Difference between revisions of "Talk:MLP Talents"

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** '''Healing Touch''' (Prerequisite: Divine Power): You may make Spellcraft checks in place of Heal checks to treat sick or injured characters. You may perform this ability as if you were trained in Heal, even if you are not.
 
** '''Healing Touch''' (Prerequisite: Divine Power): You may make Spellcraft checks in place of Heal checks to treat sick or injured characters. You may perform this ability as if you were trained in Heal, even if you are not.
 
** '''Sacrifice''' (Prerequisite: Knowledge [arcane] as a trained skill.): You know the rites and incantations to perform ritual sacrifices. (See Sacrifices in the magic section.) Note that sacrificing a living being other than yourself gives you three Discord points.  
 
** '''Sacrifice''' (Prerequisite: Knowledge [arcane] as a trained skill.): You know the rites and incantations to perform ritual sacrifices. (See Sacrifices in the magic section.) Note that sacrificing a living being other than yourself gives you three Discord points.  
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* '''Antithesis'''
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The character’s Conviction toward one cause has led him to see a rival allegiance as that cause’s antithesis, something which must be wiped out at all costs.
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Prerequisite: Conviction
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Effect: When acting against that allegiance (which must be approved by the GM), the character gains +2 to all attack and skill checks. When forced to deal with the antithetical allegiance, the character receives a –2 penalty to all Charisma-based skills.
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* '''Bless'''
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The character calls on his Higher Power for protection.
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Prerequisite: Knowledge (Ritual) +3
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Effect: The character’s allies gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects. This effect lasts for 1 minute per skill rank in Knowledge (Ritual). Characters who receive this Blessing and who have the Faith feat to a Higher Power receive double these bonuses, and the effects last for twice as long.
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Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
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Special: If this ritual is performed on consecrated ground, the character gains a +3 to his Knowledge (Ritual) skill check.
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* '''Consecrate Ground'''
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This Ritual allows a character to bless an area with the power of his faith.
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Prerequisite: Consecrate Item; Knowledge (Ritual) +8
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Effect: This Ritual requires a Knowledge (Ritual) skill check (DC 10 +1/10 square feet being consecrated) to perform successfully. A small area is consecrated, granting a +3 sacred bonus to all attempts to turn undead and to all Knowledge (Ritual) skill checks to perform Sacred Rituals made there. Undead in this area take a –1 penalty on attack, damage, and saving throws. This Ritual lasts 24 hours. Successive applications of this Ritual on the same ground have cumulative durations (2 days the second time, 3 days the third and so forth), so that through repeated worship and prayer
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the effect may become effectively permanent. Materials must be provided for this ritual as well, requiring the character to make a Wealth check (DC
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10 +1/10 square feet being Consecrated) each time this ritual is performed. These materials will vary depending on the Higher Power to which the site is being consecrated, but they might include such things as incense, holy water, valuable objects, and so forth.
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Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
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* '''Consecrate Item'''
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This Ritual allows a character to specially prepare an item to fight evil.
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Prerequisite: Knowledge (Ritual) +5
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Effect: If used on a weapon, that weapon gains a +1 Enhancement bonus to hit. If the character wielding the weapon has the Faith feat, the weapon also does +2 damage vs. Fiends and Undead. These effects last one hour per point of skill in Knowledge (Ritual) possessed by the person who performed the consecration. This Ritual may also be used to create holy water Each time this ritual is performed, it can make 1 Flask of Holy Water per 5 ranks in Ritual.
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Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
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* '''Conviction'''
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The character’s conviction (her allegiance) is so strong that she would do anything in support of it.
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Prerequisite: One allegiance
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Effect: When the character is acting in support of her allegiance, she gains a +2 to attack and skill checks.
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* '''Faith'''
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The character’s faith serves to protect him in time of need.
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Prerequisite: One allegiance to a Higher Power (almost always a religious or philosophical ideal).
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Effect: The character gains +1 to all Saving Throws. This Feat also serves to increase the power of Rituals on the character, and some FX Items are only usable (or have additional powers) for characters of Faith.
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* '''Investment'''
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The character is recognized as a leader of a religious order and is accorded special deference by those who believe.
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Prerequisites: Allegiance to a Higher or Dark Power; Knowledge (Theology) +5; Knowledge (Ritual) +5
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Effect: The character gains a +1 bonus to Charisma based skills when dealing with those who have an allegiance to a Higher or Dark Power (depending on
