Post by Emmarie on Nov 10, 2010 18:01:24 GMT -5
Every one of your characters are different and that's awesome. Everyone has different abilities that they can do. These things can be earned over time, but you are all allowed to choose FIVE (5) abilities from the list below when you join. These include any racial abilities your char might have such as the ability to levitate (drow) or low-light vision (elf). If there is a skill that you wish that isn't listed that is integral to your race, speak to Exalted Emerald.
At each gemstone level you can add 3 more abilities / skills. Also, through our questing you'll be given the opportunity to earn various things (such as on our quest where your chars got Fearless). This means at your highest gem ranking you will have 23 Skills you can choose, total.
Pick Five.
What are skills?
Simply, things that are special about your character, things they can do that makes them unique creatures. These are skills and abilities that would come in useful during quests or that would make a difference in everyday roleplay. They are the building blocks of a character.
Some skills have costs or prerequisites, make sure you can fulfill them!
NOTE: Skills do not stack. You may use ONE, and ONLY ONE combat skill per turn in combat. Combat skills are clearly marked. You may use one defense skill at a time as well, so if you are attacked you may choose to defend, evade, etc. One skill use at a time.
ALSO NOTE: Scroll down to the two replies, if you wish to see the skills separated by CLASS not ALPHABETICAL.
CURRENT LIST
Accelerated Learning : Mages who are members of the Academy have gained the ability to solo study much faster than normal, allow them to do in 3 days time what is normally required in 7 days time.
Prerequisites: Mage (primary) Only, Abet'zi Rank
Acrobatics : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
Alchemy : You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale.
Prerequisite: Magical Classes OR Healer
Alert : You gain a +5 to Spot and Listen Checks.
Alibi : The good criminal always knows that he needs an alibi. A person or group of people that can verify that he was someplace while in actuality he was in another doing whatever criminal activities he was involved in. Once a week you can use this ability and not be charged with criminal activity where your identity has been discovered.
Prerequisite: Rogue, Bard, Noble, Charmer Classes
Alluring Tongue : People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
Animal Affinity : You are skilled at working with animals and mounts. This gives you a +5 to Ride checks, and will also allow you the ability to befriend animals. Tame animals, DC10, wild animals DC15, Enraged Animals, DC17.
Animal Friend : Gives the ability to charm any mundane animal, no matter how enraged the animal may be, making the animal the caster's friend for one mun hour.
Druid Class Only
Armor Piercing Shot : You’ve studied the armor of man long enough to have a remarkable understanding of its construction – and weaknesses – and use this knowledge to your advantage. Once per combat you may study your opponents armor looking for weaknesses (round one), and the next round gain a 2d3 to your shot, your opponent loses any defense bonuses from armor that round.
Prerequisites: Sharpshooter and Combat Archer Skills, Gles'ni Rank
COMBAT
Artisan Crafting : You may take this skill if you are a craftsman of some type, allowing you to sell your items to others for gold. Pick one craft. Some examples are: Armorsmithing, Bookbinding, Bowyer, Blacksmithing, Cartography, Cobbling, Gemcutter, Jeweler, Leather Worker, Instrument Making, Seamstress, Weaponsmithing, Clockwork. You may select ONE type of skill per gemstone rank. You may open a store and sell items that are approved by Exalted Emerald.
As Water: Having been trained in both the mental and physical arts, the monk knows to keep both their mind and body loose and flowing like water. Always able to shift, to adapt, to flow around combat. This relaxed state of being grants them a +2 defense during combat.
Prerequisite: Monk class
Combat
Aura of Lust You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [GM's discretion how used during adventures/storylines.]
Prerequisite: Charmer Class
Aura of Strength : You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice.
COST: 100 AP, Special Mission by Exalted Emerald to prove worth, Gles'ni Marshal Rank.
Bargainer : You are a master at the art of the deal. You gain a +5 to Diplomacy checks involving gold, and gain 10% more than the quoted price on any sell of an item to the Emporium.
Battle Hardened : You possess a greater reserve of energy and vitality to draw upon when you are wounded. Once per adventure, if you are wounded, you may invoke this skill and gain another 5 hit points.
Prerequisites: Diehard, Mel'yn Rank
Defense
Battle Rager : The heat of battle, the feel of the splatter of blood, the anger raging inside makes you a monster on the battlefield. Once per combat you may rage and roll 1d more of your dice. (So if you are 2d, you roll 3d. 3d rolls 4d. 4d rolls 5d)
Prerequisite: Fighting Classes Only (Primary), Abet'zi Rank
Combat
Bestial Fury : Once per combat, a Lycan may shift into their true form, and hit 1d above their current dice. (So a 2d, can use 3d for one attack).
Prerequisites: Lycan Race Only
Combat
Blindfight : The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can fight without seeing your foes.
Prerequisite: Fighting Classes, Rogue Class Only
Break Curse : You can break a curse on a target creature at well.
Prerequisite: Magical /Psionic Affinity
Bowling Bash : A knight can cause a chain reaction when attacking one opponent, causing them to crash into a second opponent, both taking the same damage rolled once per combat.
Prerequisite: Knight (Primary) Class Only
Combat
Call Darkness : You have the skill to pull darkness around you and the area you are in, for 15 mun minutes. This is a thick magical darkness and unless one has Blindfight or Darksight you cannot fight or see within this dark area.
Calm Mind: The monk does not allow for the doubts, fears, or whims of modern day society interupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +3 to their attack damage.
Prerequisite: Monk class
Combat
Carouser : The ability to socialize informally with persons of all social classes, without being seen as an outsider. Also includes the ability to drink considerably less than most observers would think, and resistance to drunkenness as well as aphrodisiacs.
Prerequisite: Bard, Rogue, Noble or Charmer Only
Celestial Heritage : Your ancestry includes angels or demons. This gives you a charmed existence, and allows you to pass one save / check once per day without rolling. You are also able to tell if someone is lying or telling the truth as long as they do not have an ability that blocks such a thing.
Charlatan : You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff.
Cheat Death : Once per two weeks, an attack upon you that should kill you, leaves you merely wounded and near death within one point of death. So if you were 20hp you'd be 19/20.
Clairgustance : You can taste things, without having to consume them or even put them in your mouth. You know what a stew, cake, or glass of wine tastes like by simply looking at it. This gift gives the Psion immunity against poisons that have a taste as they are able to detect it - type of poison and how it is used doesn't matter, so long as the substance has a taste it can be detected.
Prerequisite: Psionic Affinity
Clairvoyant : You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [GM's discretion of what you learn.]
Prerequisite: Magical or Psionic Affinity
Clothes to Chocolate/Oil : A charmer with magical ability can turn one's clothing into chocolate, or sweet scented oil. The target gets a willpower save of 1d20, DC15 against this ability, if they pass then the ability did not work. If they fail, their clothes have turned to chocolate or oil (per charmer's choice) and they lose all tangible defense boosts for the rest of the combat (leather armor, bracers, clothing, etc but not magical defenses) unless they take one round to dress themselves again instead of attacking. Their clothes are nearby neatly folded when this spell is successful.
Prerequisites: Charmer (Primary) Class, Magical Affinity, Grinja Rank
Combat
Combat Archer : You can fire your bow or crossbow into melee fighting without fear of hitting allies.
Prerequisite: Abet'zi Rank
Combat Companion : A combat companion is a creature companion that unlike a familiar, is strictly combat oriented. This creature has bonded to you, and you alone, and accompanies you on adventures and missions. It is an NPC that you play, and has half your dice. You may choose ONE basic skill from the companion skill list for your companion. Any other skills (Up to five) must come from one of your skill slots. If you take Familiar and Combat Companion, you may use the SAME creature for both. When you use the combat skill, you state this skill. When you use the familiar skill, you state Familiar.
Prerequisites: Mel'yn Rank
Combat Medic : A healer who is trained in working on the battlefield, who can dash in and give simple healing, bandaging to stop bleeding and the like and then dart back out of the line of fire. A combat medic can heal up to 5hp total during combat when someone is injured and DOES NOT have to wait for their turn to heal. When someone is injured simply post (Combat Medic!) and roleplay running to them and giving healing. The 5hp for combat medic can ONLY be used in this way.
Prerequisite: Healer Class Only
Command Pleasure Zones : The seducer has the power to move one's erotic zones, so that perhaps even the act of shaking one's hand, or caressing the cheek, or running fingers through the hair gives as much pleasure as if they were touching the erogenous zones of the normal body. Used in combat, touching the opponent can cause them to become so disoriented at the feeling that they are unable to attack their next turn. You must physically touch the target, and this can be used once per combat.
Prerequisite: Charmer
Combat
Commune with Nature : This gives you the ability to communicate with nature to find out basic information such as locate water, find path, what animals saw recently, etc.
Prerequisites: Druid or Ranger Only
Cosmopolitan : Your exposure to the workings of the city has taught you things you ordinarily would never have uncovered. This gives you a +5 to any Knowledge check you take concerning urban settings, and allows you to know who you need to talk to for certain dealings.
Craft Magic Item : This crafting skill allows you to create magical items, or enchant weapons or armor. You are allowed to open up a shop if you wish per Shop Rules.
Prerequisites: Magical Affinity
Cure Disease : A healer is able to cure minor diseases and illnesses in a patient.
Prerequisite: Healer Class Only
Darksight : The ability to see in total darkness.
Daywalker : The vampire has grown in power and endurance, and is able to walk in daylight without taking damage in the sunlight for short periods of time. By making use of clothing that covers the skin, and staying in the shadows, a vampire can move about fairly normal. Extended exposure to sun will still cause damage, so no sunbathing!
Prerequisites: Vampire Race Only
Deep Draw : The heat of battle, you may draw your bowstring further, or crow hop while you throw your missle, etc. This grants you a roll of 1d more of your dice on your ranged attack. (So if you are 2d, you roll 3d)
Prerequisite: Fighting Classes Only (Primary), Abet'zi Rank
Combat
Deflecting Shot: A knight or fighter can choose to shield one opponent, once per combat, by firing a projectile to impact with the weapon coming to harm the protected. The force of the impact knocks the weapon off it's path and no one takes damage. They must use a ranged weapon in combat to use this skill.
Prerequisites: Knight or Fighter, Uses Ranged weapon in Combat
Defense
Delay Pain : You are able to delay the pain from wounds, even severe wounds, during combat until after combat ends. At that time all of the pain from every wound rushes upon you and if it is severe you may pass out.
Delay Potion : You may drink a potion and delay it's effects for up to 1 hour mun time. If this is used before combat, using the potion does not take up one's attack turn and can be used at will.
