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View Full Version : Broken Immortality(A custom classless stamina based system)



Typewriter
2011-02-11, 11:48 AM
First allow me to say that I don't normally do anything with homebrew. Even houserules are rare in my games. This is something I've been working on, off and on, for about a year and a half now. It's not nearly as fleshed out as I would like it to be but I work full time and have a lot else going on.

I am curious about what people think though, and I don't think my group is ever going to be interested in playing as they tend to share my opinions on avoiding homebrew.


Important Terminology
Action: An action is anything that a character does in a round that is not considered ‘free’. A character can only perform so many different actions in a turn, based off of their mind. A single activity (such as moving) can be considered multiple actions if split between other activities. Example: Joe has speed 3, so he can move 3 squares for 1 stamina, or 9 squares for 3 stamina. This is one action. If Joe moves 4 squares he spends 2 stamina, then attacks a target 2 times for 8 stamina, then moves 3 squares away for 1 stamina he performed 3 actions. One move, one attack, and a second move. A characters Mind determines how many actions a character can take in a turn.

Burn: Some abilities call on a character to ‘burn’ stamina. Burnt stamina is gone when it is used until a character has 8 hours of rest. Many such affects can be active at once, the only stipulation is that a character must have at least 1 point of stamina.

Critical: All weapons have a crit range of 20 x2. Some abilities can raise the critical threat range or multiplier above this range.

Primary Stat: A primary stat is one of the two stats that determine a characters focus.

Reactive: Some abilities can only be activated in response to certain situations. These abilities cannot be used during your turn, but are instead used in response to another action occuring. Reactive abilities cost Stamina, so in order to use a Reactive ability a character must end their turn with stamina left in their Stamina pool.

Reserve: Some abilities call on a character to ‘reserve’ stamina. Reduce the amount of stamina your character has available to him every round by the reserve amount. Reserved stamina is usually returned to the character when the ability ends.

Stamina: Every time a characters turn comes around his Stamina is refreshed to its normal maximum, minus any stamina burnt or reserved.
Save: Sometimes an affect will allow the target to make a check to attempt to negate the affect. Usually this is resolved via opposed saves, as opposed to a flat difficulty.



Stats
Physique: Phyique is the measurement of a characters strength and health. Heavier weapons and armor are going to be put to the best use by characters with a high physique.

Finesse: Finesse is the measurement of a characters speed and agility. Lighter and ranged weapons are going to be put to the best use by characters with a high finesse.

Mind: A characters mind is used to grant them additional skill points, and it allows them to focus on several different things during a round of combat.

Spirit: Spirit is a characters willpower and determination. A character with a high spirit is focused on pushing himself.

Focus: Every character must choose two stats that are his primary stats. These two stats combine to make his focus. The two stats that are in a characters focus are easier to advance and they directly contribute to the size of a characters stamina pool.

Tertiary: A character may choose a third stat to act as his tertiary. This stat may not be one of the two that are a part of his focus. A characters tertiary stat opens up more options for character advancement and diversification but it is more costly to raise.

Dump: A characters dump stat is whatever is left over after selecting their focus and tertiary stats. A dump stat can not normally be raised and a character can take no feats associated with his dump stat.
Stamina: A characters Stamina pool is drawn from whenever a character performs any action that requires effort. The character has a stamina pool size of the two stats in their focus plus any bonuses from other feats or abilities.

Your primary and tertiary stats start off at 4, while your dump stat starts at 3. Your dump stat can not be upgraded. You have 6 points to spend. The cost to raise a primary stat is 1, and the cost to raise your tertiary is 2.
Example: If you wanted your stats to remain fairly even you could spend two points on each available stat, which would raise your two primary stats up to 6, and your tertiary to 5. Alternatively you could spend all 6 points on one of your primary stats getting you one primary of 10, one primary of 4, and a tertiary of 4.



Physique
A characters Physique determines combat affectiveness with heavy weapons, the amount you can carry, and resistance to physically disabling effects including trip, bull rush, and some magic.

Additionally, a character with a high Physique is capable of ignoring the weight and skill penalties associated with different levels of armor.

{table]1-3|Non-armored clothing
4-6|Shield
7-9|Light Armor and Shield or Medium Armor
10-12|Medium Armor and Shield or Heavy Armor
13-15|Heavy Armor and Shield
[/table]

In addition to the equipped gear allowances, a character can carry up to his Physique score multiplied by 20. If you are carrying half or more of your maximum load your stamina costs for movement are doubled, and you no longer gain a bonus to armor from Finesse.

All characters gain a bonus to hit and damage with medium weapons equal to their Physique –6, and heavier weapons equal to their Physique -3. This can result in a penalty to hit and damage rather than a bonus.

Your Physique determines how many hit points you gain each level. Raising your physique does not retroactively increase your HP, and only the actual stat itself, with no modifiers determines what roll you get to make when you level.
{table]1-3|2+1d4
4-6|4+1d6
7-9|6+1d8
10-12|8+1d10
13-15|10+1d12
++|10+1d20
[/table]



Finesse
A characters Finesse determines their ability to aim, and deal damage with, ranged weapons and lighter melee weapons. In addition a character with high Finesse is able to move at faster speeds, dodge attacks, and evade AoE effects.

Whenever you use a ranged weapon a character adds their Finesse – 3 to their attack roll and Finesse – 6 to damage. This can result in penalties rather than bonuses.

Whenever you use a light melee weapon with a light weapon the character adds their Finesse – 3 to attack and Finesse – 6 to damage rolls. This can result in penalties rather than bonuses.

Speed: A character can normally move ‘X’ number of squares for every point of Stamina spent on movement, where ‘X’ is equal to a characters speed. At Finesse 6 and 11 a characters speed increases by 1. If you move at least one square one stamina is spent. If you have a speed of 3 and move four squares 2 stamina is spent. 1 for the first 3, and 1 for the last 1.

Armor: All charactesr get 1 point of armor for every 2 points of Finesse they have. If a characters gear is more than half of their total maximum weight they do not get this bonus to armor.

Evasion: If an AoE fills the area in which a character is standing he can attempt Evasion, which is a reactive power. If a character passes their evasion check they may spend Stamina to move out of the range of the AoE. You may not spend more Stamina than half of your Finesse, rounded down.

Critical Hits: Every 6 points of Finesse increases the critical hit range of all weapons wielded by the character by 1.


Mind

A characters mind determines how many skill points he gets each level, how many different actions you can do in a round. A characters mind is not directly linked to the amount of knowledge they have so much as their ability to learn and reason.

