Difference between revisions of "Talk:MLP Talents"

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** '''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.  
  
* '''Antithesis''' (Prerequisite: Conviction): 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. 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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** '''Antithesis''' (Prerequisite: Conviction): 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. 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''' (Prerequisite: Knowledge (Ritual) +3): The character calls on his Higher Power for protection. 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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** '''Bless''' (Prerequisite: Knowledge (Ritual) +3): The character calls on his Higher Power for protection. 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.
 
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.
 
Special: If this ritual is performed on consecrated ground, the character gains a +3 to his Knowledge (Ritual) skill check.
  
* '''Consecrate Ground''' (Prerequisite: Consecrate Item; Knowledge (Ritual) +8):  
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** '''Consecrate Ground''' (Prerequisite: Consecrate Item; Knowledge (Ritual) +8):  
 
This Ritual allows a character to bless an area with the power of his faith. 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.  
 
This Ritual allows a character to bless an area with the power of his faith. 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.
 
Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
  
* '''Consecrate Item''' (Prerequisite: Knowledge (Ritual) +5): This Ritual allows a character to specially prepare an item to fight evil. 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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** '''Consecrate Item''' (Prerequisite: Knowledge (Ritual) +5): This Ritual allows a character to specially prepare an item to fight evil. 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.
 
Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
  
* '''Conviction''' (Prerequisite: One allegiance)
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** '''Conviction''' (Prerequisite: One allegiance)
 
The character’s conviction (her allegiance) is so strong that she would do anything in support of it. When the character is acting in support of her allegiance, she gains a +2 to attack and skill checks.
 
The character’s conviction (her allegiance) is so strong that she would do anything in support of it. When the character is acting in support of her allegiance, she gains a +2 to attack and skill checks.
  
* '''Faith''' (Prerequisite: One allegiance to a Higher Power (almost always a religious or philosophical ideal)): The character’s faith serves to protect him in time of need. 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.
+
** '''Faith''' (Prerequisite: One allegiance to a Higher Power (almost always a religious or philosophical ideal)): The character’s faith serves to protect him in time of need. 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''' (Prerequisite: Allegiance to a Higher or Dark Power; Knowledge (Theology) +5; Knowledge (Ritual) +5): The character is recognized as a leader of a religious order and is accorded special deference by those who believe. 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.
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** '''Investment''' (Prerequisite: Allegiance to a Higher or Dark Power; Knowledge (Theology) +5; Knowledge (Ritual) +5): The character is recognized as a leader of a religious order and is accorded special deference by those who believe. 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''' (Prerequisite: Knowledge (Arcane Lore) +5): The character draws a protective symbol to cage a Fiend or other servant of darkness. 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.
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** '''Pentagram''' (Prerequisite: Knowledge (Arcane Lore) +5): The character draws a protective symbol to cage a Fiend or other servant of darkness. 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.
 
Normal: Characters without this feat suffer –4 to their Knowledge (Arcane Lore) skill when attempting this skill check.
  
* '''Perdition's Prayer''' (Prerequisite: Allegiance to a Dark Power): The character calls on his Dark Power for protection. 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.
+
** '''Perdition's Prayer''' (Prerequisite: Allegiance to a Dark Power): The character calls on his Dark Power for protection. 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.
 
Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
  
* '''Prayer''' (Prerequisite: Allegiance to a Higher Power): The character calls on his Higher Power for protection. 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.
+
** '''Prayer''' (Prerequisite: Allegiance to a Higher Power): The character calls on his Higher Power for protection. 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.
 
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.
 
Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check.
  
* '''Profane Ritual''' (Prerequisite: Allegiance to a Dark Power or Higher Power): The character has delved into the mysteries. This feat allows the character to perform the following rituals at –4: .
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** '''Profane Ritual''' (Prerequisite: Allegiance to a Dark Power or Higher Power): The character has delved into the mysteries. This feat allows the character to perform the following rituals at –4 (see Table: Knowledge (Ritual)).
 
Special: A character with this feat takes a –8 penalty on his Knowledge (Ritual) skill check to perform any Sacred Ritual.
 
Special: A character with this feat takes a –8 penalty on his Knowledge (Ritual) skill check to perform any Sacred Ritual.
  
* '''Prophecy''' (Sacred Ritual) (Prerequisite: Faith, Knowledge (Ritual) +10): The character receives visions of things to come from his Higher Power. 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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** '''Prophecy''' (Sacred Ritual) (Prerequisite: Faith, Knowledge (Ritual) +10): The character receives visions of things to come from his Higher Power. 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.
 
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.
 
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
 
  Profane Ritual
 
  Perdition’s Prayer              15                Full Round
 
  Perdition’s Prayer              15                Full Round
 
  
 
===Master of Intrigue===
 
===Master of Intrigue===

Revision as of 04:49, 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 (Prerequisite: Conviction): 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. 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 (Prerequisite: Knowledge (Ritual) +3): The character calls on his Higher Power for protection. 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 (Prerequisite: Consecrate Item; Knowledge (Ritual) +8):

This Ritual allows a character to bless an area with the power of his faith. 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 (Prerequisite: Knowledge (Ritual) +5): This Ritual allows a character to specially prepare an item to fight evil. 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 (Prerequisite: One allegiance)

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

    • Faith (Prerequisite: One allegiance to a Higher Power (almost always a religious or philosophical ideal)): The character’s faith serves to protect him in time of need. 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 (Prerequisite: Allegiance to a Higher or Dark Power; Knowledge (Theology) +5; Knowledge (Ritual) +5): The character is recognized as a leader of a religious order and is accorded special deference by those who believe. 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 (Prerequisite: Knowledge (Arcane Lore) +5): The character draws a protective symbol to cage a Fiend or other servant of darkness. 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 (Prerequisite: Allegiance to a Dark Power): The character calls on his Dark Power for protection. 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 (Prerequisite: Allegiance to a Higher Power): The character calls on his Higher Power for protection. 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 (Prerequisite: Allegiance to a Dark Power or Higher Power): The character has delved into the mysteries. This feat allows the character to perform the following rituals at –4 (see Table: Knowledge (Ritual)).

Special: A character with this feat takes a –8 penalty on his Knowledge (Ritual) skill check to perform any Sacred Ritual.

    • Prophecy (Sacred Ritual) (Prerequisite: Faith, Knowledge (Ritual) +10): The character receives visions of things to come from his Higher Power. 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

{vielleicht was für Dark Ponies. 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 (Prerequisite: Advanced Planning): 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.