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

Block

Uses

Block

See Shields.

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.

Initiative

Uses

Roll Initiative

Determines order of combat.

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.

Perception

Uses

Spot

See Spot run.

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.

Security

Uses

Open Lock

Blee.

Find Trap

Bloo.

Disarm Trap

Blarg.

Find Secret Doors

Fooble.

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.

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