1,232
edits
Spazztaztic (talk | contribs) No edit summary |
Spazztaztic (talk | contribs) No edit summary |
||
| Line 337: | Line 337: | ||
|HEAVY ARMOR TRAINEE | |HEAVY ARMOR TRAINEE | ||
|Defense, Armor | |Defense, Armor | ||
| | |||
|Your movement is no longer restricted by wearing heavy armor. | |Your movement is no longer restricted by wearing heavy armor. | ||
|- | |- | ||
| Line 357: | Line 358: | ||
|LIGHT ARMOR TRAINEE | |LIGHT ARMOR TRAINEE | ||
|Defense, Armor | |Defense, Armor | ||
| | |||
|You gain +1 AR, REF, and FORT while wearing light armor. | |You gain +1 AR, REF, and FORT while wearing light armor. | ||
|- | |- | ||
| Line 386: | Line 388: | ||
|SECOND SKIN: HEAVY ARMOR | |SECOND SKIN: HEAVY ARMOR | ||
|Defense, Armor, Repeatable | |Defense, Armor, Repeatable | ||
| | |||
|Choose one type of heavy armor (chainmail or plate). Gain the armor’s Resist bonus when wearing that type of armor. | |Choose one type of heavy armor (chainmail or plate). Gain the armor’s Resist bonus when wearing that type of armor. | ||
|- | |- | ||
|SECOND SKIN: SHIELDS | |SECOND SKIN: SHIELDS | ||
| | |||
|Defense, Armor, Repeatable | |||
|Choose one type of shield (such as buckler or tower shield). Gain the shield’s Resist bonus when you have that type of shield equipped. | |Choose one type of shield (such as buckler or tower shield). Gain the shield’s Resist bonus when you have that type of shield equipped. | ||
|- | |- | ||
| Line 744: | Line 747: | ||
|AWARE | |AWARE | ||
|Skill Specialization, Repeatable | |Skill Specialization, Repeatable | ||
| | |||
|Gain 6 Skill Points, which you can spend on any skills that use the AWR attribute. | |Gain 6 Skill Points, which you can spend on any skills that use the AWR attribute. | ||
|- | |- | ||
| Line 774: | Line 778: | ||
|CALLIGRAPHER | |CALLIGRAPHER | ||
|Skill Specialization | |Skill Specialization | ||
| | |||
|Gain +3 in the Calligraphy skill. When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require. | |Gain +3 in the Calligraphy skill. When you spend an hour of uninterrupted concentration and the requisite supplies, you can perfectly mimic any creature’s handwriting and/or make an exact copy of one page of text. You cannot Recoup while doing this, given the amount of concentration such endeavors require. | ||
|- | |- | ||
| Line 789: | Line 794: | ||
|CARTOGRAPHER | |CARTOGRAPHER | ||
|Skill Specialization | |Skill Specialization | ||
| | |||
|Gain +3 in the Cartography skill. After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc. | |Gain +3 in the Cartography skill. After charting an area (which takes a minimum of 1 week of exploration), you may sell a map of that area. You may sell one map per day per area that you have charted, and each map sold earns you 5 sc. | ||
|- | |- | ||
| Line 798: | Line 804: | ||
|CHEF | |CHEF | ||
|Skill Specialization | |Skill Specialization | ||
| | |||
|Gain +3 in the Cooking skill. Your artistic sense of [[how to]] mingle flavors allows you to improve any food and drink. When a creature consumes | |Gain +3 in the Cooking skill. Your artistic sense of [[how to]] mingle flavors allows you to improve any food and drink. When a creature consumes | ||
food or drink that you have had at least ten minutes to modify, you Charm that creature for 1 hour. At the end of this time, the creature is not aware that they were Charmed. | food or drink that you have had at least ten minutes to modify, you Charm that creature for 1 hour. At the end of this time, the creature is not aware that they were Charmed. | ||
| Line 825: | Line 832: | ||
|CONTORTIONIST | |CONTORTIONIST | ||
|Skill Specialization | |Skill Specialization | ||
| | |||
|Gain +3 in the Contorting skill. Moving through spaces that would require you to Squeeze costs no additional movement. | |Gain +3 in the Contorting skill. Moving through spaces that would require you to Squeeze costs no additional movement. | ||
|- | |- | ||
| Line 849: | Line 857: | ||
|DISGUISE ARTIST | |DISGUISE ARTIST | ||
|Skill Specialization | |Skill Specialization | ||
|Gain +3 in the Disguising skill. | | | ||
You no longer need a disguise kit to make a Disguising | |Gain +3 in the Disguising skill. You no longer need a disguise kit to make a Disguising check, provided that you are able to change your clothing, hairstyle, props, etc. | ||
check, provided that you are able to change your clothing, | |- | ||
