab a ledge (if there is one) with a DC 15 Acrobatics (Dex) check. Success means you are hanging by your arms or hands from the far ledge, and must make a DC 15 Athletics check to pull yourself up. Pulling yourself up to prone has a TC delay of 9, or to standing has a delay of 12.
High Jump
A high jump has a DC equal to eight times the height in feet.
Vertical jumping height is the height that the head moves up, not the feet. Legs may be tucked up to increase the maximum height of obstacles being jumped over by up to half the character's height. If trying to reach a ledge, add the character's height plus their arm length. You may assume that in general, Small creatures can reach up to 1 foot over their heads, Medium creatures can reach 2 feet, Large creatures can reach 4 feet, and so on.
Running Jumps
A running start only counts if it is at least 20 feet long. Starting at 30 feet or more grants an additional +1 bonus. For running jumps, cut the DCs given above in half. Every 5 feet of movement over 20 grants you a +1 bonus to the roll, and every 5 feet of movement under 20 causes a -1 penalty.
Swimming (Str)
In addition to your normal armor check penalty, you take a -1 to swimming checks for every 5 pounds of gear carried.
Craft (Varies)
You may learn to craft various types of items with this discipline. The craft DC of each individual item is given next to the item's table entry under Equipment, along with which craft discipline is required to make the item. Creating an item takes a certain amount of time and money, based on its DC and cost, and your check results. The steps are as follows:
- Calculate the cost of raw materials, which is equal to one-third the base price of the item.
- Convert the cost of raw materials into silver pieces and multiply by 5. This number represents the total amount of work that needs to be put into the item.
- Roll a craft check for every day of work. If the check succeeds, subtract 5 from the work remaining, and for every point by which the check result exceeds 10, subtract an additional 1 from the work remaining. If the check fails, you make no progress that day. When the total amount of work remaining reaches 0, the item is complete. Excess work can be applied towards the next item, if you are making another.
Appraisal (Int)
This discipline also allows you to determine the approximate values of different items you find, assuming it is at least somewhat related to your crafting discipline. A successful check results in an accurate estimate of the item's value (not necessarily to the exact GP value). The more rare an item is, the more broad an appraisal will be. A failed check results in no estimate for rare items, or an estimate from 50% to 150% (2d6+3 × 10%) of the actual value for more common items.
Appraisal checks should always be made by the DM.
Appraise DCs | |
---|---|
DC | Task |
12-15 | Appraise a common item |
15-20 | Appraise an uncommon item |
20-25 | Appraise a rare item |
25-30 | Appraise an exotic item |
30+ | Appraise a unique item |
Culture (Per, Int)
This discipline represents your character's general level of education and knowledge about history, people, places, society, customs, etiquette, etc.
Gathering Information (Per)
You may use this discipline to gather general information about a topic. You may try as many times as you want, but repeatedly asking about the same subject may draw attention. Most rumors can be heard with a result of 5 to 10. You may spend the listed money to gain a +2 bonus to your check (this goes towards buying drinks, granting favors, etc.)
Gather Information DCs | |||
---|---|---|---|
DC | Information sought | Time | Money |
5 | The information is commonly known and freely available. | 2d6 minutes | 2d6 cp |
10 | The information is uncommon or somewhat guarded. | 3d8 minutes | 3d6 cp |
20 | The information is uncommon and guarded. | 4d8 minutes | 2d6 gp |
30 | The information is rare or closely guarded. | 2d6 hours | 4d8 gp |
Influencing NPCs (Per)
When communicating with others for extended periods, the DM may ask you for a Culture (Per) check. If you wish to actively use your discipline, then you may also do so. The higher your result, the better you know how to handle yourself in the given situation, and the more natural your interaction will seem. This can be used in conjunction with Deception and Persuasion checks involving extended speaking to grant a bonus to those checks by affecting the NPC's opinion of you. You may only attempt to change an NPC's opinion once per encounter, and usually no more than once a day without a meaningful change in circumstances. The DM may refuse to allow a check in cases where the interaction is limited, and your previous and current actions in conjuction with your speech may grant bonuses or penalties to your check.