A character gains skill points each level determined by his mind attribute.
{table]1-3|+1
4-6|+2
7-9|+3
10-12|+4
13-15|+5
[/table]

Normally any given character can only focus on a couple of things at a time. Each round of combat the average combatant either moves and attacks a single target, or moves and casts a spell. With sufficient mental power a character can perform multiple different actions in a round (so long as he doesn’t run out of stamina). A high intelligence can allow a character to switch his targets, draw a potion, drink it, move, and attack all in one round, etc. etc.
{table]1-5|3 actions per round
6-7|4 actions per round
8-9|5 actions per round
10|Drawing a weapon doesn't count as an action
11|6 actions per round
12-13|7 actions per round
14|Draw any item without taking an action(still requires a free hand)
15|No limit on the number of actions you can take in a round
[/table]

Examples of things that take 1 action to do:
A. Cast a spell
B. Attack an opponent(all attacks against a single target are considered to be 1 action, but switching requires another)
C. Movement – Each time you choose to move you use one action
D. Draw a weapon
E. Retrieve an item from a bag or pouch
F. Drink a potion/use a magic item
G. Look around
H. Reactive actions

Saves are never considered to be reactive, but if you have a reactive power that only occurs after a successful save, you must still have an action to use that power.


Spirit
A characters spirit grants them bonus feats, bonus stamina, the ability to negate some damage. It also determines how long a character can wait for healing before he dies when he has been knocked unconscious in combat.

When you hit 5, 10, and 15 spirit you gain a bonus feat that must be taken from the spirit feat list, or a focus feat list including Spirit. If no Spirit feats are currently available to you this ability has no affect.

Every 5 points of Spirit a character has gets them 1 additional point in their stamina pool.

Any time a character succeeds in a physique, finesse, or mind check to take half damage from an affect the character may immediately make a spirit check at the same DC as the original check to negate the damage completely. If this secondary check is failed the character takes full damage instead of half.

If a character is reduced to less than 0 HP they begin to die. Your allies have a number of rounds to stabilize or heal you before you die equal to your Spirit.

Typewriter
2011-02-11, 11:49 AM
Character advancement
Character advancement is done on a 20 level progression. All characters follow the same basic outline.

Stat points are spent the same way as during character creation, 2 points for the tertiary, 1 point for a primary. HP, stats, and skills can be saved, but feats must be decided upon immediately after leveling.

{table=head]Level|Stats|Skills|Feats
1|-|+6|2
2|+1|2|+1
3|+1|2|+1
4|+1|2|+1
5|+2|2|+1
6|+1|2|+1
7|+1|2|+1
8|+1|2|+1
9|+1|2|+1
10|Dump stat increases by one|2|+1
11|+1|2|+1
12|+1|2|+1
13|+2|2|+1
14|+1|2|+1
15|+1|2|+1
16|+1|2|+1
17|+1|2|+1
18|+2|2|+1
19|+1|2|+1
20|Dump stat increases by one|2|+1
[/table]



Feats


General
Free Move – You may move 1 square (5 feet) without spending any stamina. This feat can be taken up to five times, and its effects stack, but all free move must be taken as a single action. Free move is considered a free action.

Toughness – You gain 1 HP for each HD.

Quick - You gain +3 to all finesse saves.

Sturdy – You gain +3 to all physique saves.

Thoughtful – You gain +3 to all mind saves.

Willful – You gain +3 to all spirit saves.

Skilled – You gain 3 skill points to spend on whatever you like, and one bonus skill point per level, which is not gained retroactively

Stat Boost – You may raise any one of your stats by one. This feat can be taken up to four times, once for each stat.

Random Stat – Roll 1d4. On a 1 you get +1 physique, on a 2 you get +1 finesse, on a 3 you get a +1 mind, and on a 4 you get +1 spirit. This feat can only be taken once, and once rolled you must keep the roll.

Minor magic: Your focus may not be Mind/Spirit – The user gains the ability to take feats from the mind/spirit school of feats. The costs of casting are doubled for you. You can only spend up to 6 stamina on any one spell.

Expert – You gain either +3 to one skill, or +2 to two skills of your choice. This feat can be taken multiple times, but its effects do not stack.

Light Armor Proficiency – You gain a +2 to armor when wearing light armor. This ability can be taken up to 5 times.

Medium Armor Proficiency – You gain a +2 to armor when wearing medium armor. This ability can be taken up to 5 times.

Heavy Armor Proficiency – You gain a +2 to armor when wearing heavy armor. This ability can be taken up to 5 times.

Shield Proficiency – You gain a +2 to armor when using a shield. This ability can be taken up to 5 times.

Adaptable Hands – You can use light weapons as medium, medium weapons as light or heavy, or a heavy as a medium.

Adaptable – You gain access to the skill adaptable, detailed in the skill section.

Maneuver – You gain the ability to perform, or block, a maneuver as eventually detailed in the maneuvers section.

Light Weapon Proficiency – You gain a +2 to hit and +1 to damage when using light weapons. This ability can be taken up to 5 times.

Medium Weapon Proficiency – You gain a +2 to hit and +1 to damage when using medium weapons. This ability can be taken up to 5 times.

Heavy Weapon Proficiency – You gain a +2 to hit and +1 to damage when using heavy weapons. This ability can be taken up to 5 times.

Ranged Weapon Proficiency – You gain a +2 to hit and +1 to damage when using ranged weapons. This ability can be taken up to 5 times.



Physique
Flex: Requires physique as a primary or tertiary stat – You flex your muscles and display your might. Anyone with less physique than you within thirty feet becomes wary of your brawn and must spend double the normal stamina when using any abilities based off of physique when within 5 ft. of you. This includes most melee attacks. This ability reserves 3 stamina.

Sturdy: Requires physique as a primary or tertiary stat – The HP you roll goes up by one category.

Resistor: Requires physique as a primary stat – You gain damage resistance 3. This feat can be taken multiple times. Your damage resistance cannot exceed your physique stat.

Cleave: Requires physique as a primary stat. Requires 5 physique – Any time you fell an opponent you gain one additional action to use this round, and you gain 1 stamina.

Great Cleave: Requires Cleave. Requires 10 Physique – Any time you fell an opponent you gain one additional action to use this round, and you gain 2 stamina. This stacks with Cleave.

Supreme Cleave: Requires Great Cleave. Requires 15 Physique – When striking an opponent with a heavy weapon you may choose to carry the swing through and strike an adjacent square as well. Doing this does not cost any extra stamina.

Hurl: Requires physique as a primary or tertiary stat – Your range increment for thrown weapons increases from its normal increment to your physique stat.

Knockback: Requires physique as a primary or tertiary stat – By spending an extra 3 stamina when you strike an opponent you can force them to make a physique check equal to half the damage dealt or be knocked back 1 square. For every 2 additional stamina you spend on this feat the distance you knock an opponent back by increases by 1 square.

