Author Topic: Feats & Skills: House Rules [Mechanics]  (Read 4591 times)

Feats & Skills: House Rules [Mechanics]
« on: December 14, 2010, 09:58:45 PM »
Hide in Plain Sight

Shadow Dancers - Mystical Ability

Use: Shadow Dancing is a talent for Shadow Dancers only, which enables them to literally disappear from sight and evaporating into a space partway between the shadow realm Nychtal, and the material realm.  In order to do this, a Shadow Dancer requires a shadow other than their own to 'dance' into during the day, but is unrestricted at night.

Detection: Although a Shadow Dancer is said to be between realms, it's possible for the highly perceptive to sense them.  Any mundane object (such as a sword) that strikes the space occupied by the Shadow Dancer will hit them, and pull them back into the material realm.


Rangers - Mundane Ability

Use: A Ranger's HIPS is a mundane ability which reflects how an experienced woodsman is at home in the forest.  By using this ability the Ranger is managing to hide behind a tree, in a bush, in a hole etc.  It can only be used in rural areas, as per the game engine.  If there is no cover by any stretch of the imagination, using this ability is bad form.

Detection: If spotted, then your head's visible behind a tree, your arse is poking out of the rabbit hole or your boots are sticking out of the bottom of the bush.  Anyone noticing you is free to interact with you.


Assassins - Mundane Ability

Use: Assassins' HIPS ability works much like a Ranger's in that it's assumed the assassin is able to effectively remove themselves from view behind a nearby object, like a horse and cart or a pile of old boxes.  Assassins may use this skill in any location, as per the game engine.  Again, like the ranger you should have some manner of adequate cover nearby to use this ability in an RP friendly way.

Detection: You've been spotted, simple as that.


Re: House Rules: HiPS, Feats, Spells & Classes
« Reply #1 on: December 14, 2010, 10:00:40 PM »
Feats

The following feats have been disabled:

1. Monkey Grip
2. Able Learner
3. Practiced Spellcaster
4. Combat Expertise and Improved Combat Expertise. For feats that require combat expertise as a prerequisite, adjustments have been made: Whirlwind attack, armed deflection and combat insight have one less prereq. Feint requires 8 Bluff.
5. Persistent Spell

New Feats

Quote
Acidic Splatter

You channel magical energy into orbs of acid.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack deals 2d6 points of damage +1 per spell level of the highest acid spell memorized.

Trigger Spells: Acid Fog, Greater Shadow Conjuration, Melfs Acid Arrow, Storm of Vengeance, Mestil's Acid Breath, Vitriolic Sphere, Weapon of Energy, Orb of Acid


Quote
Clap of Thunder

You can deliver a thunderous roar with a touch.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals 2d6 points of sonic damage +1 per spell level of the highest sonic spell memorized. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round.

Trigger Spells: Cacophonic Burst, Shout, Greater Shout, Sound Blast, and Orb of Sound


Quote
Fiery Burst

You channel your magical talent into a blast of fire.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have a fire spell on 2nd level or higher available to cast, you can spend a standard action to create a 5-foot radius burst of fire at a range of 30 feet. This burst deals 2d6 points of fire damage +1 per spell level of the highest fire spell memorized. A successful Reflex save halves the damage.

Trigger Spells: Deadly Lahar, Delayed Blast Fireball, Elemental Shield, Fire Storm, Fireball, Flame Arrow, Flame Strike, Incendiary Cloud, Meteor Swarm, Shades, Wall of Fire, Firebrand, Inferno, Combust, Flame Weapon, Fireburst, Greater Fireburst, Shroud of Flame, Body of the Sun, Scorching Ray, Weapon of Energy, Orb of Fire, Heartfire


Quote
Invisible Needle

You create tiny darts of force.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll. The needle deals 2d4 points of damage +1 per spell level of the highest force spell memorized.

Trigger Spells: Mordenkainen's Sword, Isaac's Lesser Missile Storm, Isaac's Greater Missile Storm, Bigby's Interposing Hand, Bigby's Forceful Hand, Bigby's Grasping Hand, Bigby's Clenched Fist, Bigby's Crushing Hand, Orb of Force.
Quote
Sickening Grasp

You wreak havoc with the inner organs of a target, causing it to grow ill.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a necromancy spell of 3rd level or higher available to cast, you can make a melee touch attack against living creatures which becomes sickened for 1 round per spell level of the highest necromancy spell memorized. The subject can reduce this duration to 1 round with a successful Fortitude save.

The sickened creature takes a -2 penalty to attack rolls, weapon damage rolls, saving throws, and skill checks.