DC to Influence an NPC's Opinion | |||||
---|---|---|---|---|---|
NPC's initial opinion | Hate | Dislike | Neutral | Like | Esteem |
Hate | 0 | 15 | 25 | 40 | 55 |
Dislike | 0 | 10 | 20 | 30 | 45 |
Neutral | 0 | 5 | 10 | 15 | 35 |
Like | -5 | 0 | 5 | 10 | 30 |
Esteem | -15 | -10 | -5 | 0 | 10 |
DC Modifiers | |
---|---|
Modifier1 | Situation |
-5 or lower | Your previous actions indicate hostility towards the NPC or his friends |
-5 | You have previously attempted and failed a Deception check against the NPC |
-5 | A friend of the NPC hates you |
-2 | A friend of the NPC dislikes you |
-2 | You have previously attempted and failed a Persuasion check against the NPC |
+2 | You have previously succeeded on a Persuasion check against the NPC |
+2 | A friend of the NPC likes you |
+5 | A friend of the NPC esteems you |
+2 or higher | Your previous actions indicate friendliness towards the NPC or his friends |
|
A description of NPC opinions:
- Hate: A hateful NPC won't necessarily attack you (although he might), but will be highly irritated at the least, and may (depending on the character and the circumstances) throw insults, remove you from their presence, flee, seek to block your progress, and so on.
- Dislike: An NPC who dislikes you will be unhelpful, may throw small insults or hindrances your way, and will generally be unpersonable with you. If you are asking for a service, the NPC will probably charge more for it if possible.
- Neutral: A neutral NPC has no real opinion of you, but is easily swayed one way or the other. He will probably be willing to give minor aid if it doesn't inconvenience him, but is generally not overly helpful.
- Like: An NPC who likes you will do what he can to help you within reasonable limits. If asked to do something that seems too risky or costly to him, he will decline. Exploiting someone who likes you will quickly lower their opinion of you.
- Esteem: An NPC who esteems you will go significantly out of his way to lend you a hand. He will be willing to make some sacrifices and take some risks on your behalf, but if you take advantage of them, they may become soured and drop quickly to hating you.
General Knowledge (Int)
Whenever you want to see if your character knows something about a general topic, you may use this discipline. This is used for any topic that doesn't fit another category. You may also replace any other knowledge check with this discipline, but the DC of the check is doubled.
Knowledge DCs | |
---|---|
DC | Knowledge |
5 | Common knowledge known by everyone |
10 | General knowledge known by a significant majority |
15 | Uncommon knowledge |
20-25 | Rare or outdated knowledge |
30+ | Extremely rare or esoteric knowledge |
Deception (Per, Int)
This discipline is used whenever you try to lie or disguise something to be something it is not. Your check result is opposed by your target's Perception check. If your result is higher than your opponent's, then the target believes you. This discipline has no affect on whether the target will do something for you except if it decides to act on its own given the information you provide. If trying to persuade the target to act, use the Persuasion discipline after convincing it you're telling the truth first.
Bluff
This is a basic lie. You use this whenever directly interacting with the target and trying to get it to believe something you know to be false.
Bluff | |
---|---|
Situation | Modifier |
The target has reason to believe you from past experience or beliefs | +5 |
The lie is believable and doesn't personally affect the target significantly | 0 |
The lie is unlikely or causes some risk to the target if believed | -5 |
The lie is hard to believe or puts the target at significant risk if believed | -10 |
The lie is beyond the bounds of normal believability | -20 |
Innuendo
You can use this to communicate a hidden message through normal conversation. A normal message that conveys little or no completely new information has a base DC of 15 to communicate successfully. A complex message, or one with a lot of new information has a base DC of 20. If successful, your target and any listeners make Perception checks to see if they can understand the message. These checks have a DC equal to your Deception check, modified according to the table below. If your check fails by 5 or more, the others make Perception checks at the base DC of your check, with success resulting in a miscommunication of some sort.
Innuendo | |
---|---|
Situation | Perception DC |
The listener is familiar with you | -2 to -5 |
You are familiar with the listener, and trying to communicate with them | -2 to -5 |
The hidden message is similar in topic to the cover message | -2 |
The hidden message is a completely different topic | +4 |
Heal (Wis)
You may use this discipline to treat your own injuries, or those of another character. DCs for common tasks are listed below. If you attempt to treat yourself, you take a -2 penalty to the roll. If the target is a different type from you (for example, if you are a humanoid trying to stabilize an animal), you may take a penalty to the check, at the DM's discretion.