Puny Weapons: Requires physique as a primary or tertiary stat – Your equipped weapon(s) never count against your equipped weight. In addition, the stamina cost of swinging your weapon decreases by 1 (to a minimum of 1)

Powerful Critical: Requires physique as a primary stat. Requires 12 physique – Whenever you succeed on a critical hit you may choose to spend 3 extra stamina to deal additional damage equal to your physique score. You can spend 6 for double physique as extra damage, 9 for triple, etc. etc.

Mighty: Requires physique as a primary stat – All physique based skills gain a permanent +1 bonus to them. In addition you gain a +1 to all physique saves.

Leap Attack: Requires physique as a primary or tertiary stat – If a foe is more than 10 feet away you can substitute a move and attack for a leap attack. Roll a jump check, and add your physique. If the result is enough to reach the opponent you hit the target and deal normal damage, but this counts as only a single action, and the movement is free.


Finesse
Flourish: Requires Dodge. Requires finesse as a primary or tertiary stat – You twirl your blade and smirk at your foes. If you use any feats in the dodge tree of feats against a foe that has a lower finesse than you the cost is reduced by 2. This ability costs 3 stamina per round to maintain.

Finesse Weaponry: Requires Finesse as a primary or tertiary stat – You may treat medium weapons as light for all purposes.

Finesse Master: Requires Finesse Weaponry. Requires 12 finesse – You may use your finesse for your to-hit bonus on heavy weapons. Damage is still determined via physique.

Two Weapon Fighting: Requires finesse as a primary or tertiary stat. Requires 7 finesse – You may use a weapon in your off hand as well as your main hand (both of which must be light). Each time you strike with your main hand weapon you may make a strike with your off-hand weapon at a stamina cost reduced by 1. All attacks made during a round in which you strike with two hands suffer a -2 penalty to hit.

Dexterous Damage: Requires finesse as a primary stat. Requires 15 finesse – Every time you swing a light weapon, before you roll to hit, you can choose to spend 1 additional Stamina to gain +6 damage.

Deadeye: Requires finesse as a primary stat. Requires 15 finesse – Every time you use a ranged weapon, before you roll to hit, you can choose to spend 1 additional Stamina to gain +6 damage.

Mover: Requires finesses as a primary or tertiary stat – Your speed increases by 1.

Melee Archer: Requires finesse as a primary stat – Using a bow while threatened by melee combat no longer provokes an attack of opportunity.

Improved Critical: Requires finesse as a primary or tertiary stat – The critical threat range of your critical increases to 19-20. Only a 20 is a guaranteed hit.

Dodge: Requires finesse as a primary stat. Requires 10 finesse – Any time an opponent confirms a hit against you, you may spend 4 stamina to force them to reroll the hit. As long as you have the stamina you can continue to force re-rolls.

Springer: Requires Dodge. Requires 12 finesse – Any time you get hit, after the damage is dealt you can spend 6 stamina to move as if you had spent 1 stamina. This is a reactive ability and can be used to interrupt an opponent’s attacks.

Counter: Requires Springer. Requires 15 finesse – When you have the opportunity to use springer you can instead spend 8 stamina to perform a counter attack before your move. This does not include the cost of the attack. This is a reactive ability and can be used to interrupt an opponents attacks.

Limber: Requires finesse as a primary or tertiary stat – All finesse based skills gain a permanent +1 bonus to them. In addition you gain a +1 to all finesse saves.


Mind
Outsmart: Requires mind as a primary stat – You eye a single opponent and watch his movements. If his Mind is lower than yours any actions he takes against you have a 25% chance to miss you completely as you stay one step ahead of him. This ability requires 3 stamina per round to maintain.

Exploit: Requires mind as a primary or tertiary stat – You identify the weak point on an enemy and alert your party of it. The target has -3 armor against you, and -2 against everyone else. You may only have one exploited target at a time.

Skills up: Requires mind as a primary or tertiary stat. Requires 12 mind – The maximum number of points you can put into each of your skills increases by two. This feat can be taken up to 5 times.

Position: Requires mind as a primary or tertiary stat – Whenever you are flanking an opponent your critical threat range increases by one.

Insightful Accuracy: Requires mind as a primary stat. Requires 5 mind – Each round you may spend additional stamina to get a to-hit bonus on all attack rolls for that round. You get +1 for each additional point of Stamina you spend, and you can only spend up to your mind stat in additional stamina.

Insightful Damage: Requires Insightful Accuracy. Requires 12 mind – The bonus you receive from Insightful Accuracy also applies to all damage for the round.

Insightful: Requires Insightful Damage. Requires 15 mind – You gain a permanent +2 to all to-hit and damage rolls.

Self Defense: Requires mind as a primary or tertiary stat – You gain a +2 bonus to armor when not wearing armor. This feat can be taken up to 5 times.

Sacrifice: Requires mind as a primary or tertiary stat – Give up two feats and pick two new feats to replace them.

Mind swap: Requires mind as a tertiary stat. Requires 15 mind – You swap one of your primary stats for mind. You retain all feats that you had previously gained, but can no longer take feats that require the exchanged stat as a primary. Your stamina pool is permanently decreased by 3.

Mind over matter: Requires mind as a primary or tertiary stat. Requires 12 mind – You gain the ability to ignore a certain amount of damage each encounter by sacrificing Stamina instead. The damage still occurs, but will not affect you until after combat ends. This basically delays the damage until you get a better chance to get healed. Each point of Stamina burnt will delay 3 points of damage.

Sticks and Stones: Requires mind as a primary stat – Use mind in place of physique to determine HP

Crafty: Requires mind as a primary or tertiary stat – All mind based skills gain a permanent +1 bonus to them. In addition you gain a +1 to all mind saves.


Spirit
Incite: Requires spirit as a primary or tertiary stat – You know exactly what to say to draw the attention of weak willed fools. If your opponent has a lower spirit than you he is incited to rage. If he is attacking anyone but you he suffers a -4 penalty to AC and accuracy. If he is attacking you the penalties are -2. This ability requires 3 stamina per round to maintain.

Enlighten: Requires spirit as a primary stat – You hold your head high and speak only inspiration. Those around you are inspired by your presence. All allies within 10 feet of you are granted a +2 bonus to armor and fast healing 2. This ability requires 3 stamina per round to maintain.

Cure: Requires spirit as a primary or tertiary stat. Requires 7 spirit – You can use 10 stamina to make a heal check on an adjacent ally. You heal them for half the result of your check. If you heal yourself in this way you heal the full result of your check. This healing is not magical in nature. You may benefit from this ability once per day, plus once for every combat in which you take place.

Heal: Requires Cure. Requires 11 spirit – When you cure someone add your spirit to your heal amount.

Healing Backlash: Requires Heal. Requires 15 spirit – When you use your curative ability on an ally they are healed the full result of your check plus your spirit. You get healed an amount equal to your spirit.