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which allegiance the character has). The character gains a +2 bonus to Charisma-based skills when dealing with those who have the Faith feat to a Higher or Dark Power. These bonuses stack with the +2 bonus the character normally receives. In addition, the character gains a +2 bonus on all Knowledge (Theology) and Knowledge (Ritual) skill checks.
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* '''Pentagram'''
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The character draws a protective symbol to cage a Fiend or other servant of darkness.
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Prerequisite: Knowledge (Arcane Lore) +5
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Effect: Successfully drawing a Pentagram requires a Knowledge (Arcane Lore) skill check (DC 20). A Fiend cannot pass over the lines of a properly drawn
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Pentagram. If the Pentagram is drawn around the creature (requiring it to be held in some way, either physically or magically), the creature is trapped.
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Normal: Characters without this feat suffer –4 to their Knowledge (Arcane Lore) skill when attempting this skill check.
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* '''Perdition's Prayer'''
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The character calls on his Dark Power for protection.
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Prerequisite: Allegiance to a Dark Power
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Effect: By calling on his Dark Power, the character and all allies (those with allegiance to the character’s Dark Power) within 30 ft. gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks.Foes within 30 ft. suffer a –1 penalty on such rolls. This Ritual lasts 1 round per point of skill in Knowledge (Ritual). Characters with the Faith feat gain double these bonuses for twice as long.
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Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
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* '''Prayer'''
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The character calls on his Higher Power for protection.
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Prerequisite: Allegiance to a Higher Power
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Effect: By calling on his Higher Power, the character and all allies (those with allegiance to a Higher Power) within 30 ft. gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks. Foes within 30 ft. suffer a –1 penalty on such rolls. This Ritual lasts 1 round per point of skill in Knowledge (Ritual). Characters with the Faith feat gain double these bonuses for twice as long.
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Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
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Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check.
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* '''Profane Ritual'''
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The character has delved into the mysteries.
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Prerequisite: Allegiance to a Dark Power or Higher Power
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Effect: This feat allows the character to perform the following rituals at –4: .
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Special: A character with this feat takes a –8 penalty on his Knowledge (Ritual) skill check to perform any Sacred Ritual.
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* '''Prophecy''' (Sacred Ritual)
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The character receives visions of things to come from his Higher Power.
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Prerequisite: Faith, Knowledge (Ritual) +10
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Effect: The character may ask the GM one question per week. The chance of a correct answer is equal to 50% plus 1% per point of skill in Knowledge (Ritual). These answers will generally be cryptic, but a skill check in Knowledge (Theology) with a DC of 20 will always at least reveal the general meaning. A character with this feat may also receive visions at the GM’s discretion, and these visions do not count against the once per week maximum this ritual normally carries.
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Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
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Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check.
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Table: Knowledge (Ritual)
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Ritual                          Knowledge DC      Time to Perform
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Simple (Marriage, Funeral)      10                1 Hour
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Complex (Communion, Absolution) 15                1–6 Hours
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Powerful (see below)
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Sacred Ritual
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Bless                          15                Full Round
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Consecrate Ground              10 +1/10 sq. feet  1 Hour
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Consecrate Item                15                1 Hour
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Prayer                          15                Full Round
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Prophecy                        20                1 minute
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Profane Ritual
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Perdition’s Prayer              15                Full Round
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===MASTER OF INTRIGUE TALENT TREE===
 
===MASTER OF INTRIGUE TALENT TREE===

Revision as of 01:55, 26 February 2012

Auch hier mal etwas Brainstorming-Material

    • Roping
    • Lasso Mastery

Alchemy

    • Alchemist's Hide: The character gains a +2 competence bonus to Fortitude defenses against inhaled poisons, or ingested poisons, contact poisons, injury poisons, and acid.
    • Antidote: When attempting to use Heal to counter the effects of poison, you may reroll the check, taking the better of the two rolls.
    • Transubstantiation (Prerequisite: Disolve Potion, Brew Potion): You may change the basic nature of materials or even living creatures – for instance changing lead to gold, pebbles to gemstones, elephants into monkeys, or people into spiders. You must have (or research) the appropriate formulae and have all the appropriate materials on hand. Once per level (including the level at which you take this talent), you may make a Spellcraft check at DC 20 to transform base materials into treasure worth 500 gold times your scholar level (similar, but not identical, to the noble’s Wealth talent); there are also spells which require this talent as a prerequisite.

