The DiD Factory

Tuesday, February 20, 2007

Lots of abilities

Nice- Misfortune could easily be a ritual spell or a horology spell also. Make it 3rd circle and affecting one person. Make a 5th circle metamagic spell that turns a single person-affecting spell into a group/AOE spell. Up to 8 targets isn't unreasonable.

You mentioned that I resorted to using INT instead of perception. Actually, for as long as I've been using perception-type skills, I rarely say out loud what the modifier should be. Sometimes I said in the past 'at half' or 'at quarter' or 'at -2', but usually I just keep it to myself, gauge how bad the rolls are, and decide quickly if and how much information to divulge. It's a free-form thing, doesn't reflect on the system. Some GMs might never or rarely call for perception checks; some ask for them a lot.

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Lots of new abilities for you. Take any/all or pervert them how you see fit.

WEAPON SKILLS

Advanced Weapon Mastery: cost 2.5*weapon mastery. Gain Weapon Mastery in all weapon classes.

Combat Archery: space permitting, you may use missile weapons in melee with no penalty by finding just the right place to stand. 5 pts. (Should be -4 penalty to using missile weapons in melee ordinarily.)

Improved Armor Use: requires Armor Use II. Receive maximum damage reduction by worn armor. 20 pts.

Improved Disarm: requires Disarm and Unarmed Combat. Must be fighting unarmed or have the old Quickstrike skill. Successful attack does no damage, and you now wield enemy's weapon. 12 pts.

Improved Parry: once/day, block someone's special ability used on you (e.g., Great Strike, Disarm, etc). Requires Parry. 10 pts.

Improvised Shield: any weapon of class (whatever) or larger can be used as a shield, for dodge and ability purposes. 4 pts.

Iron Skin: when not wearing armor, you have damage reduction 1. 15 pts.

Precise Strike: melee or missile. Can be used two times/day. Ignore damage reduction by armor. 10 pts. (Alternatively, have different levels, and for each level, ignore 1 pt of dmg reduction by armor.)

Quick Shot: first round of combat, get an extra missile weapon attack with readied missile weapon. 6 pts. Can only be taken once.



MAGIC SKILLS

Arcana: requires Hedge/Ritual potential. Pick one Hermetic (if Hedge) or Faith (if Ritual) spell of a circle you can cast, and add it to your spell list. 12 pts.

Blessed Weapon: requires Faith/Ritual magic potential and Weapon Mastery I. Once/day, imbue your wielded weapon (must have weapon mastery in this weapon) with +1 bonus. Does not count as a spell being cast (but can/cannot be disrupted if concentration save failed?). 10 pts.

Cantrip: requires Hedge/Hermetic potential. Pick a 1st circle spell. Once/day, cast that spell innately, without expending a spell slot. 10 pts.

Conversational Casting: requires Faith/Hedge magic potential. Pick one spell you can cast. On a successful CHA check (or some CHA prof?), you may cast this spell on the sly during conversation with its target. 8 pts.

Extra Spells: requires Magic Potential. Gain 1 new spell slot of given circle. Costs 4*circle. Can only be taken 2/circle.

Magus: requires Faith/Hermetic Potential. Once/day, cast a spell at a -4 penalty to save.

Sacrifice: requires Hermetic/Ritual Magic Potential. Once/day, kill a living creature to get back one spell of any circle. 10 pts

Still Spell: 2 pts/Circle. Do not need somatic components for casting spells.



SPECIAL SKILLS

Agnostic: magic tends to fail on you. If you fail a save vs. spell, roll that save again. If a spell is cast on you that does not allow a save- even beneficial (e.g., healing)- you get a willpower save at -(circle) against it or there is no effect. Taking any Magic Potential ability permanently nullifies this ability. 25 pts.

Berserker: once/day, trade 1 AGIL pt for 1 STR and 1 END pt, up to level/2 pts total. Lasts 2* level in rounds. Health points lost are still lost when END returns to normal. 12 pts.

Jack-Of-All-Trades: you succeed on any non-proficient skill check on a natural 1 or a 2, instead of just 1. 12 pts.

Linguist: you speak an extra 5 languages besides those from INT. 3.5*language cost. Can only be taken once.

Savant: pick one proficiency... that proficiency is now 'General' rather than linked to a stat score (so you can go up to 20 without needing a 20 in that stat). 6 pts. Can only be taken once? Maybe three times?

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