Prerequisite: Mage/Psion Class Only
Delay Spell : A spellcaster can use this skill to cast a spell, and delay it's effects for up to 15 minutes (mun) time. If this is used before combat, invoking the spell does not take up one's attack turn.
Prerequisite: Mage/Psion Class Only
Detect Alignment : You are able to detect the alignment of any creature you come in contact with, unless it is being magically hidden. If it is being hidden then roll a d20, creature rolls d20, if you roll higher you detect it.
Prerequisite: Magical or Psionic Affinity
Diehard : You have the ability to stay within combat longer than normal. By stating "Diehard" at the beginning of combat (excluding Endurance Matches), you gain 5 more hp.
Dirty Fighter : You know the brutal and effective fighting tactics of the streets and back alleys. In brawls you get a +2 to your attacks.
Combat
Disable Device : This gives a rogue a +5 to Rogue checks to disable a device.
Prerequisites: Rogue (primary)
Distract : You are one of the few warriors who can regularly throw enemies off-balance and reduce the effectiveness of their attacks. Through a combination of feints and diversions, you can keep an enemy on his toes and yet retain your own devastating attacks. This gives you a +3 to defense for the duration of the combat.
Prerequisite: Knight (primary) Only
Defense
Divine Health : You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick.
Prerequisite: Cleric, Druid, Ranger, Monk only.
Don Armor : You are adept at donning and removing armor in a very short period of time, allowing you to react quickly to enemies who attack camps and other places of rest or to remove your armor quickly when the need calls for it.
Prerequisite: Knight Class only
Dragon Heritage : You are descended from dragons, and are able to use a breath attack in any form. This gives you a one time 2d3 dmg in combat when your breath weapon is used.
Prerequisite: Dragon in your ancestry
Combat
Dragoncraft : You are able to make special weapons, armor, and other items using parts of dragons as materials. You may sell these items to other players (approved items only).
Prerequisite: Artisan Crafting Skill
Dualist : You are skilled at wielding two weapons in combat, one in each hand. When using two weapons, you deal damage with both to either the same, or another nearby target. Whatever you roll with your dice, you deal HALF that with your second blade to either same target, or different (state in roleplay). THIS DOES NOT INCLUDE ENHANCEMENTS. It's strictly half of what you roll. If you roll an uneven number count down, so if you rolled 5hp your second blade does 2hp.ONCE PER COMBAT. You must call this skill BEFORE you roll.
Combat
Dual Purpose: You are skilled at the use of ranged weaponry in combat, able to use your ranged weapon in ways most would not have thought, like using a bow for a club. Or even at times able to loose two missles instead of one. When using this skill, you are able to make two attacks instead of one. You deal damage with both to either the same, or another nearby target. Whatever you roll with your dice, you deal HALF that with your second shot to either same target, or different (state in roleplay). THIS DOES NOT INCLUDE ENHANCEMENTS. It's strictly half of what you roll. If you roll an uneven number count down, so if you rolled 5hp your second attack does 2hp.ONCE PER COMBAT. You must call this skill BEFORE you roll.
Prerequisite: Use ranged weapon in combat
Combat
Dungeon Sense : Through experience you’ve developed an intense familiarity with the design and construction of dungeons and can correctly predict the layout of corridors and chambers you have not yet visited. To use this ability you must make a Knowledge (Dungeoneering) check. The total result – times two – equals the radius in feet that you may sketch out as a map that properly reflects the dungeon terrain. You do not know where secret doors, or hidden traps are located. This does not apply to natural caverns or tunnels.
Prerequisite: Knowledge (Dungeoneering) Skill
Ear to the Ground : By lying down and placing your ear to the ground you are able to identify the location and distance of creatures in contact with the ground for a range of 30 feet.
Elemental Affinity : Once per combat, an elemental may infuse their attack with the element they are born with, giving them 1d over their current dice for one attack. (So a 2d would use 3d).
Prerequisites: Elemental Race Only
Combat
Elemental Resistance : Pick one element to take a defense of +2 defense against. You may take this more than once, for different elements. Elements you may choose are fire, water, earth, air, lightning.
Defense
Elusive Dance : Your training in dance allows you to mirror and anticipate an opponent's moves, granting you +3 Defense throughout the combat.
Prerequisites: Noble Class Only
Defense
Elven Beauty : Your elven heritage has made you beautiful to gaze upon. The kind of beauty that woos those around you, starts wars, and has songs written about them. This gives you a +10 to Diplomacy.
Prerequisite: Elven, or Half-Elven
Empathy : You are able to feel the emotions of anyone in your general area. You cannot alter their emotions with this gift but you are able to "know" what is wrong. Players can roll 1d6 to determine the "strength" at which they understand the targets emotion.
1 - 3 = Insight. You know "something" is wrong or something is up.
4 - 5 = You know what is wrong or what is up, down to the exact detail.
6 = Shared Emotion. You know and feel everything the target does, as it were happening to you.
Prerequisite: Psionic Affinity only
Enchantment Resistance : You gain +2 to your save against any enchantment effects or spells.
Prerequisite: Magical Classes, Bard, Charmer
Enraged Casting : A mage is able to cast a combat spell with greater damage done, once per combat. They are able to add +5 to any combat dice roll they make to cast their spell.
Prerequisite: Magical Affinity or Psionic Affinity, Abet'zi Rank
Combat
Epic Power : You have truly come far, trained your body and mind to their limits and now are able to claim even more power than ever thought possible. You gain 4d dice and may choose 3 more skills.
Prerequisites & Costs: Aura of Strength, Sanguter Grand Master Rank, 200AP, Special Quest by Exalted Emerald
Esoteric Erotica : The charmer has taken a special interest in the sexual proclivities of the more ... peculiar denizens of the fantasy world. Forbidden texts have been studied and the mothers of planetouched children have been spoken to. Thanks to this the seducer has an unrivaled understanding of the anatomy and tastes of the beings from other planes and the non-humanoid sentient beings. This gives a +5 to all Knowledge Checks involving extraplanar creatures.
Prerequisite: Charmer Class only.
Entrepeneur : You have an entrepeneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. Please see our specific rules on shop creation and maintenance.
Exorcism : A cleric is able to cleanse a creature or object of possession. The cleric and the creature/GM roll 1d20 twice in a row, and if the cleric rolls higher both times then they are cleansed. Creative roleplay is essential between rolls.
Prerequisite: Cleric Only
Extra Spell : A spellcaster is granted an extra spell for each gemstone rank they gain. Such as moving from Rosha to Abet'zi you get an extra spell. Abet'zi to Mel'yn you get an extra spell.
Prerequisite: Mage/Psion Class Only
Familiar : You gain a familiar, which is able to channel your spells. You may send your familiar to make a magical attack upon an opponent, allowing you to stay out of melee range of combat. Familiars have half your dice and as many hit points, as their dice, if needed. Such as if you are d60, they are d30 with 30hp.
Prerequisite: Magical Affinity
Favored Enemy : A ranger can choose a certain kind of creature whose nature and habits he knows inside and out as a favored enemy. Thereafter, he gains +5 Atk anytime he faces this enemy as a bonus. (Can be taken more than once). Must name your enemy upon taking this skill, and your enemy must be stated in your CHARACTER SHEET clearly.
Prerequisite: Ranger (Primary) Class Only
Combat
Fearless : This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
Fighters Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to only do half damage to the fighter.
Prerequisites: Fighter class (Primary), Mel'yn rank. Can only be used with primary weapon.
Defense
Friends in Low Places : You are feared and respected throughout the seedier side of town. You gain a +3 to Bluff, Diplomacy and Intimidate while in the lower class areas of any city you've spent at least 2 weeks. With a successful DC20 Intimidate Check you receive free lodging, food and clothing for one week.
Prerequisites: Rogue or Bard Class, Grinja Rank
Focused Strike: Channeling that legendary force within the monk's body, and unleashing it out in one devastating attack. Through concentration, training, and sheer force of will, the monk can add more power to their strike than their body should have been able of holding. The effect is that the monk may add 1d extra to their attack (meaning if they were 2d they may roll 3d). ONE time use in combat.
Prerequisite: Monk (Primary) class
Combat
Greater True Seeing : This allows one with True Seeing to be able to see the true form of shapeshifted, polymorphed, changed, or transmuted things.
Prerequisite: True Seeing Skill
Halo of Light : The spell creates a small halo of light above the caster's head, which will light a small area, and move with the caster for one mun hour or until extinguished.
Prerequisites: Magical Affinity
Healing Affinity : You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information. [Druid, Healer do not need to take this in order to heal, they have this class skill automatically.]
Healing Circle : All creatures within a circle made by the healer are healed at once up to 10hp of damage, instead of having to heal individually. You may use this once per adventure.
Prerequisite: Healer OR Druid Only
High Society : You know good manners and were trained to handle social interactions in noble circles.
Holy/Unholy Resistance : If you are good aligned, you gain a resistance of +2 defense against unholy attacks. If you are evil aligned, you gain a resistance of +2 defense against holy attacks.
Defense
Holy Valor : A holy knight (paladin) gains an extra +5 to any attack against evil or undead.
Prerequisite: Knight AND Cleric
Combat
Honor Shield : A knight or fighter can choose to shield one opponent, once per combat, the attack glances off the knight's shield and no one takes damage. They must use a shield in combat to use this skill.
Prerequisites: Knight or Fighter, Uses Shield in Combat
Defense
Illusory Nakedness : "Imagine then naked" is often given as a way to lower one's nervousness when performing. With this ability, the charmer can see all as they were without clothing. It also has a side effect that is helpful, for perhaps when the charmer sees how small, or how large, or how...fake someone is in the nude they will fare much better choosing another victim...or it can be used to reveal items, weapons and the like hidden upon the target's body. (Muns should answer any questions about their character's nude bodies if charmer asks.)
Prerequisite: Charmer Class, Must have magical affinity.
Immunity to Sleep : Your blood allows the act of any sleep effects to be nulled automatically.
Immunity to Charm : You are immune to charm effects and spells, including the sweet words of a Charmer.
Prerequisites: Bard, Noble, Rogue, Charmer or Magical Class only
Impressive Tool
The finest meal in the world can be let down by presentation. The humanoid species are very visually oriented, especially the men, when it comes to breasts this fixation is even more acute, though a man's "package" can be just as tempting to stare at when it's presented just right. The seducer with this feat has learned how to enhance, manipulate and present her boobs to the best effect, how to lean over just right in a low cut top, how to enhance with wads of cloth or how to slim down with a little strapping. A man has also learned the best way to present his package for the maximum exposure, enhancing with just right tight clothes, or even wads of cloth. Those will magical ability have also learned how to create the illusion of a larger package, or bigger boobs.