Rally: Requires spirit as a primary or tertiary stat – You lose all stamina, but grant any ally within view half the amount to spend on a ‘bonus’ turn. This bonus turn does not count against his initiative count.

Charge: Requires spirit as a primary stat. Requires 10 spirit – You take no action this round, and lose all stamina. Next round you gain bonus stamina equal to ½ what you gave up this round. You may charge over multiple rounds, but each time the leftovers are halved(30=15=45=22=52=26=56, etc. etc.)

Spiritual Boost: Requires spirit as a primary or tertiary stat. – You lose 1 point of spirit, but gain 2 points of Stamina. This feat can be taken up to 5 times. If your spirit is at 1 you cannot take this feat.

Diehard: Requires spirit as a primary or tertiary stat – Any time a blow would reduce you 0 or fewer HP you can sacrifice 10 stamina to ignore the blow instead.

Reincarnated: Requires spirit as a primary stat. This feat can only be taken at level 1 – You have vague memories of a life from before. By spending 15 stamina and burning 1 you can call upon those memories in combat and gain a bonus to all rolls until the start of your next turn equal to your spirit.

Imbue: Requires spirit as a primary stat. Requires 12 spirit – A character with this feat is able to transfer magic into and out of items. This will be covered in greater detail under magic items.

Exemplar: Requires spirit as a primary or tertiary stat – The maximum number of stat points in one of your stats increases by 5. The costs for upgrading stats past 15 is double normal.

Spiritual: Requires spirit as a primary or tertiary stat – All spirit based skills gain a permanent +1 bonus to them. In addition you gain a +1 to all spirit saves.


Focus Feats

Physique/Finesse
Unkillable: Requires 8 physique/8 finesse –Whenever you are reduced to 0 or fewer hit points you automatically stabilize. If you take damage while unconscious your normal counter begins.

Unstoppable: Requires 12 physique/12 finesse. Requires Unkillable – Whenever you successfully deal damage to an enemy you gain 1 point of stamina.

Unmovable: Requires 15 physique/15 finesse. Requires Unstoppable – Whenever a physical attack would deal less damage than your physique score, you are healed instead of damaged by the attack.

Improved Toughness: Requires Toughness. Requires 7 physique/7 finesse – You gain 1 additional HP per HD, and one additional HD, rolled immediately.

Greater Toughness: Requires Improved Toughness. Requires 10 physique/10 finesse – From now on you automatically roll Ύ on all HP rolls.

Master Toughness: Requires Greater Toughness. Requires 12 physique/12 finesse – You automatically roll max on all HP rolls. This is not retroactive.

Perfect Toughness: Requires Master Toughness. Requires 15 physique/15 finesse – You gain regeneration with fast healing 1.

Elemental Resistance: Requires Resistor – Your damage resistance now applies to all elements except one as well as physical resistance. You may choose the element that you are not resistant to.

Improved Resistance: Requires Resistor x5. Requires Elemental Resistance – This feat increases your damage resistance by 3. This feat can be taken up to 5 times.

Master Resistor: Requires Improved Resistance x5 – This feat causes your resistance to apply to all forms of damage.

Spirit Tank: Requires 15 spirit – You may take feats from the Physique/Spirit or Finesse/Spirit focus.

Brainy Tank: Requires 15 mind – You may take feats from the Physique/Mind or Finesse/Mind focus.


Physique/Mind
Understudy: Requires 10 mind. Requires Minor Magic- Magical abilities no longer cost double the normal amount for you.

Apprentice: Requires 12 mind. Requires Understudy. Requires level 6 – You may now spend up to 8 stamina on each spell.

Master: Requires 15 mind. Requires Apprentice. Requires level 10 - You may now spend up to 10 stamina on each spell.

Magical Parry: Requires 7 physique/7 mind – Whenever a spell targets you, you may spend 5 stamina to attempt to knock the spell out of harm’s way. Roll a physique save, opposed by the casters mind save. If the defender gets a higher result, the spell is knocked harmlessly away. This ability is reactive.

Magical Counter: Requires 12 physique/12 mind. Requires Magical Parry – This ability behaves like magical parry except for the following differences: The stamina cost is 7. If you succeed on the check you may reflect the ability back at the caster.

Magical Deflection: Requires 15 physique/15 mind. Requires Magical Counter – This ability behaves like magical counter except for the following differences: The stamina cost is 8. If you succeed on the check you may deflect the spell at any target within range.

Magical Body: Requires 10 physique – Whenever you are affected by a beneficial spell you gain 1.5 times the normal benefit. This applies only to abilities with numeric values.

Magical Self: Requires 12 physique. Requires Magical Body – Any time a spell is cast on you, you may choose to split the cost of the casting with the caster.

Perfect Self: Requires 15 physique. Requires Magical Self – There is a 50% chance that any spells cast at you will have no effect. This includes beneficial spells.

Dexterous Mage Hunter: Requires 15 finesse - You may take feats from the Physique/Finesse or Finesse/Mind focus.

Spiritual Mage Hunter: Requires 15 spirit - You may take feats from the Physique/Spirit or Mind/Spirit focus.


Physique/Spirit
Rage – By reserving 6 stamina you enter a state of rage. While enraged you gain +2 to your physique, you gain DR 2(or it increases by 2 if you already have DR), and you gain immunity to any mind affecting powers. Your speed increases by 1. The downsides are that you can take no actions other than movement, attacks, and physique based checks, as well as taking 6 damage per round.

Improved Rage: Requires Rage. Requires 12 physique/10 spirit – Your bonuses from rage increase to 4 physique and 4 DR, and 2 bonus speed. The Stamina cost is decreased by 2, and the damage you take each round is decreased by 2.

Greater Rage: Requires Improved Rage. Requires 15 Physique/13 Spirit – Your bonuses increase to 8 Physique and 4 DR, and 3 bonus speed. The stamina cost decreases by 2, and the damage you take each round decreases by 2.

Attune Self: Requires 7 spirit – You gain your spirit as a bonus on all attack rolls when not wearing any armor, and fighting unarmed.

Empower Self: Requires 12 spirit – You gain your spirit as a bonus on all damage rolls when not wearing any armor, and fighting unarmed.

Protect Self: Requires 15 spirit – You gain your spirit as a bonus on armor when not wearing any armor.

Freedom of Motion: Requires Free Move – If ever in an effect which would halt your movement, you may move for double the normal stamina cost.

Freedom of Passage: Requires Freedom of Motion. Requires 10 spirit- For 10 times the normal stamina cost you can pass through walls. If you finish your move in a wall you will be expelled and dealt damage equal to the distance you traveled multiplied by 10.