hairstyle, props, etc. | |DISTANCE RUNNER | ||
|Skill Specialization | |||
Skill Specialization | | | ||
Gain +3 in the Distance Running skill. | |Gain +3 in the Distance Running skill. You can run a number of miles equal to your END x 2 (min. 2 miles) at a steady pace before needing to make Distance Running checks. | ||
You can run a number of miles equal to your END x 2 | |- | ||
(min. 2 miles) at a steady pace before needing to make | |DOUBLE TIME | ||
Distance Running checks. | |Skill Specialization | ||
DOUBLE TIME | | | ||
Skill Specialization | |Gain +3 in the Forced March skill. When marching at a normal pace, you can travel 150% the previous distance before needing to make Fatigue rolls. | ||
Gain +3 in the Forced March skill. | |- | ||
When marching at a normal pace, you can travel 150% | |DRIVER | ||
the previous distance before needing to make Fatigue rolls. | |Skill Specialization | ||
DRIVER | | | ||
Skill Specialization | |Gain +3 in the Vehicles (Land) skill. You have a way of coaxing vehicles beyond their normal capacity. Vehicles that you drive can traverse more uneven terrain than they normally could without penalty, and they ignore difficult terrain imposed from rocks, debris and the like. Difficult terrain imposed by mud or sludge still slows your vehicle. | ||
Gain +3 in the Vehicles (Land) skill. | |- | ||
You have a way of coaxing vehicles beyond their normal | |DUNGEONEER | ||
capacity. Vehicles that you drive can traverse more uneven | |Skill Specialization | ||
terrain than they normally could without penalty, and they | | | ||
|Gain +3 in the Dungeoneering skill. Your ANT increases by +1. | |||
|- | |||
|EAVES DROPPER | |||
ignore difficult terrain imposed from rocks, debris and the | |Categorization: Skill Specialization | ||
like. Difficult terrain imposed by mud or sludge still slows | | | ||
your vehicle. | |Gain +3 in the Eavesdropping skill. When you make an Eavesdropping check, you may roll 2d20 and use the higher. (1/Rest) | ||
DUNGEONEER | |- | ||
Skill Specialization | |ECONOMIST | ||
Gain +3 in the Dungeoneering skill. | |Skill Specialization | ||
Your ANT increases by +1. | | | ||
|Gain +3 in the Economics skill. By spending 1 month in a town or urban area, you can gain +1 Goodwill among the Aristocracy or Mercantile spheres (your choice each time). You may sell your services as an economist for 10 sp weekly while in a settled area. | |||
Categorization: Skill Specialization | |- | ||
Gain +3 in the Eavesdropping skill. | |EMPATHETIC | ||
When you make an Eavesdropping check, you may roll | |Categorization: Skill Specialization | ||
2d20 and use the higher. (1/Rest) | | | ||
ECONOMIST | |Gain +3 in the Empathy skill. Once when you Take a Rest, you may commiserate with a companion of your choice. Make an Empathy check against a DC set by your MC. If you succeed, your companion removes a permanent Charmed, Enthralled, Frightened, or Phobic condition. | ||
Skill Specialization | |- | ||
Gain +3 in the Economics skill. | |ENDURING | ||
By spending 1 month in a town or urban area, you can | |Skill Specialization, Repeatable | ||
gain +1 Goodwill among the Aristocracy or Mercantile | | | ||
spheres (your choice each time). You may sell your services | |Gain 6 Skill Points, which you can spend on any skills that use the END attribute. | ||
as an economist for 10 sp weekly while in a settled area. | |- | ||
EMPATHETIC | |ENGINEER | ||
Categorization: Skill Specialization | |Skill Specialization | ||
Gain +3 in the Empathy skill. | | | ||
Once when you Take a Rest, you may commiserate with a | |Gain +3 in the Engineering skill. You can consult on building repairs to earn 10 sp per week while in an urban area. | ||
companion of your choice. Make an Empathy check against | |- | ||
a DC set by your MC. If you succeed, your companion | |ENTERTAINER ASPIRANT | ||
removes a permanent Charmed, Enthralled, Frightened, or | |Skill Specialization | ||
Phobic condition. | | | ||
ENDURING | |Gain +3 in the Entertaining skill. When in an inn or tavern, you can perform in exchange for free room and board. | ||
Skill Specialization, Repeatable | |- | ||
Gain 6 Skill Points, which you can spend on any skills that | |ENTERTAINER | ||
use the END attribute. | |Skill Specialization | ||
ENGINEER | |Entertainer Aspirant or Musician | ||
Skill Specialization | |Gain the entry level of the Entertainer Profession. You must choose the Performer track instead of the Artist track. This replaces your Entertainer Aspirant Talent. | ||