The charmer gets let into places not otherwise allowed, such as exclusive clubs or parties, often getting free or cheap drinks in taverns and bars and never failing to attract attention. In non-combat situations, the seducer can use their impressive bust or package to distract men or women. After the seducer puts on a bit of a teasing display, the subject of the attempt must make a willpower check of 1d20, DC15 or be considered distracted, missing one combat turn.
Prerequisites: Charmer (primary) Class Only
Combat
Improved Disable Device : Once per adventure, a rogue can disable a device without any Rogue check.
Prerequisites: Rogue (primary), Abet'zi Rank
Improved Dual Purpose: You have become skilled enough with your weapon that you deal the same damage you've rolled twice; once per attack (your rolled combat damage ONLY not your enhancements!). You may do this ONCE per combat.
Prerequisite: Fighter Class (primary), Dual Purpose Skill, Grinja Rank
Combat
Improved Rezz : Once per day a cleric may rezz another creature without any loss to AP.
Prerequisites: Cleric (primary) Class Only, Grinja Rank
Incite to Anger : You are able to incite one target to rage against you, and only you, through words and/or actions causing them to only attack you for the duration of the combat or until you state you are not using the skill anymore.
Prerequisites: Knight, Fighter, Brawler, Charmer, Rogue
Innate Spell : You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time!
Prerequisite: Mage/Psion (Primary), Abet'zi Rank
Combat
Intimidating : You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
Invisibility : You can become invisible at will, giving you a +5 to Stealth Checks for Move Silently, and Hide.
Prerequisite: Magical or Psionic Affinity, Or by special arrangement by race
I Remember This One! : You have a love of drink and a keen alchemical sense. They use these skills to remember potions and tonics once tasted. You can automatically identify any potion, tonic or poison you have tasted at least once before by sipping it.
Prerequisites: Alchemy Skill
Iron Will 1/2/3 : You have extreme willpower, giving you a +1/+2/+3 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects and powers.
Iron Will +1 - No Prerequisites
Iron Will +2 - Must have Iron Will & Mel'yn Rank
Iron Will +3 - Must have Iron Will +2 & Rohel Rank
Jousting Mastery : This gives the knight a -2 to jousting rolls. In jousts, you roll a 1d10 to determine points scared. The lower the number you roll the better you score.
Prerequisite: Knight Class only
Keen Memory : You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing.
Kippup : The character gets back on his feet with a flip or roll and is able to perform a counterattack immediately upon being attacked. This enables the fighter or brawler to roll 1d of their dice on an attack immediately after they are attacked, once per combat. They may also use any attack bonuses on their weapon they have up to +5.
Fighter or Brawler Class Only
Defense
Know Direction : No matter where your destination is.. you always know where your going, how to get there and what direction you are going in.
Prerequisite: Ranger, Druid only
Knowledge: You have accrued knowledge of one specific source. You gain a +5 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in!
Lasting Inspiration : Only a bard may take this skill, and it enables them to inspire their allies even after they've stopped singing, or playing, for one full round. This enables a bard to make another action one round (attack, heal, etc) before they continue to play, or not play any longer.
Prerequisite: Bard (Primary) only
Leadership 1/2/3/4 : You are a natural leader, and during adventures it is you that is looked to in order to lead the group unless you name someone else as leader. This can be taken more than once, each time gives you a level up (such as Leadership 2, Leadership 3, etc). Someone who has Leadership 3, would beat out someone with Leadership 1, unless IC they allow that person to lead. [If you prove you have no talent leading, this can be stripped from you if complaints come in to Emma! If you show prowess in leading, Emma can gift you with this as well!]
Leadership 1 - Abet'zi Rank
Leadership 2 - Leadership 1, Mel'yn Rank
Leadership 3 - Leadership 2, Gles'ni Rank
Leadership 4 - Leadership 3, Rohel Rank
Levitation : You have inborn talent of some kind to levitate at will.
Prerequisite: Drow Race OR Magical Affinity
Lightning Initiative You are so quick to dive into battle that you gain a boost to your initiative. +5 to init rolls.
Lingering Spell : This skill allows you to cast effect spells that last two rounds, instead of the one round normally allowed.
Prerequisites: Magical Affinity or Psionic Affinity, Gles'ni Rank
Live off the Land : You are able to live off the land, finding food, water, and knowing survival techniques to exist in the wilderness for yourself and up to 2 others.
Prerequisite: Ranger or Druid only
Lockpicking : You are skilled at picking locks and gain a +5 to any lockpicking (Rogue) checks that you make.
Prerequisite: Rogue Only
Long Life : You live much longer than a normal lifespan. Whatever your race's normal life span, you live twice. This can be taken more than once. Each time doubles your normal life span.
Loremaster : Your ability to learn and research knows no bounds. In addition to other bonuses, you gain a +5 to all knowledge checks.
Prerequisite: Voracious Reader, Knowledge Skill (2 types)
Low Blow : The brawler is a vicious, dirty fighter. This is demonstrated by their cruelty towards their enemy. Brawlers are not bound to the same moral code as others are. In combat everything goes for them, from hair pulling to eye gouging and yes even the dreaded low blow. Depending on their opponent (man or woman) the brawler attack what they know is the most sensitive areas. For a man this means a devastating blow to the family jewels, while to a woman it is the downright mauling of their chest. The attack leaves their opponent in horrible pain as well as a state of shock. This allows the brawler to roll 1d extra of their dice, once per combat. (So a 2d would roll 3d)
Prerequisites: Brawler Only
Combat
Low-Light Vision : The ability to see in low-light situations.
Lucky Duck : You are lucky! You can reroll for any check (such as Spot, Rogue, etc) but you have to take the second roll even if it's worse.
Magical Affinity You have innate or learned magic ability. You cannot use magic in RaS without this skill. (if you choose Mage, Cleric or Druid Class you do not need to take this skill, you already have it free.)
Martyr : This ability allows the cleric or monk to draw onto themselves, any condition (ie: disease, illness, curse) from a single target. This ability can only be used once every 24 hours. This ability can be used even if the monk or cleric possesses an ability that prevents them from being able to contract diseases, gives them immunities and the like. If successful, all conditions and the requirements to the conditions (such as having to be healed in a certain amount of time or a curse not fading until a certain action is done or a amount of time has passed). This ability cannot be used on those affected with vampirism and can only be used on those infected with Lycanthropy if the infection is recent (within 24 hours) and before the first change.
Prerequisites: Cleric (Primary) or Monk (primary)
Mask of Gentility : You cunningly hide your true motives and nature behind a facade of camaraderie and gentility. No mage or psion or magic item is able to tell your true alignment or nature.
Prerequisites: Evil Alignment
Midas Touch : Your noble standing and reputation is such that allows you to gain double gold for any mission you accomplish, once per day.
Prerequisites: Noble (Primary) Class
Miracle Healer : A healer is able to heal even the worst of the wounded including the maimed, blind, deaf; even able to assist in the regrowing of lost limbs. They are unable to heal afflictions that someone was born with, such as birth defects that cause blindness, or a withered limb.
Healer (Primary) Only
Mounted Combat : You can fight while astride your mount and do not need to take any checks involved in doing so.
Native Terrain : You have an extraordinary familiarity with one environment: desert, jungle, forest, city, sea, plains, mountains, underground, hills, etc. When within his native terrain, then all rolls receive a +1 bonus. This applies to hit rolls, saves, magic, etc. You must state what your terrain is when you choose this spell. This may be taken more than once, with a new terrain chosen each time.
Neutralize Poison/Venom : The target creature has all traces of poison removed from their system.
Prerequisite: Healer OR Druid Class Only
Noble Born : You were born affluent and in the circles of the nobility of whatever kingdom within Eldon Heath you are from. You know most noble rites and rituals, legends and lore and gain a +5 to any knowledge check that requires Knowledge of the Nobility of the kingdom you hail from. [State which kingdom.]
Prerequisite: Raised in an Eldon Heath kingdom for a good portion of your life.
No Flies On Me : Some people things just never seem to stick to. Scandal passes them by, their infidelities are never found out and no matter what mud they wallow in they always emerge smelling of roses. The charmer has managed to cultivate, or be born with, this ability and no matter what filth he/she gets involved in or what scandals he/she causes somehow the blame and the muss will just slip off them. Charmers with this ability cannot be held accountable for their seductive actions including being taken to court for adultery in kingdoms where it is illegal.
Prerequisite: Charmer only
Old Salt : You are an old hand at shipboard life, having mastered the myriad skills that are required of the experienced sailor. Additionally, you have an eye for the weather. You gain a +1 to Athletics and Acrobatics, a +2 to Use Rope (Use Mundane), and are able to tell what the weather will be like up to 2 days ahead.
Out of the Loop : The kh'ronen can remove himself from the timestream, only to reappear later in the same state and location. To outsiders, they appear to vanish into thin air for a few seconds to a few minutes. When used in combat while being attacked, a kh'ronen can, for one attack, take no damage at all.
Prerequisite: Kh'ronen only
Combat
Paladin's Chant : A holy knight makes a chant to his deity calling forth their power to grant allies of their matching alignment a +2 defense for the remainder of that combat. This may only be once per adventure. Only one chant can be up at a time (ie: these don't stack if more than 1 paladin uses it).
Prerequisites: Knight AND Cleric, Grinja Rank
Parry : You are skilled at deflecting the attacks of your enemies. When you use this skill, you only take half of the damage that your opponent scored upon you, once per combat. You may not parry an attack when unarmed, or in heavy armor.
Fighter Class Only
Defense
Perfect Ear : A bard can hear a song, either sung or instrumental, and is so proficient that they can sufficiently recreate it.
Prerequisite: Bard Class Only
Perfect Self : At this point a monk has become so in tune with their own body that they are now considered to be supernatural creatures. They no longer age, nor get sick in any way. No poison or disease (magical or mundane) affect the target at this point. If a monk with Perfect Self is killed, instead of dying you simply "fall unconscious" and appear dead for 24 mun hours. You do not lose any AP or rank.
Prerequisite: Monk only, Rohel rank
Performance : You may take this skill if you are a performer of some type, choose one. You are allowed to perform in chats, and after your performance you will roll a 1d50 to determine how much gold the audience tips you! Some examples are: Comedy, Dance, Drama, Poetry, Erotic Dance, Instrument (flute, lute, drums, etc), Juggling, Mime, Storytelling.
Prerequisite: Bard, Rogue, Druid or Noble only
Piercing Thought: So in tune with their own body, they are able to recognize the subtle similiarities of action within anothers. They are able to note the faintest glimmer within an eye, a fraction of a lip thinned, the very edges of an eyebrow cocked, the inflection of voice, the pitch and tone. All the signs in both word and action that something is off with another. this grants a monk a +5 to Insight checks.
Prerequisite: Monk class
Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to attack.