Priest

    • Clerical Investment: You have been ordained by a church, cult, or simply the general consensus of your peers, as a holy personage, allowing you to perform the appropriate rites and receive deference from church members and acolytes. Depending on the cult, you can expect charity and respect – or possibly fear and obedience – from common folk as well.
    • Divine Power: When you spend a Harmony point in the service of your deity, you add your Charisma bonus to any rolls made that round.
    • Divine Inspiration (Prerequisite: Divine Power, one talent from the Inspiration talent tree): Once per encounter, you double the effect of any use of a talent from the noble’s Inspiration talent tree.
    • Healing Touch (Prerequisite: Divine Power): You may make Spellcraft checks in place of Heal checks to treat sick or injured characters. You may perform this ability as if you were trained in Heal, even if you are not.
    • Sacrifice (Prerequisite: Knowledge [arcane] as a trained skill.): You know the rites and incantations to perform ritual sacrifices. (See Sacrifices in the magic section.) Note that sacrificing a living being other than yourself gives you three Discord points.
  • Antithesis

The character’s Conviction toward one cause has led him to see a rival allegiance as that cause’s antithesis, something which must be wiped out at all costs. Prerequisite: Conviction Effect: When acting against that allegiance (which must be approved by the GM), the character gains +2 to all attack and skill checks. When forced to deal with the antithetical allegiance, the character receives a –2 penalty to all Charisma-based skills.

  • Bless

The character calls on his Higher Power for protection. Prerequisite: Knowledge (Ritual) +3 Effect: The character’s allies gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects. This effect lasts for 1 minute per skill rank in Knowledge (Ritual). Characters who receive this Blessing and who have the Faith feat to a Higher Power receive double these bonuses, and the effects last for twice as long. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. Special: If this ritual is performed on consecrated ground, the character gains a +3 to his Knowledge (Ritual) skill check.

  • Consecrate Ground

This Ritual allows a character to bless an area with the power of his faith. Prerequisite: Consecrate Item; Knowledge (Ritual) +8 Effect: This Ritual requires a Knowledge (Ritual) skill check (DC 10 +1/10 square feet being consecrated) to perform successfully. A small area is consecrated, granting a +3 sacred bonus to all attempts to turn undead and to all Knowledge (Ritual) skill checks to perform Sacred Rituals made there. Undead in this area take a –1 penalty on attack, damage, and saving throws. This Ritual lasts 24 hours. Successive applications of this Ritual on the same ground have cumulative durations (2 days the second time, 3 days the third and so forth), so that through repeated worship and prayer the effect may become effectively permanent. Materials must be provided for this ritual as well, requiring the character to make a Wealth check (DC 10 +1/10 square feet being Consecrated) each time this ritual is performed. These materials will vary depending on the Higher Power to which the site is being consecrated, but they might include such things as incense, holy water, valuable objects, and so forth. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.

  • Consecrate Item

This Ritual allows a character to specially prepare an item to fight evil. Prerequisite: Knowledge (Ritual) +5 Effect: If used on a weapon, that weapon gains a +1 Enhancement bonus to hit. If the character wielding the weapon has the Faith feat, the weapon also does +2 damage vs. Fiends and Undead. These effects last one hour per point of skill in Knowledge (Ritual) possessed by the person who performed the consecration. This Ritual may also be used to create holy water Each time this ritual is performed, it can make 1 Flask of Holy Water per 5 ranks in Ritual. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.

  • Conviction

The character’s conviction (her allegiance) is so strong that she would do anything in support of it. Prerequisite: One allegiance Effect: When the character is acting in support of her allegiance, she gains a +2 to attack and skill checks.

  • Faith

The character’s faith serves to protect him in time of need. Prerequisite: One allegiance to a Higher Power (almost always a religious or philosophical ideal). Effect: The character gains +1 to all Saving Throws. This Feat also serves to increase the power of Rituals on the character, and some FX Items are only usable (or have additional powers) for characters of Faith.