Gain +3 in the Engineering skill. | |- | ||
You can consult on building repairs to earn 10 sp per | |EVADER | ||
week while in an urban area. | |Skill Specialization | ||
| | |||
Skill Specialization | |Gain +3 in the Evading skill. When a creature makes an AWR check to notice you, if you are not in combat, you may move up to 20 ft before the check is resolved, potentially mitigating the check altogether. (2/Rest) | ||
Gain +3 in the Entertaining skill. | |- | ||
When in an inn or tavern, you can perform in exchange | |FORAGER | ||
for free room and board. | |Skill Specialization | ||
| | |||
Skill Specialization | |Gain +3 in the Foraging skill. When you Take a Rest, you can always find a minimum of 1 day’s worth of rations, even if you do not make a Foraging | ||
check. (If you are in an extremely bleak environment, such as the void of space, your MC might rule that this ability does not work. | |||
Gain the entry level of the Entertainer Profession. You must | |- | ||
choose the Performer track instead of the Artist track. | |FORCEFUL | ||
This replaces your Entertainer Aspirant Talent. | |Skill Specialization | ||
| | |||
Skill Specialization | |Gain +3 in the Applied Force skill. When you have a mechanism to leverage your strength to greater effect, such as a crowbar and a fulcrum, then when you make an Applied Force check, treat any d20 roll of 1-9 as if it were a 10. | ||
Gain +3 in the Evading skill. | |- | ||
When a creature makes an AWR check to notice you, if | |FORGERY | ||
you are not in combat, you may move up to 20 ft before | |Skill Specialization | ||
| | |||
the check is resolved, potentially mitigating the check | |Gain +3 in the Forging skill. If you assemble nice inks and fine papers before you forge a document, you can make it more convincing. For every 10 sp you spend, add +1 to your Forging check. (1/Rest) | ||
altogether. (2/Rest) | |- | ||
FORAGER | |FORTUITOUS | ||
Skill Specialization | |Skill Specialization | ||
Gain +3 in the Foraging skill. | | | ||
When you Take a Rest, you can always find a minimum of | |Gain +3 in the Fortuity skill. When making a Fortuity skill check, your crit range increases by 3 (e.g., from 20 to 17-20). You must still observe the maximum crit range of 16-20. | ||
1 day’s worth of rations, even if you do not make a Foraging | |- | ||
check. (If you are in an extremely bleak environment, such | |GEOGRAPHER | ||
as the void of space, your MC might rule that this ability | |Skill Specialization | ||
does not work. | | | ||
FORCEFUL | |Gain +3 in the Geography skill. When your visibility is not restricted, if there is at least one notable landmark within sight, you can estimate your distance from the nearest settled area. This estimation is within 1 mile of being perfectly accurate. | ||
Skill Specialization | |- | ||
Gain +3 in the Applied Force skill. | |GLASSBLOWER | ||
When you have a mechanism to leverage your strength to | |Skill Specialization | ||
greater effect, such as a crowbar and a fulcrum, then when | | | ||
you make an Applied Force check, treat any d20 roll of 1-9 | |Gain +3 in the Glass Blowing skill. You may make a Glassblowing check to make a plate or goblet, doing so successfully on a roll of 15 or higher. You may make a flute on a roll of 20 or higher. You can use these items or sell them for 125% their normal market rate. You can only make such an item 1/Week. | ||
as if it were a 10. | |- | ||
FORGERY | |GOSSIPPER | ||
Skill Specialization | |Skill Specialization | ||
Gain +3 in the Forging skill. | | | ||
If you assemble nice inks and fine papers before you forge | |Gain +3 in the Gossipping skill. You can gossip to sully someone’s reputation, provided that they are not there. Make a Gossipping check against a | ||
a document, you can make it more convincing. For every 10 | DC equal to 15 + that creature’s CHA. If you hit, they lose 1 goodwill. You can only do this 1/Rest, and can only target the same creature 1/Week. | ||
sp you spend, add +1 to your Forging check. (1/Rest) | |- | ||
FORTUITOUS | |HISTORIAN | ||
Skill Specialization | |Skill Specialization | ||
Gain +3 in the Fortuity skill. | | | ||
When making a Fortuity skill check, your crit range | |Gain +3 in the History skill. After reading something from a book, you can recall it with perfect accuracy for 1 year, unless your memory is | ||