Combat
Poison/Venom Immunity : Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [GM will let you know if this is something rare or magical.]
Limits: You may not take this skill if you have a racial weakness to poison/venom.
Poisonmaking and Use : The alchemist is able to create and use poisons. (Per Potion Rules, Poisons from List only)
Prerequisite: Alchemy Skill
Polylingual : You can speak and understand all languages, but cannot read or write in any language but your own.
Power Dualist : You have become skilled enough with two weapons that you deal the same damage you've rolled twice; once per blade (your rolled combat damage ONLY not your enhancements!). You may do this ONCE per combat.
Prerequisite: Fighter Class (primary), Dualist Skill, Grinja Rank
Combat
Protective Parry : Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, the one you defend, takes half damage of what the opponent scored. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor.
Prerequisites: Fighter Class Only, Parry Skill
Defense
Psicrystal : A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality. You may only have one psicrystal at a time.
Psion Class Only
Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
Psychometry : By handling a physical (non-living) object, the psion or mage can gain knowledge of what past events have surrounded it.
Prerequisite: Magical or Psionic Affinity
Psymbiot : When you are psionically focused and one or more psions stand within 10 feet of you, all psions in that area gain a +2 bonus on all checks, and saving throws.
Prerequisite: Psion Only
Push to the Limit : You can push your body to it's limits...and then some. This gives you a +5 to any Endurance rolls you are asked to take.
Racial Weakness Resistance : This is a catchall resistance for racial weaknesses, giving you a +2 defense against your racial weakness.
Limits: You cannot take this if you've taken Unholy/Holy Resistance, or Elemental Resistance.
Defense
Reputation Precedes : You are well know (either hero or villain) and that grants you special knowledge and ability with those you deal with. (Up to GM)
Grinja Rank
Remote Viewing : This ability allows the Psion to see through the eyes of another person in their general area. The target, if unwilling does have the option to roll 1d20 Willpower save with DC15 against the use of this ability. If the save is failed, or the target is willing, it lasts up to 30 mun minutes.
Prerequisites: Psionic Affinity Only
Remove Curse : A cleric, druid or mage who takes this skill has the ability to remove curses from other creatures. Curses may also be removed from objects per GM decision.
Revival : A cleric knight (paladin) may give up 5hp of their own, to a combatant that has been dealt a killing blow, if it will keep them from death.
Prerequisites: Knight AND Cleric Class
Rezz the Dead : You know how to pull the spirit of a dead creature back to their body, giving them a second life. See "How Death Works" for what happens after. [Clerics can do this naturally and do not need to take this skill.]
Ricochet : Using a weapon such as a boomerang or chakram, you are able to strike two adjacent targets with one weapon.
Prerequisites: Fighter Class
Combat
Sacrifice - You are adept at taking the brunt of an attack meant for another. You may choose to take the attack of a fellow combatant upon yourself once per combat. Please use logic when you roleplay taking the damage. It must be something you can logically do.
Defense
Scanning : With this Gift, the psion is able to "scan" a certain target and know certain details about them. These details can include, but are not limited to; any concealed weapons, true appearances, current health level (Hit Points), and a character's natural or true race. You may work with the GM for other creative things you might wish to find out.
Psion (Primary) Class Only
Scent : You gain exceptional skills in scent. You can identify any scent that you have smelled in the past.
Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points per adventure to self-heal yourself during adventures. In normal rp, after spars and the like you may just rp that you are self healing, no need for healing points.
Sense Undead : You can sense undead within a radius of 100 square feet.
Prerequisite: Cleric or Magical / Psionic Affinity
Shadow Form : You are able to take the form of wispy shadows once per day, for as long as you wish. Mundane weapons cannot hit you in this form, allowing you to evade one attack per combat.
Shadow Walk : You can slip easily in and out of the shadows, and travel the umbra (shadow realm).
Shapeshifting : You have the ability to shift into a different form.
Sharpshooter : You are skilled at using the bow and arrow/crossbow and gain a +1 to rolls during archery matches.
Shield Bash : Once per combat, you can use your shield to bash a foe, rattling their brain and stunning them if they fail an Endurance check of DC15 , taking them out for 1 round of combat.
Prerequisite: Knight, Fighter OR Cleric AND uses a shield.
Combat
Shingle Runner : As a child, you spent a lot of time on the interconnected rooftops that span much of your hometown. You are particularly adept at climbing, jumping, and avoiding falls upon the rooftops, and gain a +10 to Athletics and Acrobatics checks made on the rooftops, only.
Shroudsight : Shroudsight allows a necromancer to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the necromancer can spot ghostly buildings and items, the landscape of the so-called Shadowlands, and even wraiths themselves. However, there are odds that an observant wraith will notice when a necromancer suddenly starts staring at him, which can lead to unpleasant consequences.
Prerequisites: Necromancer Only
Sidestep : You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
Prerequisite: Acrobatics Skill
Defense
Speak / Read Languages : For every gemstone rank you achieve you may choose one language to read/speak with this skill.
Speed of a Cheetah : You can run as fast as a cheetah for short bursts of speed.
Spelunker : You are knowledgeable about the secrets of the subterranean world and wise in its ways. +10 to any Knowledge check dealing with subterranean passages or creatures from beneath the earth.
Spirit Armor : This spell allows the druid to be surrounded by a portion of his own life's essence which takes the form of a shimmering aura. It gives protection to magical and non magical attacks with a +3 Defense. It doesn't add on any weight to the druid, and it doesn't interfere with any other spellcasting.
Druid (Primary) Only
Defense
Steel Skin : You have learned how to parry while unarmed, enabling you to block sword blows with your open hand. When you do so, you avoid damage to your own hand or body. This halves the damage that is scored upon you. You must be unarmed, and attacked with a weapon to use this skill.
Fighter Class Only, Parry Skill
Defense
Stitch in Time : You are able to return damaged or otherwise altered objects to its prior state. The object must have been broken or had its condition changed within 5 minutes (per level of chronomancer) of the spell for it to work. Uses for Stitch in Time include "unbreaking" a window, unlocking a door that someone just locked, mending a broken weapon in combat or otherwise.
Prerequisite: Kh'ronen Race, or Magical or Psionic Affinity (chronomancer)
Strong as an Ox : You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength rolls.
Strong Stomach : You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
Sword and Board : Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. This grants you a +2 to defense when your shield is used.
Prerequisites: Knight, Fighter or Cleric, Must use shield
Defense
Taunt : Being in a combative environment for most of your waking hours not only trains the body, but it sharpens the mind. The brawlers tongue is just as effective as his fists inside the ring. Using profanity that would make the devil himself blush, the brawler speaks an insult so crude it bewilders their opponent. And while their victim is trying to figure out what their mother was doing with a goat, an ear of corn, some barber shears, a mop, and a knights helmet, the gladiator rushes in waylaying them with the first blow. This gives a brawler first strike in any combat.
Prerequisites: Brawler Class (primary)
Telepathy : You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
Prerequisite: Psionic Affinity
Tempus Fugit : This is a "wrinkle" in time. One can manipulate the very fabric of time, causing the caster and/or the group they are in to move at extremely fast speeds, the distance between point A and point B shortening substantially. Something that normally would take a day of travel, can be traveled in less than a half hour.
Prerequisite: Kh'ronen Race OR Magical/Psionic Affinity (chronomancer)
Tenacious Magic : Once per day, any spell that you have cast outside of combat, is not affected by dispel magic. Nothing that anyone can do, will cause it to dispel before it's time is up.
Prerequisite: Mage Only, Rohel Rank
Thievery : The thief is a cunning type of person. They see an opportunity and exploit it. With a successful unarmed or short weapon attack (dagger, bladed gloves, etc) the thief not only hurts their target but also steals some of their gold. The damage done by the thief's roll is also the amount of the victim's gold that was lifted. The must have one hand open, meaning that they are not holding a weapon or another object. One time use in combat.
Prerequisite: Neutral or Evil alignments only
Combat
Timekeeper You are always aware of time. You know under any conditions the time of day and the passing of time.
Prerequisite: Kh'ronen Race Only
Track : You can follow the trails of creatures and characters across most types of terrain.
Prerequisite: Ranger, Druid Only
Trackless Step : You can move without leaving footprints or any type of track behind him, therefore allowing him to move freely without fear of being found and followed.
Trap Detection : You are able to detect traps and snares in the vicinity with relative ease. This gives a +5 to Search checks.
Prerequisite: Rogue, Druid, Ranger or Bard
Tree Stride : You are able to travel through trees, from tree to tree teleporting between each.
Ranger Class Only
True Seeing : You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions.
Prerequisite: Magical or Psionic Affinity
Twisted Melody : A bard with this skill uses their song to ridicule and harass the enemy instead of boosting their allies, causing enemies in the hearing range to lose all defensive bonuses for one round of combat.
Prerequisite: Bard only
Combat
Two-Handed Weapon : You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club. Because of the additional power from using both hands to swing a weapon, a +2 bonus to damage is gained.
Prerequisite: Fighting Classes Only
Combat
Two Wanded : Yes, that says two wanded, not two handed. It allows you to wield TWO wands in combat instead of only one, for one combat turn.
Prerequisite: Magical Affinity, Grinja Rank
Combat
Undead Resistance : A character that chooses this ability, cannot be turned undead.
Underwater Breather : You are able to breathe underwater.
Vampiric Command : The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly by any creature of a strength the same or lower (dice) than the vampire. The order must be clear and straightforward - run, cough, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective. The command may be included in a sentence, thereby concealing the powers use from others. The target rolls 1d20 Willpower check in attempt the resist the command, DC15. If it does, it's up to the characters discretion as to what exactly happens, using common sense. This can only be used once every hour, per target.
Prerequisites: Vampire Only
Voracious Reader : You are well read, a scholar, and have knowledge in numerous areas. You gain a +2 to ALL knowledge checks.
Weapon Alteration: You've decided the path to glory lies in cutting your foes down from a vast distance. Your ranged weapon has some modification done to it (longer strap for a sling, a recurve for bow, higher tension for crossbow, etc) that grants it a little more punch on delivery. Because of the modification upon the weapon, a +2 bonus to damage is gained.
Prerequisite: Fighting Classes Only
Combat
At each gemstone level you can add 3 more abilities / skills. Also, through our questing you'll be given the opportunity to earn various things (such as on our quest where your chars got Fearless). This means at your highest gem ranking you will have 23 Skills you can choose, total.
Pick Five.
What are skills?
Simply, things that are special about your character, things they can do that makes them unique creatures. These are skills and abilities that would come in useful during quests or that would make a difference in everyday roleplay. They are the building blocks of a character.
Some skills have costs or prerequisites, make sure you can fulfill them!