Complete Freedom: Requires Freedom of Passage. Requires 15 spirit – You have the ability to leave your physical body. While in this form you have half your Stamina, and all attacks you deal will do half damage. All damage received is cut in half. If your spirit is reduced to 0 HP it will return to your body in 24 hours. While you are away from your body it is unprotected.

Dexterous Warrior: Requires 15 finesse – You may take feats from the Physique/Finesse or Finesse/Spirit focus.

Brainy Warrior: Requires 15 mind – You may take feats from the Physique/Mind or Mind/Spirit focus.


Finesse/Mind
Sneak Attack: Requires Improved Critical. Requires Position. Requires 8 finesse/8 mind – Your critical threat range increases by 1. Your bonus to critical threat range is increased by 1 more when flanking.

Powerful Sneak Attack: Requires Sneak Attack. Requires 10 finesse/10 mind – The number you multiply your damage by on a successful critical hit goes up by 1. x2 become x3, etc.

Master Sneak Attack: Requires Powerful Sneak Attack. Requires 12 finesse/12 mind. Requires level 15 – Your crit range increases by 1, your crit range while flanking increases by 1, and the number you multiply your damage by on a successful critical hit goes up by 1. All critical threats that occur while flanking an opponent are automatically confirmed, as long as they are hits.

Spell Thief – Whenever you are affected by a damaging spell you may choose to take the maximum affect onto yourself in exchange for being able to ‘hold’ the spell until you see fit to release it. While you ‘hold’ a spell your enemy cannot cast it. Example: An enemy caster does an AoE fire spell that he rolls 10d6 on, for 32 points of damage. You forgo your save, and take 60 damage. You may only hold one spell at a time. In addition, any time you attack a caster you may forgo dealing damage and force your opponent to make a spirit save against your damage. If he fails the save he loses stamina equal to the amount he failed his save by. This ability cannot reduce your opponents stamina below 0 but it can interrupt reserved powers. You can hold only one spell at a time.

Master Spell Thief: Requires Spell Thief. Requires 7 finesse/12 mind – Whenever you successfully save against a non-HP-damaging affect you may ‘hold’ it. The number of spells you can ‘hold’ increases by 1.

Paragon Spell Thief: Requires Master Spell Thief – Requires 12 finesse/15 mind – Whenever you choose to steal a damaging spell the damage you take is decreased by half. The number of spells you can ‘hold’ increases by 1.

Duelist: Requires 7 finesse – When wielding a light weapon and unencumbered by armor you gain half your mind as a bonus on all attack rolls.

Powerful Duelist: Requires Duelist. Requires 11 finesse/7 mind – When wielding a light weapon and unencumbered by armor you gain half your mind as a bonus on all damage rolls.

Evasive Duelist: Requires Powerful Duelist. Requires 14 finesse/10 mind – When wielding a light weapon and unencumbered by armor you gain half your mind as a bonus to armor against one opponent.

Powerful Rogue: Requires 15 Physique - You may take feats from the Physique/Finesse or Physique/Mind focus.

Spiritual Rogue: Requires 15 Spirit - You may take feats from the Finesse/Spirit or Mind/Spirit focus.


Finesse/Spirit
Daredevil – Whenever your life is in danger you may throw caution to the wind in exchange for massive combat boosts. If your HP drops below 25% of your maximum you can sacrifice your finesse to armor and in exchange you get your spirit as a bonus to attack and damage rolls.

Gambit: Requires Daredevil. Requires 10 finesse/10 spirit – You may choose to immediately gain a number of additional stamina equal to your spirit. This additional stamina must be used to attack one enemy, hopefully downing him. If you fail to down him using the extra stamina you fall to the ground unconscious at 0 HP, but stable.

Not me: Requires Gambit. Requires 13 finesse/13 spirit – Any time you would take damage, and an opponent is within 10 feet of you, you may sacrifice 5 stamina to roll percentiles. If you roll high then you somehow manage to deflect the damage to a nearby foe. If you roll low you take double damage.

One With Nature – You gain the ability to climb trees at no penalty to your movement speed, and an animal companion as detailed later.

Ranger: Requires One With Nature. Requires 8 finesse/8 spirit – By expending 5 stamina you may get half of your spirit as a bonus on all ranged damage rolls.

Multi-Shot: Requires Ranger. Requires 15 finesse/10 spirit – You may increase the stamina cost of each arrow you fire by 2 to roll two dice when determining whether or not you hit. Use the higher of the two rolls.

Paragon: Requires Skilled – You gain a +5 bonus to any skill of your choice

Perfectionist: Requires Paragon. Requires 10 spirit – When making a skill check, if your last skill check was a success, you have +2 to your roll

Skill Monkey: Requires Perfectionist. Requires 15 spirit – Whenever you make a skill check you may roll two dice and take the highest, but at a -2 penalty. You also gain 10 skill points which you must spend immediately.

Powerful Risk Taker: Requires 15 Physique - You may take feats from the Physique/Finesse or Physique/Spirit focus.

Spiritual Risk Taker: Requires 15 Mind - You may take feats from the Finesse/Mind or Mind/Spirit focus.


Mind/Spirit
Important terms
Boost: Every spell has a base stamina cost to use, but most have additional functionality that can only be unlocked by boosting the spell. A spell cannot be boosted with more stamina than your character level.
Reserve: Some powers have an ongoing effect that you must pay the upkeep on.
Sustain: When a power is sustained you designate a portion of Stamina as sustaining that effect. Your stamina can never be reduced below 0 but when a power is sustained you still have that Stamina. If an effect causes you to lose some of that Stamina, the effect is dismissed immediately. You can activate a sustained power at any point of your turn, but you can only willingly turn a power off at the start of a turn.
Burn: Some abilities call on a character to ‘burn’ stamina. Burnt stamina is gone when it is used until a character has 8 hours of rest. Many such affects can be active at once, the only stipulation is that a character must have at least 1 point of stamina.

Curative Burst: Requires Cure – Whenever you use your curative power you may heal multiple people. Each additional square that your power affects increases the cost by 2. All squares affected must touch. There is no limitation to how many times a character can benefit from this affect.

Curative Reach: Requires Cure – By expending 2 more stamina when using your curative power your curative power gains a reach of 30 feet instead of touch. If you have the curative burst power, it can spawn . There is no limitation to how many times a character can benefit from this affect.

Powerful Caster: Requires 15 Physique - You may take feats from the Physique/Mind or Physique/Spirit focus.

Dexterous Caster: Requires 15 Finesse - You may take feats from the Finesse/Mind or Finesse/Spirit focus.

Mana Burn – You may burn stamina to get more Stamina now. For every point of stamina you burn you gain 2 stamina to use immediately.

Booster – When casting any spell which allows a save or an opposed check you may invest additional stamina into the spell before casting it. You gain the amount invested on your roll, or the difficulty.