increases by 3 (e.g., from 20 to 17-20). You must still | |||
observe the maximum crit range of 16-20. | |||
GEOGRAPHER | |||
Skill Specialization | |||
Gain +3 in the Geography skill. | |||
When your visibility is not restricted, if there is at least | |||
one notable landmark within sight, you can estimate your | |||
distance from the nearest settled area. This estimation is | |||
within 1 mile of being perfectly accurate. | |||
GLASSBLOWER | |||
Skill Specialization | |||
Gain +3 in the Glass Blowing skill. | |||
You may make a Glassblowing check to make a plate or | |||
goblet, doing so successfully on a roll of 15 or higher. You | |||
may make a flute on a roll of 20 or higher. You can use these | |||
items or sell them for 125% their normal market rate. You | |||
can only make such an item 1/Week. | |||
GOSSIPPER | |||
Skill Specialization | |||
Gain +3 in the Gossipping skill. | |||
You can gossip to sully someone’s reputation, provided | |||
that they are not there. Make a Gossipping check against a | |||
DC equal to 15 + that creature’s CHA. If you hit, they lose | |||
1 goodwill. You can only do this 1/Rest, and can only target | |||
the same creature 1/Week. | |||
HISTORIAN | |||
Skill Specialization | |||
Gain +3 in the History skill. | |||
After reading something from a book, you can recall it | |||
with perfect accuracy for 1 year, unless your memory is | |||
magically modified. | magically modified. | ||
INFLUENCER | |- | ||
Skill Specialization, Repeatable | |INFLUENCER | ||
Gain 6 Skill Points, which you can spend on any skills with | |Skill Specialization, Repeatable | ||
the Influence tag. | | | ||
INTELLIGENT | |Gain 6 Skill Points, which you can spend on any skills with the Influence tag. | ||
Skill Specialization, Repeatable | |- | ||
Gain 6 Skill Points, which you can spend on any skills that | |INTELLIGENT | ||
use the INT attribute. | |Skill Specialization, Repeatable | ||
INTIMIDATOR | | | ||
Skill Specialization | |Gain 6 Skill Points, which you can spend on any skills that use the INT attribute. | ||
Gain +3 in the Intimidating skill. | |- | ||
Before attempting to intimidate someone, you can study | |INTIMIDATOR | ||
them to determine how to effectively frighten them. After | |Skill Specialization | ||
spending 1 minute studying them, make an AWR/Intuiting | | | ||
check against a creature’s WILL. If you succeed, then you | |Gain +3 in the Intimidating skill. Before attempting to intimidate someone, you can study them to determine how to effectively frighten them. After spending 1 minute studying them, make an AWR/Intuiting check against a creature’s WILL. If you succeed, then you know exactly how to get under their skin. Roll 2d20 and use the higher when you make your Intimidating roll. (1/Rest) | ||
know exactly how to get under their skin. Roll 2d20 and use | |- | ||
the higher when you make your Intimidating roll. (1/Rest) | |INTUITIVE | ||
INTUITIVE | |Skill Specialization | ||
Skill Specialization | | | ||
Gain +3 in the Intuiting skill. | |Gain +3 in the Intuiting skill. Your intuition extends beyond living people to intellectual fields as well. When you would make an INT roll, you can add your Intuiting bonus. (1/Rest) | ||
Your intuition extends beyond living people to intellectual | |- | ||
fields as well. When you would make an INT roll, you can | |INVESTIGATOR | ||
add your Intuiting bonus. (1/Rest) | |Skill Specialization | ||
INVESTIGATOR | | | ||
Skill Specialization | |Gain +3 in the Investigating skill. When making an Investigating check, you can add your Fortuity on top of your Investigating. (1/Rest) | ||
Gain +3 in the Investigating skill. | |- | ||
When making an Investigating check, you can add your | |JACK OF ALL TRADES | ||
Fortuity on top of your Investigating. (1/Rest) | |Skill Specialization | ||
JACK OF ALL TRADES | | | ||
Skill Specialization | |Gain +3 in the Savoir Faire skill. You can present yourself to another character as though you have 1 professional rank in any occupation of your choice. This deception is nonmagical and lasts for 1 hour. (1/Rest) | ||
Gain +3 in the Savoir Faire skill. | |- | ||
You can present yourself to another character as though | |JEWELER | ||
you have 1 professional rank in any occupation of your | |Skill Specialization | ||
choice. This deception is nonmagical and lasts for 1 hour. | | | ||