NOTE: Skills do not stack. You may use ONE, and ONLY ONE combat skill per turn in combat. Combat skills are clearly marked. You may use one defense skill at a time as well, so if you are attacked you may choose to defend, evade, etc. One skill use at a time.
ALSO NOTE: Scroll down to the two replies, if you wish to see the skills separated by CLASS not ALPHABETICAL.
CURRENT LIST
Accelerated Learning : Mages who are members of the Academy have gained the ability to solo study much faster than normal, allow them to do in 3 days time what is normally required in 7 days time.
Prerequisites: Mage (primary) Only, Abet'zi Rank
Acrobatics : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
Alchemy : You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale.
Prerequisite: Magical Classes OR Healer
Alert : You gain a +5 to Spot and Listen Checks.
Alibi : The good criminal always knows that he needs an alibi. A person or group of people that can verify that he was someplace while in actuality he was in another doing whatever criminal activities he was involved in. Once a week you can use this ability and not be charged with criminal activity where your identity has been discovered.
Prerequisite: Rogue, Bard, Noble, Charmer Classes
Alluring Tongue : People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
Animal Affinity : You are skilled at working with animals and mounts. This gives you a +5 to Ride checks, and will also allow you the ability to befriend animals. Tame animals, DC10, wild animals DC15, Enraged Animals, DC17.
Animal Friend : Gives the ability to charm any mundane animal, no matter how enraged the animal may be, making the animal the caster's friend for one mun hour.
Druid Class Only
Armor Piercing Shot : You’ve studied the armor of man long enough to have a remarkable understanding of its construction – and weaknesses – and use this knowledge to your advantage. Once per combat you may study your opponents armor looking for weaknesses (round one), and the next round gain a 2d3 to your shot, your opponent loses any defense bonuses from armor that round.
Prerequisites: Sharpshooter and Combat Archer Skills, Gles'ni Rank
COMBAT
Artisan Crafting : You may take this skill if you are a craftsman of some type, allowing you to sell your items to others for gold. Pick one craft. Some examples are: Armorsmithing, Bookbinding, Bowyer, Blacksmithing, Cartography, Cobbling, Gemcutter, Jeweler, Leather Worker, Instrument Making, Seamstress, Weaponsmithing, Clockwork. You may select ONE type of skill per gemstone rank. You may open a store and sell items that are approved by Exalted Emerald.
As Water: Having been trained in both the mental and physical arts, the monk knows to keep both their mind and body loose and flowing like water. Always able to shift, to adapt, to flow around combat. This relaxed state of being grants them a +2 defense during combat.
Prerequisite: Monk class
Combat
Aura of Lust You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [GM's discretion how used during adventures/storylines.]
Prerequisite: Charmer Class
Aura of Strength : You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice.
COST: 100 AP, Special Mission by Exalted Emerald to prove worth, Gles'ni Marshal Rank.
Bargainer : You are a master at the art of the deal. You gain a +5 to Diplomacy checks involving gold, and gain 10% more than the quoted price on any sell of an item to the Emporium.
Battle Hardened : You possess a greater reserve of energy and vitality to draw upon when you are wounded. Once per adventure, if you are wounded, you may invoke this skill and gain another 5 hit points.
Prerequisites: Diehard, Mel'yn Rank
Defense
Battle Rager : The heat of battle, the feel of the splatter of blood, the anger raging inside makes you a monster on the battlefield. Once per combat you may rage and roll 1d more of your dice. (So if you are 2d, you roll 3d. 3d rolls 4d. 4d rolls 5d)
Prerequisite: Fighting Classes Only (Primary), Abet'zi Rank
Combat
Bestial Fury : Once per combat, a Lycan may shift into their true form, and hit 1d above their current dice. (So a 2d, can use 3d for one attack).
Prerequisites: Lycan Race Only
Combat
Blindfight : The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can fight without seeing your foes.
Prerequisite: Fighting Classes, Rogue Class Only
Break Curse : You can break a curse on a target creature at well.
Prerequisite: Magical /Psionic Affinity
Bowling Bash : A knight can cause a chain reaction when attacking one opponent, causing them to crash into a second opponent, both taking the same damage rolled once per combat.
Prerequisite: Knight (Primary) Class Only
Combat
Call Darkness : You have the skill to pull darkness around you and the area you are in, for 15 mun minutes. This is a thick magical darkness and unless one has Blindfight or Darksight you cannot fight or see within this dark area.
Calm Mind: The monk does not allow for the doubts, fears, or whims of modern day society interupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +3 to their attack damage.
Prerequisite: Monk class
Combat
Carouser : The ability to socialize informally with persons of all social classes, without being seen as an outsider. Also includes the ability to drink considerably less than most observers would think, and resistance to drunkenness as well as aphrodisiacs.
Prerequisite: Bard, Rogue, Noble or Charmer Only
Celestial Heritage : Your ancestry includes angels or demons. This gives you a charmed existence, and allows you to pass one save / check once per day without rolling. You are also able to tell if someone is lying or telling the truth as long as they do not have an ability that blocks such a thing.
Charlatan : You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff.
Cheat Death : Once per two weeks, an attack upon you that should kill you, leaves you merely wounded and near death within one point of death. So if you were 20hp you'd be 19/20.
Clairgustance : You can taste things, without having to consume them or even put them in your mouth. You know what a stew, cake, or glass of wine tastes like by simply looking at it. This gift gives the Psion immunity against poisons that have a taste as they are able to detect it - type of poison and how it is used doesn't matter, so long as the substance has a taste it can be detected.
Prerequisite: Psionic Affinity
Clairvoyant : You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [GM's discretion of what you learn.]
Prerequisite: Magical or Psionic Affinity
Clothes to Chocolate/Oil : A charmer with magical ability can turn one's clothing into chocolate, or sweet scented oil. The target gets a willpower save of 1d20, DC15 against this ability, if they pass then the ability did not work. If they fail, their clothes have turned to chocolate or oil (per charmer's choice) and they lose all tangible defense boosts for the rest of the combat (leather armor, bracers, clothing, etc but not magical defenses) unless they take one round to dress themselves again instead of attacking. Their clothes are nearby neatly folded when this spell is successful.
Prerequisites: Charmer (Primary) Class, Magical Affinity, Grinja Rank
Combat
Combat Archer : You can fire your bow or crossbow into melee fighting without fear of hitting allies.
Prerequisite: Abet'zi Rank
Combat Companion : A combat companion is a creature companion that unlike a familiar, is strictly combat oriented. This creature has bonded to you, and you alone, and accompanies you on adventures and missions. It is an NPC that you play, and has half your dice. You may choose ONE basic skill from the companion skill list for your companion. Any other skills (Up to five) must come from one of your skill slots. If you take Familiar and Combat Companion, you may use the SAME creature for both. When you use the combat skill, you state this skill. When you use the familiar skill, you state Familiar.
Prerequisites: Mel'yn Rank
Combat Medic : A healer who is trained in working on the battlefield, who can dash in and give simple healing, bandaging to stop bleeding and the like and then dart back out of the line of fire. A combat medic can heal up to 5hp total during combat when someone is injured and DOES NOT have to wait for their turn to heal. When someone is injured simply post (Combat Medic!) and roleplay running to them and giving healing. The 5hp for combat medic can ONLY be used in this way.
Prerequisite: Healer Class Only
Command Pleasure Zones : The seducer has the power to move one's erotic zones, so that perhaps even the act of shaking one's hand, or caressing the cheek, or running fingers through the hair gives as much pleasure as if they were touching the erogenous zones of the normal body. Used in combat, touching the opponent can cause them to become so disoriented at the feeling that they are unable to attack their next turn. You must physically touch the target, and this can be used once per combat.
Prerequisite: Charmer
Combat
Commune with Nature : This gives you the ability to communicate with nature to find out basic information such as locate water, find path, what animals saw recently, etc.
Prerequisites: Druid or Ranger Only
Cosmopolitan : Your exposure to the workings of the city has taught you things you ordinarily would never have uncovered. This gives you a +5 to any Knowledge check you take concerning urban settings, and allows you to know who you need to talk to for certain dealings.
Craft Magic Item : This crafting skill allows you to create magical items, or enchant weapons or armor. You are allowed to open up a shop if you wish per Shop Rules.
Prerequisites: Magical Affinity
Cure Disease : A healer is able to cure minor diseases and illnesses in a patient.
Prerequisite: Healer Class Only
Darksight : The ability to see in total darkness.
Daywalker : The vampire has grown in power and endurance, and is able to walk in daylight without taking damage in the sunlight for short periods of time. By making use of clothing that covers the skin, and staying in the shadows, a vampire can move about fairly normal. Extended exposure to sun will still cause damage, so no sunbathing!
Prerequisites: Vampire Race Only
Deep Draw : The heat of battle, you may draw your bowstring further, or crow hop while you throw your missle, etc. This grants you a roll of 1d more of your dice on your ranged attack. (So if you are 2d, you roll 3d)
Prerequisite: Fighting Classes Only (Primary), Abet'zi Rank
Combat
Deflecting Shot: A knight or fighter can choose to shield one opponent, once per combat, by firing a projectile to impact with the weapon coming to harm the protected. The force of the impact knocks the weapon off it's path and no one takes damage. They must use a ranged weapon in combat to use this skill.
Prerequisites: Knight or Fighter, Uses Ranged weapon in Combat
Defense
Delay Pain : You are able to delay the pain from wounds, even severe wounds, during combat until after combat ends. At that time all of the pain from every wound rushes upon you and if it is severe you may pass out.
Delay Potion : You may drink a potion and delay it's effects for up to 1 hour mun time. If this is used before combat, using the potion does not take up one's attack turn and can be used at will.
Prerequisite: Mage/Psion Class Only
Delay Spell : A spellcaster can use this skill to cast a spell, and delay it's effects for up to 15 minutes (mun) time. If this is used before combat, invoking the spell does not take up one's attack turn.
Prerequisite: Mage/Psion Class Only
Detect Alignment : You are able to detect the alignment of any creature you come in contact with, unless it is being magically hidden. If it is being hidden then roll a d20, creature rolls d20, if you roll higher you detect it.
Prerequisite: Magical or Psionic Affinity
Diehard : You have the ability to stay within combat longer than normal. By stating "Diehard" at the beginning of combat (excluding Endurance Matches), you gain 5 more hp.
Dirty Fighter : You know the brutal and effective fighting tactics of the streets and back alleys. In brawls you get a +2 to your attacks.
Combat
Disable Device : This gives a rogue a +5 to Rogue checks to disable a device.
Prerequisites: Rogue (primary)
Distract : You are one of the few warriors who can regularly throw enemies off-balance and reduce the effectiveness of their attacks. Through a combination of feints and diversions, you can keep an enemy on his toes and yet retain your own devastating attacks. This gives you a +3 to defense for the duration of the combat.