Elemental Blast – You have the ability to shape raw arcane energy into energy bolts. You start off with the ability to shape only one element, but you can take feats to allow other options later. The base stamina cost of the power is 3, and it deals 1d6 points of damage. You may boost the spells damage by spending Stamina to gain an additional 1d6 damage for each point spent. The normal range of this ability is 10 feet, and requires a ranged attack roll using mind in place of finesse to hit.

Additional Element: Requires Elemental Blast – You can shape your magical energy into one additional element type. This feat can be taken multiple times.

Shape Element: Requires Elemental Blast – You may boost your element with extra stamina in order to deal damage to an area instead of a single target. For every 2 stamina invested you may affect one additional square. All affected squares must be touching. Any squares adjacent to this power take half damage. Using this ability makes the ability into an AoE and all targets are allowed to attempt evasion.

Improved Shape Element: Requires Shape Element. Requires Level 10 – It now only costs 1 stamina to add additional squares.

Hurl Element: Requires Elemental Blast – You may boost your element with extra stamina in order to increase the range of the power. You must spend 2 stamina to increase the range by 5 squares. Every additional stamina spent increase the range by 1 more square.

Summon Elemental: Requires Elemental Blast. Requires Level 5 – You may use 5 stamina per round to sustain a small summoned elemental of any element type that you can shape your elemental blast with.

Improved Elemental: Requires Summon Elemental. Requires Level 10 – The cost to sustain increases to 10 and you can instead summon a medium elemental.

Greater Elemental: Requires Improved Elemental. Requires Level 15 – The cost to sustain increases to 15 and you can instead summon a large elemental.

Cantrip – This spell allows you to make any skill check that normally takes 1 round from two squares away . The cost is 3 stamina. You may boost this ability and gain a bonus on the skill check equal to the amount boosted.

Prestidigitation: Requires Cantrip. Requires level 10 – This ability works exactly like Cantrip, except you can sustain the effects with 2 stamina. A skill can be maintained for up to 1 minute in this way.

Wonder: Requires Prestidigitation. Requires level 15 – This ability works exactly like Prestidigitation, except it can be used on any skill check at all. If used to craft an item the caster must sustain the item with 1 stamina. If the item is a consumable that is used, or if the item is destroyed, the stamina is considered to be burnt.

Cloud Mind – The caster targets an opponent and puts a fog of confusion over their mind. This ability costs 5 stamina to maintain and requires opposed mind saves. If successful then the stamina cost of every action the opponent takes is increased by 1. Once an opponent is under this effect he no longer needs to make opposed checks, the caster must simply reserve 5 stamina each round to maintain the ability.

Alter Mind: Requires Cloud Mind. Requires Level 12 – Once a caster has someone’s mind clouded they may choose to force an additional mind save by spending 10 stamina. If this second check is successful, then the caster may make an alteration to the opponents mind. He can change the opponents aggression level on any single ally or enemy. Other changes may be possible, but only one change can be made each turn. The cost remains at 5, but is now sustained rather than reserved.

Dominate Mind: Requires Alter Mind. Requires Level 18 – By forcing a final opposed mind save you may attempt to fully dominate an opponent. If successful it costs 15 stamina to sustain, and you may choose the opponents targets, though you do not get to designate specific actions. If the check fails, the users mind is completely freed, and you must start over if you wish to try again.

Blink – You gain the ability to partially remove parts of your body from existence, granting a miss chance to all targeted attacks against you. This ability has a base cost of 5 stamina to sustain and grants a 25% miss chance. If you boost this ability you gain an extra 5% for every 2 stamina invested, to a maximum of 75% for 25 stamina.

Dimension Door: Requires Blink. Requires Level 8 – Whenever you move you may choose to perform the movement as a short range teleport by doubling the movement cost.

Teleport: Requires Dimension Door. Requires Level 16 – You gain the ability to pass from one location to another. This ability costs 10 stamina to use, and takes one round to prepare for every 100 feet you plan on traveling. You may boost this ability to gain the ability to take extra travelers with you. For every 4 additional stamina you may take one additional target with you. Someone that is resisting cannot be teleported against their will.

Levitate – You gain the ability to float straight into the air. You may travel up at double stamina cost to your speed. If you move any direction other than up or down movement cost is multiplied by 5.

Fly: Requires Levitate. Requires Level 10 – As long as you remain under half your carrying capacity you may sustain this ability for 5 stamina. While using this ability you can move in any direction at your normal speed cost.

Mass Fly: Requires Fly. Requires Level 15 – You may boost the fly ability to add others to it. The sustainment cost increases by 4 stamina for each additional target.

Empower - This is a sustained power. For every 3 stamina you boost with you gain +1 to Physique and Finesse or Mind and Spirit.

Empower Other: Requires Empower. Requires Level 5 – You may now invest your stamina into boosting your allies rather than yourself. No target can benefit from more than one empowering at a time.

Greater Empower: Requires Empower. Requires Level 10 – The boost cost reduces from 3 to 2.

Alter Self: Requires Level 4 – You may change your physical body in different ways to gain different bonuses. The base cost of this ability is 0 and all modifications are considered to be boosts. If a modifications cost has a number in parenthesis next to it you can take that modification up to that many times.
{table=head]Cost|Effect|Bonus
6(2)|Increase Size|+4 Physique/-2 Finesse/+10 HP
5(2)|Reduce Size Category|+4 Finesse/-2 Physique
6(2)|Additional Limb|May hold additional items or weapons
4(4)|Extend Armd|Reach increases by 5 ft.
5|Sharpen Teeth|Gain a bite attack
6|Sharpen Claws|Gain two claw attacks
4|Burrow Speed|Gain the ability to burrow at normal speed
8|Haste|Speed doubled, -1 stamina cost on attacks (min 1)
4|Harden|You gain 1 armor or 2 DR
[/table]

Improved Alteration: Requires Alter Self. Requires Level 8 – The cost of all alterations decrease by 2

Alter Other: Requires Alter Self. Requires Level 12 – You may alter allies by touching them and boosting them with your Stamina.

Overhaul: Requires Alter Self. Requires Level 20. Requires 15 mind. Requires 15 Spirit – You may assume the form of another creature at a sustainment cost of 20 stamina per round. The form assumed may not have more HD than you. Your physical stats change to those of the assumed creature.

Necromancy: Requires Level 6 – You may infuse the body of a fallen foe with some of your Stamina to force it to return to a semblance of life to serve you. You may choose to make the creature a skeleton or a zombie. Skeletons take half damage from everything other than bashing, while zombies take half damage from everything besides slashing. The body retains the physique and finesse scores it had, while having an effective 0 in mind and spirit. Each creature imbued in this way takes 5 stamina to sustain and starts off with 2HD. For each additional stamina you use to boost them they gain 1 additional HD. An undead can never do more than move or attack.