(1/Rest) | |Gain +3 in the Jeweling skill. You can produce a work of semi precious jewelry provided that you have some form of mineral. Make a Jeweling roll. You can sell your jewelry for that many sc. (1/Rest) | ||
JEWELER | |- | ||
Skill Specialization | |JEWELRY EXPERT | ||
Gain +3 in the Jeweling skill. | |Skill Specialization | ||
You can produce a work of semi precious jewelry provided | |Jeweler, at least 3 Professional Ranks | ||
that you have some form of mineral. Make a Jeweling roll. | |Gain +3 in the Jeweling skill. You can produce a work of very precious jewelry provided that you have some form of precious mineral. Make a Jeweling roll. You can sell your jewelry for that many dc. (1/Month) | ||
You can sell your jewelry for that many sc. (1/Rest) | |- | ||
JEWELRY EXPERT | |KNOWLEDGEABLE | ||
Skill Specialization | |Skill Specialization, Repeatable | ||
| | |||
Gain +3 in the Jeweling skill. | |Gain 6 Skill Points, which you can spend on any skills with the Knowledge tag. | ||
You can produce a work of very precious jewelry provided | |- | ||
|LAWYER | |||
that you have some form of precious mineral. Make a | |Skill Specialization | ||
Jeweling roll. You can sell your jewelry for that many dc. | | | ||
(1/Month) | |Gain +3 in the Law skill. While staying in a friendly settlement you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you a number of sc each week equal to your Law skill, and increases your community goodwill by +1 at the end of each month. | ||
KNOWLEDGEABLE | |- | ||
Skill Specialization, Repeatable | |LEADER | ||
Gain 6 Skill Points, which you can spend on any skills with | |Skill Specialization | ||
the Knowledge tag. | | | ||
LAWYER | |Gain +3 in the Leadership skill. When you take your first turn after rolling Initiative, gain +5 ft speed when you spend AP to move. | ||
Skill Specialization | |- | ||
Gain +3 in the Law skill. | |LEAN-TO | ||
While staying in a friendly settlement you may sell your | |Skill Specialization | ||
services as a lawyer or mediator to settle local disputes. | | | ||
Doing so earns you a number of sc each week equal to your | |Gain +3 in the Sheltering skill. When you fail a Sheltering check, you may spend 30 minutes to create a lean-to, provided that rocks, brambles, and the like are in your area. This provides minimal protection from wind and extreme temperatures, granting you and other creatures that use it a +2 bonus on END | ||
Law skill, and increases your community goodwill by +1 at | |||
the end of each month. | |||
LEADER | |||
Skill Specialization | |||
Gain +3 in the Leadership skill. | |||
When you take your first turn after rolling Initiative, gain | |||
+5 ft speed when you spend AP to move. | |||
LEAN-TO | |||
Skill Specialization | |||
Gain +3 in the Sheltering skill. | |||
When you fail a Sheltering check, you may spend 30 | |||
minutes to create a lean-to, provided that rocks, brambles, | |||
and the like are in your area. This provides minimal | |||
protection from wind and extreme temperatures, granting | |||
you and other creatures that use it a +2 bonus on END | |||
checks made to resist extreme weather. | checks made to resist extreme weather. | ||
LEATHERWORKER | |- | ||
Skill Specialization | |LEATHERWORKER | ||
Gain +3 in the Leatherworking skill. | |Skill Specialization | ||
You can produce a nice leather good provided that you | | | ||
have some form of animal hide. Make a Leatherworking roll. | |Gain +3 in the Leatherworking skill. You can produce a nice leather good provided that you have some form of animal hide. Make a Leatherworking roll. You can sell your goods for that many sc. (1/Week) | ||
You can sell your goods for that many sc. (1/Week) | |- | ||
LOCKPICKER | |LOCKPICKER | ||
Skill Specialization | |Skill Specialization | ||
Gain +3 in the Lockpicking skill. | | | ||
When you are in a settled area, you can scrounge for | |Gain +3 in the Lockpicking skill. When you are in a settled area, you can scrounge for supplies for 1d6+1 rounds to find tools that you can use to pick a lock, even if they would not normally be viable lockpick tools. (1/Rest) | ||
supplies for 1d6+1 rounds to find tools that you can use | |- | ||
to pick a lock, even if they would not normally be viable | |LUCKY | ||
lockpick tools. (1/Rest) | |Skill Specialization, Repeatable | ||
LUCKY | | | ||
Skill Specialization, Repeatable | |Gain 6 Skill Points, which you can spend on any skills with the Luck tag. | ||