Prerequisite: Knight (primary) Only
Defense
Divine Health : You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick.
Prerequisite: Cleric, Druid, Ranger, Monk only.
Don Armor : You are adept at donning and removing armor in a very short period of time, allowing you to react quickly to enemies who attack camps and other places of rest or to remove your armor quickly when the need calls for it.
Prerequisite: Knight Class only
Dragon Heritage : You are descended from dragons, and are able to use a breath attack in any form. This gives you a one time 2d3 dmg in combat when your breath weapon is used.
Prerequisite: Dragon in your ancestry
Combat
Dragoncraft : You are able to make special weapons, armor, and other items using parts of dragons as materials. You may sell these items to other players (approved items only).
Prerequisite: Artisan Crafting Skill
Dualist : You are skilled at wielding two weapons in combat, one in each hand. When using two weapons, you deal damage with both to either the same, or another nearby target. Whatever you roll with your dice, you deal HALF that with your second blade to either same target, or different (state in roleplay). THIS DOES NOT INCLUDE ENHANCEMENTS. It's strictly half of what you roll. If you roll an uneven number count down, so if you rolled 5hp your second blade does 2hp.ONCE PER COMBAT. You must call this skill BEFORE you roll.
Combat
Dual Purpose: You are skilled at the use of ranged weaponry in combat, able to use your ranged weapon in ways most would not have thought, like using a bow for a club. Or even at times able to loose two missles instead of one. When using this skill, you are able to make two attacks instead of one. You deal damage with both to either the same, or another nearby target. Whatever you roll with your dice, you deal HALF that with your second shot to either same target, or different (state in roleplay). THIS DOES NOT INCLUDE ENHANCEMENTS. It's strictly half of what you roll. If you roll an uneven number count down, so if you rolled 5hp your second attack does 2hp.ONCE PER COMBAT. You must call this skill BEFORE you roll.
Prerequisite: Use ranged weapon in combat
Combat
Dungeon Sense : Through experience you’ve developed an intense familiarity with the design and construction of dungeons and can correctly predict the layout of corridors and chambers you have not yet visited. To use this ability you must make a Knowledge (Dungeoneering) check. The total result – times two – equals the radius in feet that you may sketch out as a map that properly reflects the dungeon terrain. You do not know where secret doors, or hidden traps are located. This does not apply to natural caverns or tunnels.
Prerequisite: Knowledge (Dungeoneering) Skill
Ear to the Ground : By lying down and placing your ear to the ground you are able to identify the location and distance of creatures in contact with the ground for a range of 30 feet.
Elemental Affinity : Once per combat, an elemental may infuse their attack with the element they are born with, giving them 1d over their current dice for one attack. (So a 2d would use 3d).
Prerequisites: Elemental Race Only
Combat
Elemental Resistance : Pick one element to take a defense of +2 defense against. You may take this more than once, for different elements. Elements you may choose are fire, water, earth, air, lightning.
Defense
Elusive Dance : Your training in dance allows you to mirror and anticipate an opponent's moves, granting you +3 Defense throughout the combat.
Prerequisites: Noble Class Only
Defense
Elven Beauty : Your elven heritage has made you beautiful to gaze upon. The kind of beauty that woos those around you, starts wars, and has songs written about them. This gives you a +10 to Diplomacy.
Prerequisite: Elven, or Half-Elven
Empathy : You are able to feel the emotions of anyone in your general area. You cannot alter their emotions with this gift but you are able to "know" what is wrong. Players can roll 1d6 to determine the "strength" at which they understand the targets emotion.
1 - 3 = Insight. You know "something" is wrong or something is up.
4 - 5 = You know what is wrong or what is up, down to the exact detail.
6 = Shared Emotion. You know and feel everything the target does, as it were happening to you.
Prerequisite: Psionic Affinity only
Enchantment Resistance : You gain +2 to your save against any enchantment effects or spells.
Prerequisite: Magical Classes, Bard, Charmer
Enraged Casting : A mage is able to cast a combat spell with greater damage done, once per combat. They are able to add +5 to any combat dice roll they make to cast their spell.
Prerequisite: Magical Affinity or Psionic Affinity, Abet'zi Rank
Combat
Epic Power : You have truly come far, trained your body and mind to their limits and now are able to claim even more power than ever thought possible. You gain 4d dice and may choose 3 more skills.
Prerequisites & Costs: Aura of Strength, Sanguter Grand Master Rank, 200AP, Special Quest by Exalted Emerald
Esoteric Erotica : The charmer has taken a special interest in the sexual proclivities of the more ... peculiar denizens of the fantasy world. Forbidden texts have been studied and the mothers of planetouched children have been spoken to. Thanks to this the seducer has an unrivaled understanding of the anatomy and tastes of the beings from other planes and the non-humanoid sentient beings. This gives a +5 to all Knowledge Checks involving extraplanar creatures.
Prerequisite: Charmer Class only.
Entrepeneur : You have an entrepeneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. Please see our specific rules on shop creation and maintenance.
Exorcism : A cleric is able to cleanse a creature or object of possession. The cleric and the creature/GM roll 1d20 twice in a row, and if the cleric rolls higher both times then they are cleansed. Creative roleplay is essential between rolls.
Prerequisite: Cleric Only
Extra Spell : A spellcaster is granted an extra spell for each gemstone rank they gain. Such as moving from Rosha to Abet'zi you get an extra spell. Abet'zi to Mel'yn you get an extra spell.
Prerequisite: Mage/Psion Class Only
Familiar : You gain a familiar, which is able to channel your spells. You may send your familiar to make a magical attack upon an opponent, allowing you to stay out of melee range of combat. Familiars have half your dice and as many hit points, as their dice, if needed. Such as if you are d60, they are d30 with 30hp.
Prerequisite: Magical Affinity
Favored Enemy : A ranger can choose a certain kind of creature whose nature and habits he knows inside and out as a favored enemy. Thereafter, he gains +5 Atk anytime he faces this enemy as a bonus. (Can be taken more than once). Must name your enemy upon taking this skill, and your enemy must be stated in your CHARACTER SHEET clearly.
Prerequisite: Ranger (Primary) Class Only
Combat
Fearless : This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
Fighters Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to only do half damage to the fighter.
Prerequisites: Fighter class (Primary), Mel'yn rank. Can only be used with primary weapon.
Defense
Friends in Low Places : You are feared and respected throughout the seedier side of town. You gain a +3 to Bluff, Diplomacy and Intimidate while in the lower class areas of any city you've spent at least 2 weeks. With a successful DC20 Intimidate Check you receive free lodging, food and clothing for one week.
Prerequisites: Rogue or Bard Class, Grinja Rank
Focused Strike: Channeling that legendary force within the monk's body, and unleashing it out in one devastating attack. Through concentration, training, and sheer force of will, the monk can add more power to their strike than their body should have been able of holding. The effect is that the monk may add 1d extra to their attack (meaning if they were 2d they may roll 3d). ONE time use in combat.
Prerequisite: Monk (Primary) class
Combat
Greater True Seeing : This allows one with True Seeing to be able to see the true form of shapeshifted, polymorphed, changed, or transmuted things.
Prerequisite: True Seeing Skill
Halo of Light : The spell creates a small halo of light above the caster's head, which will light a small area, and move with the caster for one mun hour or until extinguished.
Prerequisites: Magical Affinity
Healing Affinity : You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information. [Druid, Healer do not need to take this in order to heal, they have this class skill automatically.]
Healing Circle : All creatures within a circle made by the healer are healed at once up to 10hp of damage, instead of having to heal individually. You may use this once per adventure.
Prerequisite: Healer OR Druid Only
High Society : You know good manners and were trained to handle social interactions in noble circles.
Holy/Unholy Resistance : If you are good aligned, you gain a resistance of +2 defense against unholy attacks. If you are evil aligned, you gain a resistance of +2 defense against holy attacks.
Defense
Holy Valor : A holy knight (paladin) gains an extra +5 to any attack against evil or undead.
Prerequisite: Knight AND Cleric
Combat
Honor Shield : A knight or fighter can choose to shield one opponent, once per combat, the attack glances off the knight's shield and no one takes damage. They must use a shield in combat to use this skill.
Prerequisites: Knight or Fighter, Uses Shield in Combat
Defense
Illusory Nakedness : "Imagine then naked" is often given as a way to lower one's nervousness when performing. With this ability, the charmer can see all as they were without clothing. It also has a side effect that is helpful, for perhaps when the charmer sees how small, or how large, or how...fake someone is in the nude they will fare much better choosing another victim...or it can be used to reveal items, weapons and the like hidden upon the target's body. (Muns should answer any questions about their character's nude bodies if charmer asks.)
Prerequisite: Charmer Class, Must have magical affinity.
Immunity to Sleep : Your blood allows the act of any sleep effects to be nulled automatically.
Immunity to Charm : You are immune to charm effects and spells, including the sweet words of a Charmer.
Prerequisites: Bard, Noble, Rogue, Charmer or Magical Class only
Impressive Tool
The finest meal in the world can be let down by presentation. The humanoid species are very visually oriented, especially the men, when it comes to breasts this fixation is even more acute, though a man's "package" can be just as tempting to stare at when it's presented just right. The seducer with this feat has learned how to enhance, manipulate and present her boobs to the best effect, how to lean over just right in a low cut top, how to enhance with wads of cloth or how to slim down with a little strapping. A man has also learned the best way to present his package for the maximum exposure, enhancing with just right tight clothes, or even wads of cloth. Those will magical ability have also learned how to create the illusion of a larger package, or bigger boobs.
The charmer gets let into places not otherwise allowed, such as exclusive clubs or parties, often getting free or cheap drinks in taverns and bars and never failing to attract attention. In non-combat situations, the seducer can use their impressive bust or package to distract men or women. After the seducer puts on a bit of a teasing display, the subject of the attempt must make a willpower check of 1d20, DC15 or be considered distracted, missing one combat turn.
Prerequisites: Charmer (primary) Class Only
Combat
Improved Disable Device : Once per adventure, a rogue can disable a device without any Rogue check.
Prerequisites: Rogue (primary), Abet'zi Rank
Improved Dual Purpose: You have become skilled enough with your weapon that you deal the same damage you've rolled twice; once per attack (your rolled combat damage ONLY not your enhancements!). You may do this ONCE per combat.
Prerequisite: Fighter Class (primary), Dual Purpose Skill, Grinja Rank
Combat
Improved Rezz : Once per day a cleric may rezz another creature without any loss to AP.
