Editing MLP Talents

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** '''Royal Behavior'''(Prerequisites: Noble Behavior): Same like Noble Behavior but the full difference between your Society Rating and the Society Rating of the lower Pony counts.
 
** '''Royal Behavior'''(Prerequisites: Noble Behavior): Same like Noble Behavior but the full difference between your Society Rating and the Society Rating of the lower Pony counts.
 
* '''Coordinator''' (6/6) -  
 
* '''Coordinator''' (6/6) -  
** '''Born Leader''': Once per encounter, as a swift action, you grant all allies within your line of sight a + 1 insight bonus on skill rolls. This effect lasts for as long as they remain within line of sight of you. An ally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.
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** '''Born Leader''': Once per encounter, as a swift action, you grant all allies within your line of sight a + 1 insight bonus on attack rolls. This effect lasts for as long as they remain within line of sight of you. An ally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.
 
** '''Coordinate''': A character with this talent has a knack for getting people to work together. When you use this talent as a standard action, all allies within your line of sight grant an additional + 1 bonus when they use the aid another action until the start of your next turn. You may select this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by + 1 (to a maximum of +5).
 
** '''Coordinate''': A character with this talent has a knack for getting people to work together. When you use this talent as a standard action, all allies within your line of sight grant an additional + 1 bonus when they use the aid another action until the start of your next turn. You may select this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by + 1 (to a maximum of +5).
 
** '''Distant Command''' (Prerequisite: Born Leader): Any ally who gains the benefit of your Born Leader talent (see above) does not lose the benefit if their line of sight to you is broken.
 
** '''Distant Command''' (Prerequisite: Born Leader): Any ally who gains the benefit of your Born Leader talent (see above) does not lose the benefit if their line of sight to you is broken.
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** '''''' (Prerequisite: ):  
 
** '''''' (Prerequisite: ):  
  
* '''Socialize''' - All Unicorns may learn Socialize as a Racial- instead of Miscellaneous Talent Tree
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* '''Alchemy''' - All Unicorns may learn Alchemy as a Racial- instead of Miscellaneous Talent Tree
  
 
* '''Low Magic''' - Even Starswirl the Bearded once had to start low. All Unicorns may learn Low Magic as a Racial- instead of Element Talent Tree (see Magic)
 
* '''Low Magic''' - Even Starswirl the Bearded once had to start low. All Unicorns may learn Low Magic as a Racial- instead of Element Talent Tree (see Magic)
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* '''Athletics''' (6/6) -  
 
* '''Athletics''' (6/6) -  
Whenever you take a talent from the Athletics tree, your learn a number of acrobatic maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “training-suite,” you just have learned them sometime during your training. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Extra Training" Feat. (NPC Flyers simply know as many maneuvers as the Stablemaster decides they should know.)  
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Whenever you take a talent from the Acrobatics tree, your learn a number of acrobatic maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “training-suite,” you just have learned them sometime during your training. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Extra Training" Feat. (NPC Flyers simply know as many maneuvers as the Stablemaster decides they should know.)  
** '''Rookie Training''' (Prerequisite: trained in Athletics): Grade 1 acrobatic maneuvers unlocked. Known maneuvers based on Dexterity bonus (see table: "Bonus spells or maneuvers by High Ability Score").  
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** '''Rookie Training''' (Prerequisite: trained in Acrobatics): Grade 1 acrobatic maneuvers unlocked. Known maneuvers based on Dexterity bonus (see table: "Bonus spells or maneuvers by High Ability Score").  
** '''Basic Athletics Training''' (Prerequisite: Rookie Training): Grade 2 athletic maneuvers unlocked. (see Rookie Training)  
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** '''Basic Acrobatic Training''' (Prerequisite: Rookie Training): Grade 2 acrobatic maneuvers unlocked. (see Rookie Training)  
** '''Apprentice Athletics Training''' (Prerequisite: Basic Athletic Training): Grade 3 acrobatic maneuvers unlocked. (see Rookie Training)  
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** '''Apprentice Acrobatic Training''' (Prerequisite: Basic Acrobatic Training): Grade 3 acrobatic maneuvers unlocked. (see Rookie Training)  
** '''Advanced Athletics Training''' (Prerequisite: Apprentice Athleic Training): Grade 4 acrobatic maneuvers unlocked. (see Rookie Training)  
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** '''Advanced Acrobatic Training''' (Prerequisite: Apprentice Acrobatic Training): Grade 4 acrobatic maneuvers unlocked. (see Rookie Training)  
** '''Expert Athletics Training''' (Prerequisite: Advanced Athletic Training): Grade 5 acrobatic maneuvers unlocked. (see Rookie Training)   
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** '''Expert Acrobatic Training''' (Prerequisite: Advanced Acrobatic Training): Grade 5 acrobatic maneuvers unlocked. (see Rookie Training)   
** '''Master Athletic Training''' (Prerequisite: Expert Athletic Training): Grade 6 acrobatic maneuvers unlocked. (see Rookie Training)  
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** '''Master Acrobatic Training''' (Prerequisite: Expert Acrobatic Training): Grade 6 acrobatic maneuvers unlocked. (see Rookie Training)  
  
 
* '''Alchemy''' (6/6) -  
 
* '''Alchemy''' (6/6) -  
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* '''Socialize''' (6/6) -  
 
* '''Socialize''' (6/6) -  
Whenever you take a talent from the Socialize tree, your learn a number of social maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “social-suite,” you just have learned them sometime during your social life. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Society Expert" Feat. (NPC Socializers simply know as many maneuvers as the Stablemaster decides they should know.)  
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Whenever you take a talent from the Acrobatics tree, your learn a number of social maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “social-suite,” you just have learned them sometime during your social life. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Society Expert" Feat. (NPC Socializers simply know as many maneuvers as the Stablemaster decides they should know.)  
** '''Newbie Etiquette''' (Prerequisite: trained in Persuasion): Grade 1 social maneuvers unlocked. Known maneuvers based on Charisma bonus (see table: "Bonus spells or maneuvers by High Ability Score").  
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** '''Newbie Etiquette''' (Prerequisite: trained in Acrobatics): Grade 1 social maneuvers unlocked. Known maneuvers based on Charisma bonus (see table: "Bonus spells or maneuvers by High Ability Score").  
 
** '''Basic Social Etiquette''' (Prerequisite: Newbie Etiquette): Grade 2 social maneuvers unlocked. (see Newbie Etiquette)  
 
** '''Basic Social Etiquette''' (Prerequisite: Newbie Etiquette): Grade 2 social maneuvers unlocked. (see Newbie Etiquette)  
 
** '''Apprentice Social Etiquette''' (Prerequisite: Basic Social Etiquett): Grade 3 social maneuvers unlocked. (see Newbie Etiquette)  
 
** '''Apprentice Social Etiquette''' (Prerequisite: Basic Social Etiquett): Grade 3 social maneuvers unlocked. (see Newbie Etiquette)  

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