|- | |||
the Luck tag. | |MASON | ||
MASON | |Skill Specialization | ||
Skill Specialization | | | ||
Gain +3 in the Masonry skill. | |Gain +3 in the Masonry skill. You can produce a nice stone good provided that you have some form of stone to work with. Make a Masonry roll. You can sell your goods for that many sc. (1/Week) | ||
You can produce a nice stone good provided that you have | |- | ||
some form of stone to work with. Make a Masonry roll. You | |MEDIC | ||
can sell your goods for that many sc. (1/Week) | |Skill Specialization | ||
| | |||
|Gain +3 in the Medicine skill. When you have medical supplies and apply them to a Bloodied creature, it regains 1d6 HP. (1/Rest) | |||
|- | |||
MEDIC | |MENACE | ||
Skill Specialization | |Skill Specialization | ||
Gain +3 in the Medicine skill. | | | ||
When you have medical supplies and apply them to a | |Gain +3 in the Menacing skill. When you menace someone, you may first display your strength to show that you mean business. Make a STR/ Applied Force check vs the creature’s WILL. If you hit, then you can roll 2d20 for your Menacing check, keeping the higher. (1/Rest) | ||
Bloodied creature, it regains 1d6 HP. (1/Rest) | |- | ||
MENACE | |MUSICIAN | ||
Skill Specialization | |Skill Specialization | ||
Gain +3 in the Menacing skill. | | | ||
When you menace someone, you may first display your | |Gain +3 in the Instrument [your choice] skill. When in an inn or tavern, you can perform in exchange for free room and board. | ||
strength to show that you mean business. Make a STR/ | |- | ||
Applied Force check vs the creature’s WILL. If you hit, then | |NATURALIST | ||
you can roll 2d20 for your Menacing check, keeping the | |Skill Specialization | ||
higher. (1/Rest) | | | ||
MUSICIAN | |Gain +3 in the Nature skill. If you gather plant matter that would normally be inedible, you can make one day’s worth of rations out of it. (1/Week) | ||
Skill Specialization | |- | ||
Gain +3 in the Instrument [your choice] skill. | |NAVIGATOR | ||
When in an inn or tavern, you can perform in exchange | |Skill Specialization | ||
for free room and board. | | | ||
|Gain +3 in the Navigating skill. So long as you can see a natural landmark, you cannot become lost, except by magical means. | |||
Skill Specialization | |- | ||
Gain +3 in the Nature skill. | |OBSERVANT | ||
If you gather plant matter that would normally be | |Skill Specialization, Repeatable | ||
inedible, you can make one day’s worth of rations out of it. | | | ||
(1/Week) | |Gain 6 Skill Points, which you can spend on any skills with the Observation tag. | ||
|- | |||
Skill Specialization | |OFFICER | ||
Gain +3 in the Navigating skill. | |Skill Specialization | ||
So long as you can see a natural landmark, you cannot | | | ||
become lost, except by magical means. | |Gain +3 in the Military skill. You know how to speak with military officials. You can request an audience with any military officer who has professional ranks in the militant occupation and they will meet with you within 24 hours of your request. | ||
|- | |||
Skill Specialization, Repeatable | |PAINTER | ||
Gain 6 Skill Points, which you can spend on any skills with | |Skill Specialization | ||
the Observation tag. | | | ||
OFFICER | |Gain +3 in the Painting skill. You can produce a nice painting provided that you have some form of canvas and pigments. Make a Painting roll. You can sell your goods for that many sc. (1/Week) | ||
Skill Specialization | |- | ||
Gain +3 in the Military skill. | |PERCEPTIVE | ||
You know how to speak with military officials. You can | |Skill Specialization | ||
request an audience with any military officer who has | | | ||
professional ranks in the militant occupation and they will | |Gain +3 in the Perceiving skill. When you make a check with another skill that has the Observation tag, you can add 1⁄2 your Perceiving as an additional bonus. (1/Rest) | ||
meet with you within 24 hours of your request. | |- | ||
PAINTER | |PERFORMER | ||
Skill Specialization | |Skill Specialization, Repeatable | ||
Gain +3 in the Painting skill. | | | ||
You can produce a nice painting provided that you have | |Gain 6 Skill Points, which you can spend on any skills with the Performance tag. | ||
some form of canvas and pigments. Make a Painting roll. | |- | ||
You can sell your goods for that many sc. (1/Week) | |PERSUASIVE | ||
PERCEPTIVE | |Skill Specialization | ||