Heal Check DCs | ||
---|---|---|
Task | DC | Speed/Time |
First Aid | 15 | Slow |
Provide Long-term care | 15 | 8 hours |
Treat caltrops injury | 15 | Slow |
Treat poison | Poison's DC | 1 minute |
Treat disease | Disease's DC | 1 hour |
Treat impairment | 20 | 1 hour |
Halt bleeding | Varies | Slow |
Restore HP | 20 | 5 minutes |
First Aid: You are able to stabilize a dying character or creature.
Long-term care: Providing long term care takes 8 hours of light activity, and allows the character tended to add his Constitution score (minimum 1) to the amount of HP restored that night. You may provide care for up to 8 creatures at one time. You may not provide long-term care to yourself, and if you are providing long-term care to someone else, that day cannot count as bed rest for you.
Treat Poison or Disease: When treating poisons and diseases, you make your heal check as soon as the ailment makes its next attack roll. The victim may use your heal check result if it is higher than his defense. Treating a poison takes 1 minute, and treating a disease takes 1 hour.
Treat Impairment: Treating an impairment takes 1 hour. If successful, you lower the target's penalty by 1. Whether successful or not, you gain 1 fatigue and your target gains 2d6 fatigue minus 1 for each point by which your check result exceeds 20 (to a minimum of 0).
Halt Bleeding: Certain effects can cause characters to bleed and lose health over time. You can halt the bleeding with a successful check. The DC of the check is equal to the effect's attack roll unless otherwise specified.
Restore HP: You may attempt to restore the target's HP once per day, which heals them for 1d4 points plus 1 point for every 5 points by which your check result beats 20. Each character can only be successfully healed once per day by use of this discipline. Attempting to restore HP takes 5 minutes and drains 1 fatigue from you and 1d6 fatigue from your target. You can do this during a short rest.
Mechanics (Dex)
This discipline allows you to work with machinery, and measures your understanding of architectural and structural design and your knowledge of basic physics. Additionally, it can be used to construct and disable traps or similar devices, and measures your basic competence with ropes and knots.
Use Rope
Your mechanics discipline level applies to general rope use; however, if you have another discipline that is better suited to the task, then you may use that instead (for example, a Nature check will let you make a snare).
Rope use | |||
---|---|---|---|
DC | Attribute | Speed | Task |
8 | Str | Sluggish | Secure a grappling hook from the top. |
10 | Dex | Slow | Tie or untie a firm knot. |
10 + 1 per 5 feet thrown | Str | Sluggish | Secure a grappling hook. |
13 | Dex | Slow | Tie a rope around yourself one-handed. |
16 | Dex | Varies (default Sluggish) | Tie a special knot, such as a slipknot, noose, or one that loosens with a quick tug. |
18 | Dex | 1 minute | Splice two ropes together (reduces the total length by 1 foot). |
Varies | Dex | Standard | Bind a character's hands or feet. |
Varies | Dex | 1 minute | Completely bind a character. |
Tie or untie a firm knot: This knot will hold up to normal stress, and can support as much weight as the rope itself will hold. You must have access to the knotted area in order to tie or untie the knot.
Secure a grappling hook: This involves throwing a grappling hook upwards and securing it on a viable surface. You cannot secure a hook higher than 40 feet plus 10 feet per point of Strength. The DC is halved (and the maximum distance doubled) if the hook is thrown horizontally instead of vertically. If you fail by 4 or less, then the hook is at first secure, but comes loose as soon as any weight is put on it. If you fail by 5 or more, but less than 10, then the hook holds for 3d6 TC after weight is put on it, then falls. If you fail by 10 or more, then the hook is never secured. This roll is made secretly by the DM. Securing a grappling hook from the top is significantly easier, but carries the same risks for failure.
Bind a character: Normally, an unwilling character must be rendered helpless before you can bind them. You may attempt to bind an immobile but not helpless character at a -5 penalty, and you can only bind either the hands or feet. Escaping from being bound requires an Acrobatics (Dex) check, as described under that discipline. The DC is equal to the Mechanics (Dex) check +5 of the one who tied the bonds, or the check +10 if fully bound.