Prerequisites: Cleric (primary) Class Only, Grinja Rank
Incite to Anger : You are able to incite one target to rage against you, and only you, through words and/or actions causing them to only attack you for the duration of the combat or until you state you are not using the skill anymore.
Prerequisites: Knight, Fighter, Brawler, Charmer, Rogue
Innate Spell : You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time!
Prerequisite: Mage/Psion (Primary), Abet'zi Rank
Combat
Intimidating : You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
Invisibility : You can become invisible at will, giving you a +5 to Stealth Checks for Move Silently, and Hide.
Prerequisite: Magical or Psionic Affinity, Or by special arrangement by race
I Remember This One! : You have a love of drink and a keen alchemical sense. They use these skills to remember potions and tonics once tasted. You can automatically identify any potion, tonic or poison you have tasted at least once before by sipping it.
Prerequisites: Alchemy Skill
Iron Will 1/2/3 : You have extreme willpower, giving you a +1/+2/+3 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects and powers.
Iron Will +1 - No Prerequisites
Iron Will +2 - Must have Iron Will & Mel'yn Rank
Iron Will +3 - Must have Iron Will +2 & Rohel Rank
Jousting Mastery : This gives the knight a -2 to jousting rolls. In jousts, you roll a 1d10 to determine points scared. The lower the number you roll the better you score.
Prerequisite: Knight Class only
Keen Memory : You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing.
Kippup : The character gets back on his feet with a flip or roll and is able to perform a counterattack immediately upon being attacked. This enables the fighter or brawler to roll 1d of their dice on an attack immediately after they are attacked, once per combat. They may also use any attack bonuses on their weapon they have up to +5.
Fighter or Brawler Class Only
Defense
Know Direction : No matter where your destination is.. you always know where your going, how to get there and what direction you are going in.
Prerequisite: Ranger, Druid only
Knowledge: You have accrued knowledge of one specific source. You gain a +5 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in!
* Architecture (buildings, bridges, man-made creations)
* Anthropology and Archeology (ancient ruins and humanoids, ancient history, legends)
* Astrology and Astronomy (constellations, planetary movement, reading of omens, stellar phenomenon)
* Botany (plants, fungi, sentient plants)
* Alchemy (properties of chemicals, compounds, organic materials)
* Deities (the deities and their legends and lore)
* Geology (rocks, mountains, land masses, volcanoes)
*Geography (where things are located)
* Literature (epic poems, literary devices, mythology, plays, sonnets)
* History
* Local (gossip, news, important individuals, etc)
* Magic (arcane knowledge, knowing what spells are around, etc)
* Martial Arts (fighting styles, combat)
* Mathematics (algebra, calculus, geometry)
* Music (instruments, hymns, reading music)
* Mythology (local myths and legends)
* Nobility/Royalty (past and present nobles, royalty, and their stories)
* Oceanography (underwater life, fishing, sailing, navigation)
* The Planes (outer, inner, demiplanes ,and it's denizens)
* Secret Codes/Scripts (knowledge of code breaking)
* Sociology (cultures, traditions, city planning, streetwise)
* Toxicology (organic and synthetic poisons, narcotics)
* Undead (vampires, zombies, skeletons)
* Dungeoneering (anything related to dungeoneering, including finding your way through dungeon complexes, navigating winding caverns, recognizing dungeon hazards, and foraging for food in the Underdark)
Lasting Inspiration : Only a bard may take this skill, and it enables them to inspire their allies even after they've stopped singing, or playing, for one full round. This enables a bard to make another action one round (attack, heal, etc) before they continue to play, or not play any longer.
Prerequisite: Bard (Primary) only
Leadership 1/2/3/4 : You are a natural leader, and during adventures it is you that is looked to in order to lead the group unless you name someone else as leader. This can be taken more than once, each time gives you a level up (such as Leadership 2, Leadership 3, etc). Someone who has Leadership 3, would beat out someone with Leadership 1, unless IC they allow that person to lead. [If you prove you have no talent leading, this can be stripped from you if complaints come in to Emma! If you show prowess in leading, Emma can gift you with this as well!]
Leadership 1 - Abet'zi Rank
Leadership 2 - Leadership 1, Mel'yn Rank
Leadership 3 - Leadership 2, Gles'ni Rank
Leadership 4 - Leadership 3, Rohel Rank
Levitation : You have inborn talent of some kind to levitate at will.
Prerequisite: Drow Race OR Magical Affinity
Lightning Initiative You are so quick to dive into battle that you gain a boost to your initiative. +5 to init rolls.
Lingering Spell : This skill allows you to cast effect spells that last two rounds, instead of the one round normally allowed.
Prerequisites: Magical Affinity or Psionic Affinity, Gles'ni Rank
Live off the Land : You are able to live off the land, finding food, water, and knowing survival techniques to exist in the wilderness for yourself and up to 2 others.
Prerequisite: Ranger or Druid only
Lockpicking : You are skilled at picking locks and gain a +5 to any lockpicking (Rogue) checks that you make.
Prerequisite: Rogue Only
Long Life : You live much longer than a normal lifespan. Whatever your race's normal life span, you live twice. This can be taken more than once. Each time doubles your normal life span.
Loremaster : Your ability to learn and research knows no bounds. In addition to other bonuses, you gain a +5 to all knowledge checks.
Prerequisite: Voracious Reader, Knowledge Skill (2 types)
Low Blow : The brawler is a vicious, dirty fighter. This is demonstrated by their cruelty towards their enemy. Brawlers are not bound to the same moral code as others are. In combat everything goes for them, from hair pulling to eye gouging and yes even the dreaded low blow. Depending on their opponent (man or woman) the brawler attack what they know is the most sensitive areas. For a man this means a devastating blow to the family jewels, while to a woman it is the downright mauling of their chest. The attack leaves their opponent in horrible pain as well as a state of shock. This allows the brawler to roll 1d extra of their dice, once per combat. (So a 2d would roll 3d)
Prerequisites: Brawler Only
Combat
Low-Light Vision : The ability to see in low-light situations.
Lucky Duck : You are lucky! You can reroll for any check (such as Spot, Rogue, etc) but you have to take the second roll even if it's worse.
Magical Affinity You have innate or learned magic ability. You cannot use magic in RaS without this skill. (if you choose Mage, Cleric or Druid Class you do not need to take this skill, you already have it free.)
Martyr : This ability allows the cleric or monk to draw onto themselves, any condition (ie: disease, illness, curse) from a single target. This ability can only be used once every 24 hours. This ability can be used even if the monk or cleric possesses an ability that prevents them from being able to contract diseases, gives them immunities and the like. If successful, all conditions and the requirements to the conditions (such as having to be healed in a certain amount of time or a curse not fading until a certain action is done or a amount of time has passed). This ability cannot be used on those affected with vampirism and can only be used on those infected with Lycanthropy if the infection is recent (within 24 hours) and before the first change.
Prerequisites: Cleric (Primary) or Monk (primary)
Mask of Gentility : You cunningly hide your true motives and nature behind a facade of camaraderie and gentility. No mage or psion or magic item is able to tell your true alignment or nature.
Prerequisites: Evil Alignment
Midas Touch : Your noble standing and reputation is such that allows you to gain double gold for any mission you accomplish, once per day.
Prerequisites: Noble (Primary) Class
Miracle Healer : A healer is able to heal even the worst of the wounded including the maimed, blind, deaf; even able to assist in the regrowing of lost limbs. They are unable to heal afflictions that someone was born with, such as birth defects that cause blindness, or a withered limb.
Healer (Primary) Only
Mounted Combat : You can fight while astride your mount and do not need to take any checks involved in doing so.
Native Terrain : You have an extraordinary familiarity with one environment: desert, jungle, forest, city, sea, plains, mountains, underground, hills, etc. When within his native terrain, then all rolls receive a +1 bonus. This applies to hit rolls, saves, magic, etc. You must state what your terrain is when you choose this spell. This may be taken more than once, with a new terrain chosen each time.
Neutralize Poison/Venom : The target creature has all traces of poison removed from their system.
Prerequisite: Healer OR Druid Class Only
Noble Born : You were born affluent and in the circles of the nobility of whatever kingdom within Eldon Heath you are from. You know most noble rites and rituals, legends and lore and gain a +5 to any knowledge check that requires Knowledge of the Nobility of the kingdom you hail from. [State which kingdom.]
Prerequisite: Raised in an Eldon Heath kingdom for a good portion of your life.
No Flies On Me : Some people things just never seem to stick to. Scandal passes them by, their infidelities are never found out and no matter what mud they wallow in they always emerge smelling of roses. The charmer has managed to cultivate, or be born with, this ability and no matter what filth he/she gets involved in or what scandals he/she causes somehow the blame and the muss will just slip off them. Charmers with this ability cannot be held accountable for their seductive actions including being taken to court for adultery in kingdoms where it is illegal.
Prerequisite: Charmer only
Old Salt : You are an old hand at shipboard life, having mastered the myriad skills that are required of the experienced sailor. Additionally, you have an eye for the weather. You gain a +1 to Athletics and Acrobatics, a +2 to Use Rope (Use Mundane), and are able to tell what the weather will be like up to 2 days ahead.
Out of the Loop : The kh'ronen can remove himself from the timestream, only to reappear later in the same state and location. To outsiders, they appear to vanish into thin air for a few seconds to a few minutes. When used in combat while being attacked, a kh'ronen can, for one attack, take no damage at all.
Prerequisite: Kh'ronen only
Combat
Paladin's Chant : A holy knight makes a chant to his deity calling forth their power to grant allies of their matching alignment a +2 defense for the remainder of that combat. This may only be once per adventure. Only one chant can be up at a time (ie: these don't stack if more than 1 paladin uses it).
Prerequisites: Knight AND Cleric, Grinja Rank
Parry : You are skilled at deflecting the attacks of your enemies. When you use this skill, you only take half of the damage that your opponent scored upon you, once per combat. You may not parry an attack when unarmed, or in heavy armor.
Fighter Class Only
Defense
Perfect Ear : A bard can hear a song, either sung or instrumental, and is so proficient that they can sufficiently recreate it.
Prerequisite: Bard Class Only
Perfect Self : At this point a monk has become so in tune with their own body that they are now considered to be supernatural creatures. They no longer age, nor get sick in any way. No poison or disease (magical or mundane) affect the target at this point. If a monk with Perfect Self is killed, instead of dying you simply "fall unconscious" and appear dead for 24 mun hours. You do not lose any AP or rank.
Prerequisite: Monk only, Rohel rank
Performance : You may take this skill if you are a performer of some type, choose one. You are allowed to perform in chats, and after your performance you will roll a 1d50 to determine how much gold the audience tips you! Some examples are: Comedy, Dance, Drama, Poetry, Erotic Dance, Instrument (flute, lute, drums, etc), Juggling, Mime, Storytelling.