Skill Specialization | | | ||
Gain +3 in the Perceiving skill. | |Gain +3 in the Persuading skill. You can cast the Charm Creature primal chant using your Persuading bonus for the attack roll, which does not count as magical when cast in this way. (1/Rest) | ||
When you make a check with another skill that has the | |- | ||
Observation tag, you can add 1⁄2 your Perceiving as an | |PICKPOCKET | ||
additional bonus. (1/Rest) | |Skill Specialization | ||
| | |||
PERFORMER | |Gain +3 in the Sleight of Hand skill. When you have an item with the light tag on your person, you can give it the concealable tag as well. Only two such items can gain this benefit at a time. | ||
Skill Specialization, Repeatable | |- | ||
Gain 6 Skill Points, which you can spend on any skills with | |POLITICIAN | ||
the Performance tag. | |Skill Specialization | ||
PERSUASIVE | | | ||
Skill Specialization | |Gain +3 in the Politics skill. You may leverage favors to secure a meeting with a [[noble]] or politician who outranks you. Choose an NPC with professional ranks equal to or less than your professional ranks + 1. They will meet with you within 24 hours after you make the request. (1/Week) | ||
Gain +3 in the Persuading skill. | |- | ||
You can cast the Charm Creature primal chant using your | |POTTER | ||
Persuading bonus for the attack roll, which does not count | |Skill Specialization | ||
as magical when cast in this way. (1/Rest) | | | ||
PICKPOCKET | |Gain +3 in the Pottery skill. You can produce some pottery provided that you have some form of clay to work with. Make a Pottery roll. You can sell your goods for that many sc. (1/Week) | ||
Skill Specialization | |- | ||
Gain +3 in the Sleight of Hand skill. | |POWERLIFTER | ||
When you have an item with the light tag on your person, | |Skill Specialization | ||
you can give it the concealable tag as well. Only two such | | | ||
items can gain this benefit at a time. | |Gain +3 in the Athletics skill. You can carry two additional Unwieldy items without being encumbered. | ||
POLITICIAN | |- | ||
Skill Specialization | |PRACTICE MAKES PERFECT | ||
Gain +3 in the Politics skill. | |Skill Specialization | ||
You may leverage favors to secure a meeting with a | | | ||
[[noble]] or politician who outranks you. Choose an NPC with | |You gain 6 Skill Points you can assign to any skills with the INT tag. Additionally, when making a skill check with the Crafting or Knowledge tags, you may use your DEX instead of your INT for your Skill Check. | ||
professional ranks equal to or less than your professional | |- | ||
ranks + 1. They will meet with you within 24 hours after | |RELIGIOUS | ||
you make the request. (1/Week) | |Skill Specialization | ||
POTTER | | | ||
Skill Specialization | |Gain +3 in the Religion skill, choosing which religion. Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you). | ||
Gain +3 in the Pottery skill. | |- | ||
You can produce some pottery provided that you have | |SCAVENGER | ||
some form of clay to work with. Make a Pottery roll. You can | |Skill Specialization | ||
sell your goods for that many sc. (1/Week) | | | ||
POWERLIFTER | |Gain +3 in the Scavenging skill. When you fail a Scavenging check, you may instead treat it as the lowest tier of success. (1/Rest) | ||
Skill Specialization | |- | ||
Gain +3 in the Athletics skill. | |SMITH | ||
You can carry two additional Unwieldy items without | |Skill Specialization | ||
being encumbered. | | | ||
PRACTICE MAKES PERFECT | |Gain +3 in the Smithing skill. You can repair damaged and broken weapons and armor that are made of metal. If all of the pieces of the weapon | ||
Skill Specialization | or armor are still available, you can completely restore a weapon or armor set. (1/Week) | ||
You gain 6 Skill Points you can assign to any skills with the | |- | ||
INT tag. Additionally, when making a skill check with the | |SNEAK | ||
Crafting or Knowledge tags, you may use your DEX instead | |Skill Specialization | ||
of your INT for your Skill Check. | | | ||
RELIGIOUS | |Gain +3 in the Sneaking skill. If you are hidden or concealed, you may move up to 20 ft without being spotted, so long as you also end your movement remaining hidden or concealed. (1/Rest) | ||
Skill Specialization | |- | ||
|SPRINTER | |||
Most religious centers will provide food and shelter to you | |Skill Specialization | ||
for free, even if you do not share their faith (extremists and | | | ||