  • Investment

The character is recognized as a leader of a religious order and is accorded special deference by those who believe. Prerequisites: Allegiance to a Higher or Dark Power; Knowledge (Theology) +5; Knowledge (Ritual) +5 Effect: The character gains a +1 bonus to Charisma based skills when dealing with those who have an allegiance to a Higher or Dark Power (depending on which allegiance the character has). The character gains a +2 bonus to Charisma-based skills when dealing with those who have the Faith feat to a Higher or Dark Power. These bonuses stack with the +2 bonus the character normally receives. In addition, the character gains a +2 bonus on all Knowledge (Theology) and Knowledge (Ritual) skill checks.

  • Pentagram

The character draws a protective symbol to cage a Fiend or other servant of darkness. Prerequisite: Knowledge (Arcane Lore) +5 Effect: Successfully drawing a Pentagram requires a Knowledge (Arcane Lore) skill check (DC 20). A Fiend cannot pass over the lines of a properly drawn Pentagram. If the Pentagram is drawn around the creature (requiring it to be held in some way, either physically or magically), the creature is trapped. Normal: Characters without this feat suffer –4 to their Knowledge (Arcane Lore) skill when attempting this skill check.

  • Perdition's Prayer

The character calls on his Dark Power for protection. Prerequisite: Allegiance to a Dark Power Effect: By calling on his Dark Power, the character and all allies (those with allegiance to the character’s Dark Power) within 30 ft. gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks.Foes within 30 ft. suffer a –1 penalty on such rolls. This Ritual lasts 1 round per point of skill in Knowledge (Ritual). Characters with the Faith feat gain double these bonuses for twice as long. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.

  • Prayer

The character calls on his Higher Power for protection. Prerequisite: Allegiance to a Higher Power Effect: By calling on his Higher Power, the character and all allies (those with allegiance to a Higher Power) within 30 ft. gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks. Foes within 30 ft. suffer a –1 penalty on such rolls. This Ritual lasts 1 round per point of skill in Knowledge (Ritual). Characters with the Faith feat gain double these bonuses for twice as long. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check.

  • Profane Ritual

The character has delved into the mysteries. Prerequisite: Allegiance to a Dark Power or Higher Power Effect: This feat allows the character to perform the following rituals at –4: . Special: A character with this feat takes a –8 penalty on his Knowledge (Ritual) skill check to perform any Sacred Ritual.

  • Prophecy (Sacred Ritual)

The character receives visions of things to come from his Higher Power. Prerequisite: Faith, Knowledge (Ritual) +10 Effect: The character may ask the GM one question per week. The chance of a correct answer is equal to 50% plus 1% per point of skill in Knowledge (Ritual). These answers will generally be cryptic, but a skill check in Knowledge (Theology) with a DC of 20 will always at least reveal the general meaning. A character with this feat may also receive visions at the GM’s discretion, and these visions do not count against the once per week maximum this ritual normally carries. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check.

Table: Knowledge (Ritual)

Ritual                          Knowledge DC       Time to Perform
Simple (Marriage, Funeral)      10                 1 Hour
Complex (Communion, Absolution) 15                 1–6 Hours
Powerful (see below)
Sacred Ritual
Bless                           15                 Full Round
Consecrate Ground               10 +1/10 sq. feet  1 Hour
Consecrate Item                 15                 1 Hour
Prayer                          15                 Full Round
Prophecy                        20                 1 minute
Profane Ritual
Perdition’s Prayer              15                 Full Round


MASTER OF INTRIGUE TALENT TREE

{mir gehts wenniger um den tree an sich, aber ein paar teile davon wirken gut als komponenten für eigene trees. chris} You are a skilled manipulator and have mastered the art of working behind the scenes to accomplish your goals. Flash and spectacle are inferior tools, only suitable for those without your unique talents.