Improved Necromancy: Requires Necromancy. Requires Level 10 – The cost of sustaining your undead reduces by 1. This feat can be taken up to four times.

Necromantic Cohort: Requires Necromancy. Requires Level 12. Requires 15 spirit – You may maintain one undead, created with no more HD than you could normally create, with no stamina cost.

Fast Healing - You may grant yourself, or members of your party fast healing by touching them. The ability costs 3 stamina per target and 1 stamina per point of healing they receive each round. Example: Healing 3 people 5 HP each round would cost 14 stamina to sustain because 3 people would take 9, and the 5 healing would take 5. If you have the ability to deliver magical healing, any healing spells you cast on members of a shared casting of fast healing will heal an amount equal to the casters spirit.

Sustain Life Force: Requires Fast Healing. Requires Level 7 – If you have the body of a creature that has died within the last hour you can bring it back from the dead by imbuing it with your life force. Each point of Stamina you give to the creature returns one point of stamina to it. If a creature remains sustained for one week it will no longer be dependent on you. If the body is killed again it remains dead, and can only be brought back by a resurrection. If you drop the spell while sustaining someone you have one hour to bring them back. If you successfully bring them back the one week counter resets.

Resurrection: Requires Sustain Life Force. Requires Level 14 – You may bring someone back from the dead as long as you have a part of the body that was attached to them when they died. Doing this will drain the casters stamina by half for 24 hours. The resurrected creature has only half their stamina for one week. If a resurrected creature dies within the first 24 hours of being returned to its body, it can not be resurrected again.

Dispel: Requires Level 5 – You may use this ability to dispel an effect or to counter an effect. Make an opposed mind ave against the caster of the spell you’re attempting to dispel/counter. If you succeed you either prevent their spell from being cast, or remove the affect of one spell they had going. Using this ability to counter is considered reactive.

Break Spell: Requires Dispel. Requires Level 8 – Dispel as normal, except that you can boost a ‘break’ pool. If you succeed in dispelling a sustained effect the caster cannot recast that spell for a number of turns spent to the number of stamina you spent on the break pool.

Anti-Magic Field: Requires Break Spell. Requires Level 12 – You must sustain this ability with half of your stamina pool. No magic works in any square adjacent to your own.

Curse: Requires Level 3 – You target a single foe and place a curse upon his head. There are multiple different ways to hex an opponent, and each one has a separate sustainment cost. If you would like to make the curse last longer you may instead burn the stamina cost to make the effect last one full day instead of having to sustain it. If burning stamina you may increase the duration of the curse by 1 day for every 2 stamina you burn-boost the effect with.
{table]8|Slow - The targets speed is decreased by 1 (min. 1)
8|Sluggish - The stamina cost of each of the targets attacks increase by 1
12|Blind - Target fails all visual checks and has a 50% miss chance
10|Deafen - Target fails all audible checks and has a 25% chance to miscast spells
20|Paralysis - You attempt to exert your spiritual force over an opponent’s body. He must make a physique save opposed by your spirit save. If he passes you may not use this curse for 24 hours. If you succeed the opponent is unable to perform any actions that require motion for the duration of the curse.[/table]

Mass Curse: Requires Curse. Requires Level 9 – You may target one additional target with each curse for a boost of 5 stamina per target.

Greater Curse: Requires Curse. Requires 16 mind. Requires Level 16 – You gain access to more powerful curses.

{table]30|Stone - The targets becomes an inanimate object. He loses all his normal attributes except his HP, and he gains DR 25.
25|Destroy - The target cannot be healed by anything besides rest
70|Kill - If your spirit score is higher than your targets you may roll a spirit save, opposed by a physique or spirit save(targets choice). If you roll higher the target dies.
85|Oblivion - You and your target are both utterly destroyed with no way to bring either of you back from the dead.
[/table]

Typewriter
2011-02-11, 11:50 AM
Skills
Skill max: A characters maximum ranks in a skill is equal to his character level + relevant stat.
Skill check: When a character makes a skill check he rolls 1d20 and adds the number of invested skill ranks. He may also have bonuses from feats or spells.

One thing to remember about skills is that the difficulties presented within range from the mundane, to an experts. In a fantasy world, as one indulges into the knowledge of specific crafts that knowledge will eventually turn somewhat supernatural. If a skill is marked with an asterisk (*) then that skill can be dispelled or blocked within an anti-magic field.


Physique
Athletics: You have trained your body to resist potentially dangerous situations.

Swim – You can stay afloat in water. The DC to keep from sinking is 10, and the DC to move at half your normal speed is 15. If you are wearing armor that is an encumbrance for you the DC increases by 5. In addition, for every 20 pounds of carry weight you increase the DC by 1. Every round that you stay afloat in water costs

Climb – You can climb trees, hills, walls, anything. The DC to support yourself is 10, and the DC to move at half your normal speed (if your speed is 1 then you pay 2 stamina for every square you move) is 20. If you are wearing armor that is an encumbrance for you the DC increases by 5. The base DC to move at your full speed is 40.

Jump – Roll a jump check. For every 10 points on your check you can jump up to either 4 feet away, or 1 foot up. If you have a running start(10 feet of movement or more in a straight line) you gain a +5 to your roll. The stamina cost of moving in this way is the same as normal, but this may allow you to pass over certain complications.

Break: Door won’t open? Chest won’t budge? Cursed artifact needs to be destroyed?

This skill is not rolled. All inanimate objects have DR. Every 5 ranks you have in this skill allows you to bypass 1 point of DR from any inanimate object. If you have more points in break than an item does DR you automatically deal that excess amount as damage, or as a bonus to damage if attacking it normally.

Withstand: Getting knocked around?

Whenever you take damage, you may spend 1 stamina to make a withstand check. For every 5 points you get on the check you may ignore 1 point of damage. This stacks with DR.

Talent(): Good at something?

This skill can be taken multiple times. It represents skill in a physical ability not otherwise displayed. Talents are normally ways to make money, or show off, and require DM approval.


Finesse
Acrobatics: You have trained your body to respond to danger with lightning speed and agility.

Tumble – Normally you cannot move through occupied enemy squares. As part of your normal move you may attempt to make a tumble check with the DC equal to an enemies armor. If you succeed you may move through his square at no penalty to your speed.

Dodge – When an opponent targets you with an attack you may spend 3 stamina to roll a dodge check. For every 10 points you gain a +1 to armor against that attack.

Balance – You can balance on otherwise unstable surfaces. With DC 10 you can move at half speed on surfaces smaller than a five foot square, but larger than a one foot square. At DC 20 you can move at full speed. If the size of the surface is less than a one foot square, but solid the DCs increase to 15 and 30. If you are attempting to walk along a rope the DC is 20 or 40. You may balance on water(*) with a DC 50 check.