secretive cults will not extend this courtesy to you). | |Gain +3 in the Sprinting skill. When you roll initiative, you can give yourself +5 ft speed when you spend AP to move. This lasts for the duration of the fight. (1/Rest) | ||
|- | |||
Skill Specialization | |STA M I N A | ||
Gain +3 in the Scavenging skill. | |Skill Specialization, Repeatable | ||
When you fail a Scavenging check, you may instead treat | | | ||
it as the lowest tier of success. (1/Rest) | |Gain 6 Skill Points, which you can spend on any skills with the Stamina tag. | ||
|- | |||
SMITH | |STRONG | ||
Skill Specialization | |Skill Specialization, Repeatable | ||
Gain +3 in the Smithing skill. | | | ||
You can repair damaged and broken weapons and armor | |Gain 6 Skill Points, which you can spend on any skills that use the STR attribute. | ||
that are made of metal. If all of the pieces of the weapon | |- | ||
or armor are still available, you can completely restore a | |SUBVERTER | ||
weapon or armor set. (1/Week) | |Skill Specialization, Repeatable | ||
| | |||
Skill Specialization | |Gain 6 Skill Points, which you can spend on any skills with the Subterfuge tag. | ||
Gain +3 in the Sneaking skill. | |- | ||
If you are hidden or concealed, you may move up to | |SURVIVALIST | ||
20 ft without being spotted, so long as you also end your | |Skill Specialization, Repeatable | ||
movement remaining hidden or concealed. (1/Rest) | | | ||
SPRINTER | |Gain 6 Skill Points, which you can spend on any skills with the Survival tag. | ||
Skill Specialization | |- | ||
Gain +3 in the Sprinting skill. | |SWIMMER | ||
When you roll initiative, you can give yourself +5 ft speed | |Skill Specialization | ||
when you spend AP to move. This lasts for the duration of | | | ||
the fight. (1/Rest) | |Gain +3 in the Athletics skill. You may give yourself a Swimming speed equal to your walking speed for 1 minute. (1/Rest) | ||
STA M I N A | |- | ||
Skill Specialization, Repeatable | |TRACKER | ||
Gain 6 Skill Points, which you can spend on any skills with | |Skill Specialization | ||
the Stamina tag. | | | ||
STRONG | |Gain +3 in the Tracking skill. When you fail a Tracking skill check, you may count it as the lowest tier of successful. (1/Rest) | ||
Skill Specialization, Repeatable | |- | ||
Gain 6 Skill Points, which you can spend on any skills that | |TUMBLER | ||
use the STR attribute. | |Skill Specialization | ||
SUBVERTER | | | ||
Skill Specialization, Repeatable | |Gain +3 in the Tumbling skill. You can stand from being Prone for 0 AP on your turn, provided that your movement is not restricted. | ||
Gain 6 Skill Points, which you can spend on any skills with | |- | ||
the Subterfuge tag. | |WEAVER | ||
|Skill Specialization | |||
| | |||
Skill Specialization, Repeatable | |Gain +3 in the Weaving skill. You can produce woven goods provided that you have some form of yarn or string to work with. Make a Weaving | ||
Gain 6 Skill Points, which you can spend on any skills with | |||
the Survival tag. | |||
SWIMMER | |||
Skill Specialization | |||
Gain +3 in the Athletics skill. | |||
You may give yourself a Swimming speed equal to your | |||
walking speed for 1 minute. (1/Rest) | |||
TRACKER | |||
Skill Specialization | |||
Gain +3 in the Tracking skill. | |||
When you fail a Tracking skill check, you may count it as | |||
the lowest tier of successful. (1/Rest) | |||
TUMBLER | |||
Skill Specialization | |||
Gain +3 in the Tumbling skill. | |||
You can stand from being Prone for 0 AP on your turn, | |||
provided that your movement is not restricted. | |||
Skill Specialization | |||
Gain +3 in the Weaving skill. | |||
You can produce woven goods provided that you have | |||
some form of yarn or string to work with. Make a Weaving | |||
roll. You can sell your goods for that many sc. (1/Week) | roll. You can sell your goods for that many sc. (1/Week) | ||
WHITTLER | |- | ||
Skill Specialization | |WHITTLER | ||
Gain +3 in the Woodcarving skill. | |Skill Specialization | ||
You can produce whittled trinkets provided that you have | | | ||
some form of wood to work with. Make a Woodcarving roll. | |Gain +3 in the Woodcarving skill. You can produce whittled trinkets provided that you have some form of wood to work with. Make a Woodcarving roll. You can sell your goods for that many sc. (1/Week) | ||
You can sell your goods for that many sc. (1/Week) | |} | ||
edits