Skills
You gain 10 Skill Points per level (plus up to 40 at level 1; depending on Race).
You may divide these points however you wish amongst the skills below. The maximum investment in any one skill is equal to your current level plus 5.
Agility
- Uses
Catfall |
Ignore one die of falling damage per rank of Agility. |
Balance |
Roll to not fall off things. See d20 |
Other mundane stuff |
See d20, I'm lazy |
Concentration
- Uses
Resist Interruption |
If spell is interrupted, Concentration can prevent the spell being lost. (see d20) |
Narrow Spell |
Reduces a spell's area by half, adding +100% damage to remainder. If new area is less than 2 squares (burst 2, cone 2, etc) becomes a single-target. Can also narrow a cone into a line x2, line x2 into line x1, etc. Costs 1 Focus per stack. |
Tie Off |
You may "tie off" a spell on which you are currently concentrating by spending Focus equal to the spell's original Mana cost. The spell remains sustained without requiring your concentration, as long as you remain conscious, within range, etc. |
Dodge
- Uses
Dodge |
At-will; you completely avoid a targeted attack. Must exceed attacker's hit check with your Dodge check. Requirements: attack must be damaging or debilitating, must be aware of attacker and attack, front arc only, targeted only. |
Dodge Flanks |
As Dodge, but against flanks, with a -10 penalty. |
Dodge Rear |
As Dodge, but against rear arc, with a -20 penalty. |
Fortitude
- Uses
Fort Save |
You roll it. |
Other uses |
Forced march, endure elements, all that stuff nobody ever does anymore. |
Melee
- Uses
Attack |
Used to make melee attacks. |
Charge |
At-will, std, melee; you move up to twice your base movement in a straight line, then attack once for +50% damage. |
Power Attack |
Augment; by spending 1 Stamina, you add +100% damage to a melee attack. Stackable.damage. |
Disarm |
At-will, std, melee; attack does no damage, but if defender fails an opposed Melee check (weapon size modifiers apply), he drops his weapon. Subject can avoid the disarm, but provokes an attack of opportunity (which cannot be a disarm). |
Parry
- Uses
Parry |
At-will; you completely avoid a targeted physical attack. Must exceed attacker's hit check with your Parry check. Requirements: attack must be damaging or debilitating, must be aware of attacker and attack, front arc only, targeted only, attack must be physical. |
Parry Flanks |
As Parry, but against flanks, with a -10 penalty. |
Parry Rear |
As Parry, but against rear arc, with a -20 penalty. |
Persuasion
- Uses
Skill Use | Action | Description |
---|---|---|
Bluff |
One minute or longer |
You can attempt to deceive a target. This can be accomplished by words (lying), visual (disguise), or simply by attempting to leave out critical details (blend into the background, omit information from a deposition). |
Influence |
One minute or longer |
You can attempt to change an unfriendly or neutral character's demeanor towards you or a target you specify on a short-term basis. You may make a skill check against a moderate skill challenge to make a neutral target friendly, and skill check against a difficult challenge to make an unfriendly target neutral. Failure by 5 or more indicates a negative progress of one step. |
Negotiate |
One minute or longer |
You can attempt to persuade a character to do something, whether it is sell you an object at a lower price, give up a desired goal, or accept a new situation. Opposed by Persuasion. Modified by Influence. |
Ranged
- Uses
Ranged Attack |
Used to resolve a ranged attack. |
Automatic Fire |
Requires a weapon with this capability; after each attack, you may attack the same target again, but with a cumulative -5 penalty. You may continue this until you run out of ammunition, if desired. |
Aim |
At-will, move or swift; choose one target. You gain a +5 bonus to hit and crit with your next ranged attack against that target; lost if you move, or target leaves current range increment. Stackable; each repeat action increases bonus and renews duration; can be stacked up to once per rank of the skill. |
Spellcraft
- Uses
Cast a spell |
Used for casting spells (ritual or ad-hoc casting). See Spellcraft for details |
Identify a spell |
Identify a spell being cast. |
Counterspell |
Nullify a spell as it is being cast. |
Dispel |
Nullify a spell after it has been cast. |
Still Spell |
Costs 1 Focus; spell requires no somatic components. |
Silent Spell |
Costs 1 Focus; spell requires no verbal components. |
Perfect Spell |
When you critically succeed on a spell attack, the spell's base mana cost is reduced to 0. (Metamagic costs still apply) |
Stealth
- Uses
Hide |
At-will, swift, requires concealment; you hide, becoming invisible to anyone who fails a Perception check against your Stealth roll. Movement and sound break the effect, as does loss of your concealment. |
Move Silently |
You can stay hidden after using Hide, provided you do not leave concealment, and do not exceed 50% movement rate. |