Trigger Spells: Animate Dead, Circle of Death, Mass Inflict Light Wounds, Cloudkill, Contagion, Control Undead, Create Greater Undead, Create Undead, Death Ward, Energy Drain, Enervation, Fear, Finger of Death, Harm, Poison, Slay Living, Vampiric Touch, Wail of the Banshee, Destruction, Horrid Wilting, Inflict Serious Wounds, Inflict Critical Wounds, Infestation of Maggots, Undeath to Death, Mass Inflict Moderate Wounds, Mass Inflict Serious Wounds, Mass Inflict Critical Wounds, Mass Contagion, Mass Death Ward, Mass Curse of Blades, Scourge


Quote
Storm Bolt

The electrical energy contained within your magic rages inside you, begging to be released.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 2d6 points of electrical damage +1 per spell level of the highest electrical spell memorized. A successful Reflex save halves damage.

Trigger Spell: Arc of Lightning, Call of Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Weapon of Energy, Orb of Electricity


Quote
Winter's Blast

The frozen magic within you can burst forth in a hail of frost.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals 2d4 points of cold damage +1 per spell level of the highest cold spell memorized. A successful Reflex save halves the damage.

Trigger Spells: Cone of Cold, Elemental Shield, Frost Breath, Shades, Ice Storm, Polar Ray, Hypothermia, Creeping Cold, Greater Creeping Cold, Glacial Wrath, Lesser Energized Shield, Energized Shield, Weapon of Energy, Orb of Cold.

Re: House Rules: HiPS, Feats & Skills
« Reply #2 on: December 14, 2010, 10:06:53 PM »
Skills

The following skills have been added for selection and/or altered:

Alchemy
Ability: Intelligence
Requires training: Yes
Classes: All

Crafting skill. Represents the ability to craft potions and transmute raw materials into echantment components. Brewing potions and transmuting materials requires recipes.

Check: The DC is determined by the recipe.
Use: Automatic when a recipe is used.

Armoursmithing
Ability: Intelligence
Require training: Yes
Classes: All

Crafting skill. Represents the ability to craft metal armours. Creating armour requires a recipe.

Check: The DC is determined by the recipe.
Use: Automatic when a recipe is used.

Artificing
Ability: Intelligence
Requires training: Yes
Classes: All

Crafting skill. Represents the ability to create and apply enchantments on all items. Creating enchantment glass requires a recipe.

Check: The DC is determined by the recipe.
Use: Automatic when a recipe is used.

Bowmaking
Ability: Dexterity
Requires training: Yes
Classes: All

Crafting skill. Represents the ability to craft ranged weapons such as bows, crossbows and slings as well as arrows, darts and bolts. Crafting one of these requires a recipe.

Check: The DC is determined by the recipe.
Use: Automatic when a recipe is used.

Jeweling
Ability: Intelligence
Requires training: Yes
Classes: All

Crafting skill. Represents the ability to craft rings and amulets. Creating one of these requires a recipe.

Check: The DC is determined by the recipe.
Use: Automatic when a recipe is used.

Foraging
Ability: Dexterity
Requires training: Yes
Classes: All.

Gathering skill. Represents the ability to recover useful herbs and wood from plants and trees and skins from slain animals.

Check: The DC is determined by location or creature. Higher rolls result in higher quality materials being extracted.
Use: Automatic when a plant or tree is clicked and opened or when an animal corpse is searched.

Mining
Ability: Strength
Requires training: Yes
Classes: All.

Gathering skill. Represents the ability to mine ores and precious metals from the ground to use in crafting metal, weapons, armour, rings and amulets.

Check: The DC is determined by location. Higher rolls result in higher quality materials being extracted.
Use: Automatic when an ore deposit is clicked on and opened.

Tailoring
Ability: Intelligence
Requires training: Yes
Classes: All

Crafting skill. Represents the ability to craft clothes, robes and cloaks. Creating one of these requires a recipe.

Check: The DC is determined by the recipe.
Use: Automatic when a recipe is used.

Tanning
Ability: Intelligence
Requires training: Yes
Classes: All

Crafting skill. Represents the ability to craft leather armours, gloves, belts and boots. Creating one of these requires a recipe.

Check: The DC is determined by the recipe.
Use: Automatic when a recipe is used.

Vitrifying
Ability: Intelligence
Requires training: Yes
Classes: All

Gathering skill. Represents the ability to extract enchanter's glass from deposits using minor arcane processes.

Check: The DC is determined by location. Higher rolls result in higher quality materials being extracted.
Use: Automatic when an ore deposit is clicked on and opened.

Weaponsmithing
Ability: Intelligence
Requires training: Yes
Classes: All

Crafting skill. Represents the ability to craft melee weapons. Creating a weapon requires a recipe.

Check: The DC is determined by the recipe.
Use: Automatic when a recipe is used.

Offline Chevy

Re: Feats & Skills: House Rules [Mechanics]
« Reply #3 on: February 25, 2011, 08:44:00 PM »
Just as a note (and I'll probably add this to the in-game descriptions eventually), the custom skill focus feats will not appear to modify any values on your character sheet. They will, however, be applied to skill rolls you make.
-Chevy