Prerequisite: Bard, Rogue, Druid or Noble only
Piercing Thought: So in tune with their own body, they are able to recognize the subtle similiarities of action within anothers. They are able to note the faintest glimmer within an eye, a fraction of a lip thinned, the very edges of an eyebrow cocked, the inflection of voice, the pitch and tone. All the signs in both word and action that something is off with another. this grants a monk a +5 to Insight checks.
Prerequisite: Monk class
Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to attack.
Combat
Poison/Venom Immunity : Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [GM will let you know if this is something rare or magical.]
Limits: You may not take this skill if you have a racial weakness to poison/venom.
Poisonmaking and Use : The alchemist is able to create and use poisons. (Per Potion Rules, Poisons from List only)
Prerequisite: Alchemy Skill
Polylingual : You can speak and understand all languages, but cannot read or write in any language but your own.
Power Dualist : You have become skilled enough with two weapons that you deal the same damage you've rolled twice; once per blade (your rolled combat damage ONLY not your enhancements!). You may do this ONCE per combat.
Prerequisite: Fighter Class (primary), Dualist Skill, Grinja Rank
Combat
Protective Parry : Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, the one you defend, takes half damage of what the opponent scored. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor.
Prerequisites: Fighter Class Only, Parry Skill
Defense
Psicrystal : A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality. You may only have one psicrystal at a time.
Psion Class Only
Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
Psychometry : By handling a physical (non-living) object, the psion or mage can gain knowledge of what past events have surrounded it.
Prerequisite: Magical or Psionic Affinity
Psymbiot : When you are psionically focused and one or more psions stand within 10 feet of you, all psions in that area gain a +2 bonus on all checks, and saving throws.
Prerequisite: Psion Only
Push to the Limit : You can push your body to it's limits...and then some. This gives you a +5 to any Endurance rolls you are asked to take.
Racial Weakness Resistance : This is a catchall resistance for racial weaknesses, giving you a +2 defense against your racial weakness.
Limits: You cannot take this if you've taken Unholy/Holy Resistance, or Elemental Resistance.
Defense
Reputation Precedes : You are well know (either hero or villain) and that grants you special knowledge and ability with those you deal with. (Up to GM)
Grinja Rank
Remote Viewing : This ability allows the Psion to see through the eyes of another person in their general area. The target, if unwilling does have the option to roll 1d20 Willpower save with DC15 against the use of this ability. If the save is failed, or the target is willing, it lasts up to 30 mun minutes.
Prerequisites: Psionic Affinity Only
Remove Curse : A cleric, druid or mage who takes this skill has the ability to remove curses from other creatures. Curses may also be removed from objects per GM decision.
Revival : A cleric knight (paladin) may give up 5hp of their own, to a combatant that has been dealt a killing blow, if it will keep them from death.
Prerequisites: Knight AND Cleric Class
Rezz the Dead : You know how to pull the spirit of a dead creature back to their body, giving them a second life. See "How Death Works" for what happens after. [Clerics can do this naturally and do not need to take this skill.]
Ricochet : Using a weapon such as a boomerang or chakram, you are able to strike two adjacent targets with one weapon.
Prerequisites: Fighter Class
Combat
Sacrifice - You are adept at taking the brunt of an attack meant for another. You may choose to take the attack of a fellow combatant upon yourself once per combat. Please use logic when you roleplay taking the damage. It must be something you can logically do.
Defense
Scanning : With this Gift, the psion is able to "scan" a certain target and know certain details about them. These details can include, but are not limited to; any concealed weapons, true appearances, current health level (Hit Points), and a character's natural or true race. You may work with the GM for other creative things you might wish to find out.
Psion (Primary) Class Only
Scent : You gain exceptional skills in scent. You can identify any scent that you have smelled in the past.
Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points per adventure to self-heal yourself during adventures. In normal rp, after spars and the like you may just rp that you are self healing, no need for healing points.
Sense Undead : You can sense undead within a radius of 100 square feet.
Prerequisite: Cleric or Magical / Psionic Affinity
Shadow Form : You are able to take the form of wispy shadows once per day, for as long as you wish. Mundane weapons cannot hit you in this form, allowing you to evade one attack per combat.
Shadow Walk : You can slip easily in and out of the shadows, and travel the umbra (shadow realm).
Shapeshifting : You have the ability to shift into a different form.
Sharpshooter : You are skilled at using the bow and arrow/crossbow and gain a +1 to rolls during archery matches.
Shield Bash : Once per combat, you can use your shield to bash a foe, rattling their brain and stunning them if they fail an Endurance check of DC15 , taking them out for 1 round of combat.
Prerequisite: Knight, Fighter OR Cleric AND uses a shield.
Combat
Shingle Runner : As a child, you spent a lot of time on the interconnected rooftops that span much of your hometown. You are particularly adept at climbing, jumping, and avoiding falls upon the rooftops, and gain a +10 to Athletics and Acrobatics checks made on the rooftops, only.
Shroudsight : Shroudsight allows a necromancer to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the necromancer can spot ghostly buildings and items, the landscape of the so-called Shadowlands, and even wraiths themselves. However, there are odds that an observant wraith will notice when a necromancer suddenly starts staring at him, which can lead to unpleasant consequences.
Prerequisites: Necromancer Only
Sidestep : You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
Prerequisite: Acrobatics Skill
Defense
Speak / Read Languages : For every gemstone rank you achieve you may choose one language to read/speak with this skill.
Speed of a Cheetah : You can run as fast as a cheetah for short bursts of speed.
Spelunker : You are knowledgeable about the secrets of the subterranean world and wise in its ways. +10 to any Knowledge check dealing with subterranean passages or creatures from beneath the earth.
Spirit Armor : This spell allows the druid to be surrounded by a portion of his own life's essence which takes the form of a shimmering aura. It gives protection to magical and non magical attacks with a +3 Defense. It doesn't add on any weight to the druid, and it doesn't interfere with any other spellcasting.
Druid (Primary) Only
Defense
Steel Skin : You have learned how to parry while unarmed, enabling you to block sword blows with your open hand. When you do so, you avoid damage to your own hand or body. This halves the damage that is scored upon you. You must be unarmed, and attacked with a weapon to use this skill.
Fighter Class Only, Parry Skill
Defense
Stitch in Time : You are able to return damaged or otherwise altered objects to its prior state. The object must have been broken or had its condition changed within 5 minutes (per level of chronomancer) of the spell for it to work. Uses for Stitch in Time include "unbreaking" a window, unlocking a door that someone just locked, mending a broken weapon in combat or otherwise.
Prerequisite: Kh'ronen Race, or Magical or Psionic Affinity (chronomancer)
Strong as an Ox : You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength rolls.
Strong Stomach : You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
Sword and Board : Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. This grants you a +2 to defense when your shield is used.
Prerequisites: Knight, Fighter or Cleric, Must use shield
Defense
Taunt : Being in a combative environment for most of your waking hours not only trains the body, but it sharpens the mind. The brawlers tongue is just as effective as his fists inside the ring. Using profanity that would make the devil himself blush, the brawler speaks an insult so crude it bewilders their opponent. And while their victim is trying to figure out what their mother was doing with a goat, an ear of corn, some barber shears, a mop, and a knights helmet, the gladiator rushes in waylaying them with the first blow. This gives a brawler first strike in any combat.
Prerequisites: Brawler Class (primary)
Telepathy : You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
Prerequisite: Psionic Affinity
Tempus Fugit : This is a "wrinkle" in time. One can manipulate the very fabric of time, causing the caster and/or the group they are in to move at extremely fast speeds, the distance between point A and point B shortening substantially. Something that normally would take a day of travel, can be traveled in less than a half hour.
Prerequisite: Kh'ronen Race OR Magical/Psionic Affinity (chronomancer)
Tenacious Magic : Once per day, any spell that you have cast outside of combat, is not affected by dispel magic. Nothing that anyone can do, will cause it to dispel before it's time is up.
Prerequisite: Mage Only, Rohel Rank
Thievery : The thief is a cunning type of person. They see an opportunity and exploit it. With a successful unarmed or short weapon attack (dagger, bladed gloves, etc) the thief not only hurts their target but also steals some of their gold. The damage done by the thief's roll is also the amount of the victim's gold that was lifted. The must have one hand open, meaning that they are not holding a weapon or another object. One time use in combat.
Prerequisite: Neutral or Evil alignments only
Combat
Timekeeper You are always aware of time. You know under any conditions the time of day and the passing of time.
Prerequisite: Kh'ronen Race Only
Track : You can follow the trails of creatures and characters across most types of terrain.
Prerequisite: Ranger, Druid Only
Trackless Step : You can move without leaving footprints or any type of track behind him, therefore allowing him to move freely without fear of being found and followed.
Trap Detection : You are able to detect traps and snares in the vicinity with relative ease. This gives a +5 to Search checks.
Prerequisite: Rogue, Druid, Ranger or Bard
Tree Stride : You are able to travel through trees, from tree to tree teleporting between each.
Ranger Class Only
True Seeing : You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions.
Prerequisite: Magical or Psionic Affinity
Twisted Melody : A bard with this skill uses their song to ridicule and harass the enemy instead of boosting their allies, causing enemies in the hearing range to lose all defensive bonuses for one round of combat.
Prerequisite: Bard only
Combat
Two-Handed Weapon : You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club. Because of the additional power from using both hands to swing a weapon, a +2 bonus to damage is gained.
Prerequisite: Fighting Classes Only
Combat
Two Wanded : Yes, that says two wanded, not two handed. It allows you to wield TWO wands in combat instead of only one, for one combat turn.
Prerequisite: Magical Affinity, Grinja Rank
Combat
Undead Resistance : A character that chooses this ability, cannot be turned undead.
Underwater Breather : You are able to breathe underwater.
Vampiric Command : The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly by any creature of a strength the same or lower (dice) than the vampire. The order must be clear and straightforward - run, cough, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective. The command may be included in a sentence, thereby concealing the powers use from others. The target rolls 1d20 Willpower check in attempt the resist the command, DC15. If it does, it's up to the characters discretion as to what exactly happens, using common sense. This can only be used once every hour, per target.
Prerequisites: Vampire Only
Voracious Reader : You are well read, a scholar, and have knowledge in numerous areas. You gain a +2 to ALL knowledge checks.
Weapon Alteration: You've decided the path to glory lies in cutting your foes down from a vast distance. Your ranged weapon has some modification done to it (longer strap for a sling, a recurve for bow, higher tension for crossbow, etc) that grants it a little more punch on delivery. Because of the modification upon the weapon, a +2 bonus to damage is gained.
Prerequisite: Fighting Classes Only
Combat