  • Master Manipulator: You are a master of making things happen the way you want them to. You can use each of the following actions once per

encounter as a swift action on your turn:

    • Demand Recovery: Select one ally within 5 squares and in your line of sight. That ally moves +5 steps on the condition track and gains a +2 morale bonus to attack rolls and skill checks until the end of your next turn.
    • Exceptional Control: Roll a d20 and note the result. Once before the end of the encounter, as a reaction you can replace the result of any enemy's or ally's d20 roll with the result you rolled for this ability. The enemy or ally must be within your line of sight.
    • Word of Warning: Select one ally within 5 squares and in your line of sight. Once before the end of the encounter, as a reaction to that ally having any defense score targeted by a skill check or an attack, you can replace that ally's defense score with your same defense score until the attack or skill check is resolved.
Prerequisite: Advanced Planning, Get into Position.
  • Retaliation: Whenever you move down the condition track as a result of taking damage that equals or exceeds your damage threshold, the next time you hit and damage a creature with a melee or a ranged attack before the end of your next turn, you automatically move the target -1 step on the condition track.
Prerequisite: Advanced Planning.

NEW BRAWLER TALENTS

{vielleicht zeug für'n guard dabei... chris} The fo llowing new talents belong to the Brawler talent tree (see page 52 of the Saga Edition core rulebookl. which is available to members of the soldier class. Any character who can choose talents from the Brawler talent tree can choose these talents as well.

  • Crowd Control: You can grab two adjacent creatures at a time.
Prerequisite: Entangler.
  • Disarm and Engage: When you successfully disarm an opponent, you can make an immediate free attack with the disarmed weapon at a -5 penalty. If you are not proficient with the weapon, you take the penalty for non proficiency as well.
  • Entangler: When grabbing a target, you take a -2 penalty to your attack roll (instead of the normal -5 penalty). Until the target breaks the grab, it takes a -5 penalty to attack rolls, including those made with natural and light weapons (instead of the normal -2 penalty).
  • Reverse Strength: You know how to use an opponent's strength against it. Whenever you successfully grapple an opponent, you deal damage equal

to the opponent's Strength modifier (minimum 1 point).

NEW COMMANDO TALENTS

{...auch guard. chris} The following new talents belong to the Commando talent tree (see page 52 of the Saga Edition core rulebookl. which is available to members of the soldier class. Any character who can choose talents from the Commando talent tree can choose these talents as well.

  • Dedicated Guardian: You can use each of the following actions once per encounter:
    • Blast Shield: Spend a swift action. Until the end of your next turn, the ally who is under the effects of your Coverage talent is treated as having the Evasion talent for the purposes of determining damage from an area attack. If the ally already has Evasion, the damage from a successful area attack is reduced by 1 die.
    • Take the Pain: Whenever your Coverage target would move down the condition track, you can, as a reaction, choose to move the same number of steps down the condition track instead (preventing the ally from moving down the track).

Einzelne Stücke

  • Skillful Recovery: When you select this talent, choose one skill. Whenever you fail a skill check with that skill, you gain one temporary Harmony Point. That Harmony Point can only be spent to add to a skill check with the skill you chose for this talent. If the Harmony Point is not spent by the end of the encounter, it is lost. For the purposes of this talent, failing a skill check means failing to get the minimum possible result from the skill check. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
Prerequisite: Trained in the chosen skill.
  • Contingency Plan: Once per encounter, if you fail an attack roll, a skill check, or the use of a talent that requires an opposed check, you can move your speed as a reaction.
  • Idealist: Your confidence empowers you, giving you the ability to withstand the harmful influence of others. You can add your Charisma bonus in place of your Wisdom bonus to your Will Defense.
Prerequisite: Charisma 13.
  • Lead by Example: Your bravery and skill inspires others to follow your lead. Once per encounter, when you successfully deal damage to an enemy, you can choose to grant all allies a + 1 circumstance bonus on attack rolls and + 1 die of damage on non-area attacks against that target for the remainder of the encounter.
  • Acrobatic Ally (Prerequisite: Dexterity 13, Strength 13): You move an ally around with ease and accuracy by giving him or her a leg up or a helpful toss. You can hoist or toss an ally of your size or smaller up to 2 squares. You and your ally must act on the same initiative number and start in adjacent squares. If you succeed on a DC 20 Acrobatics check as a standard action, your ally ends up in a sq uare of your choosing up to 2 squares above or away from you. This counts as a free action for your ally and ends your turn . Your ally can then continue his or her turn. If you fail your check, both you and your ally immediately become prone in your square. Your turn is ended, but your ally can take his or her turn normally. This can provoke attacks of opportunity against either character.