Fall: Somewhat of a daredevil? This may come in handy.

Slow Fall – If you are falling with a wall within reach you may slow the speed of your descent. For every 5 points you get on a fall result you reduce the damage you would take by 1d6. If you are not within reach of a wall you may get the same effect for every 5 points you get on your check above 50(*).

Transfer – If you land on an enemy, or an ally for that matter, you may attempt to transfer damage to the target. Make a fall check. For every 5 points you get on your check past 10 you may transfer 1d6 points of damage that you would normally take to your target, up to a maximum of half the damage you would normally take.

Disable Device: Maybe we should try to be a bit more subtle?

Open Lock – You may roll to attempt to open a lock. The specific lock sets the DC. If you fail by 5 or more you may not attempt to pick the same lock until you gain at least one more point in this skill

Disable Trap – You may roll to attempt to disable a trap from functioning. The specific trap sets the DC. If you fail by 5 or more the trap is sprung. If the trap is a single effect it automatically takes effect against the one who failed to disable. If it is a continuous trap it goes continually, and cannot be disabled.

Stealth: Shhh…..I’m hiding.

You may make a stealth check against a target who makes a perception check to notice you. All visually based perception checks against a target who is un-obscured automatically fail. If you have 20 or more ranks in stealth you may attempt to sneak without being obscured(*) at a -25 penalty.

Attacking while stealth gives you a -10 to your stealth check, and allows everyone to make a new check.

Hide Item: If you want to hide something you can roll a stealth check for it at a -10 penalty.

Spirit Stealth(*): If you are aware that someone is attempting to scry on you, you can make yourself disappear from scrying attempts if you pass a DC 25 stealth check. It takes 10 stamina to sustain this effect, -1 for every 5 points you beat the DC by.

Use Rope: If only we had some rope…

Hog Tie: You may attempt to tie up a target who is unconscious or who is grappled. The target may attempt an escape artist or finesse check to free himself from the ropes(DC equal to your check), or he may attempt to break them. Ropes normally has very low hardness, but for every 5 points you get on your Use Rope check the hardness is effectively increased by 1 against the target.

Other: Rope has many uses which may come up situationally.

Escape Artist: Somebody hog tie you?

If you have been tied up you may use this ability to attempt to free yourself.

You may use this skill to attempt to free yourself from a grapple in place of your opposed grapple check.

Squeeze: Normally you can fit through an opening your size at ½ speed. If you succeed on a DC 25 Squeeze check you may move at full speed. If you need to pass through an opening smaller than yourself increase the DC by 5(*) for every inch smaller than yourself the opening is. You cannot use this ability to pass through solid walls.

Talent(): Good at something?

This skill can be taken multiple times. It represents skill in a finesse ability not otherwise displayed. Talents are normally ways to make money, or show off, and require DM approval.


Mind
Knowledge(): You know a lot

Choose something that you are knowledgeable about and make it a skill.

Search: You know where to look

Find item: This ability can be used to find hidden traps with the DC equal to the stealth check of the person who hid it.

Detect Weakness: You may spend 5 stamina to attempt to study a target for weaknesses. For every 5 points past 10 you gain on this check you gain a +1 bonus to hit the target for 1 round.

Craft(): Make it right.

You know how to craft weapons, armor, potions, etc. Choose what you know how to make and it’s a skill. More on the specifics later on.

Talent(): Good at something?

This skill can be taken multiple times. It represents skill in a mind ability not otherwise displayed. Talents are normally ways to make money, or show off, and require DM approval.

Disguise Self: Now you know me, now you don’t!

You can make a disguise check opposed by a Perceive check.


Spirit
Perceive: Did that just happen?

This skill is generally responsive to someone attempting a stealth check against you, to notice an hidden traps or the like, identify disguised individuals, or other miscellaneous features. It can also be used to track creatures.

Manipulate: It would be a good idea for you to do what I say, or else, please?

All manipulate rolls are opposed by a spirit check, or a sense check. A success occurs when you beat your targets result by 10 or more.

Intimidate – You may attempt to force others into doing things your way. If you succeed on an intimidate check your opponent may behave differently around you. When you roll Manipulate as an intimidate check you get your Physique as a bonus to the roll.

Bluff – You may attempt to fool others into doing things your way. If you succeed on a bluff check your opponent may behave differently around you. When you roll Manipulate as a bluff check you get your Finesse as a bonus to the roll.

Diplomacy – You may attempt to come to terms with others in order to get your way. If you succeed on a diplomacy check your opponent may behave differently around you. When you roll Manipulate as a diplomacy check you get your mind as a bonus to the roll.

Sense: Anyone else sense that?

Sense Motive: Whenever an opponent attempts to manipulate you, you may roll a sense motive check and add your spirit as a bonus to the roll. If you beat his result by 10 you realize that he was trying to manipulate you.

Spirit Sense: Normally when fighting spirits in combat you have a 50% miss chance to all attacks against them. For every rank you have in the Sense skill your chance to hit increases by 1%

Commune(*): With a DC 50 Sense check and one minute of concentration you can mentally communicate with a close acquaintance within 10 miles for 1 minute. For every 5 additional points you beat the DC by the range increases by 10 miles. If your target does not respond you have no way of knowing whether or not he got the message.

Scry(*): With a DC 75 Sense check and one hour of preparation you may look into any reflective surface and see any person in the world whose face you have seen and whose name you know. If they have a spirit score higher than half yours they are aware that they are being watched. After one minute of observation the scry ends.

Adaptable: You cannot invest points into this skill without first taking the adaptable feat.

You can invest points into this skill just like any other skill but it behaves differently. Rather than being rolled it is an independent pool of points that you can disperse among other skills throughout the day. At the start of each day you wake up with a number of points equal to the number of ranks invested in this skill. Whenever you make a skill check you can freely remove points from this pool and add them to the results of a single check. Once a check is made the points that were moved from the pool are gone for the day. You may not invest any single check with more points than your spirit stat.

Handle Animal: Come here kitty!

Speak to the animals: If you succeed on a DC 20 check you can convey meanings of aggression or peace to animals. This might cause animals to react differently to you, your allies, or your enemies. If you succeed on a DC 50(*) check you can convey some base thought or idea, possibly asking for help to an animal, and understand a very simple response.

Ride: Whenever you are riding an animal there are times you may be dismounted. Performing a ride check is the only way to negate such things.

Typewriter
2011-02-11, 11:54 AM
Coming soon:
Additional Limbs
Equipment
Maneuvers
Natural Attacks
Animal Companions
Familiars
Monsters

I have the races all but done, but those are in a different document I have elsewhere. Races gain bonuses to Skill points and HP each level. Some also grant non-recurring bonuses to other things like DR or Stamina.

Examples:
Dwarf - +1 Stamina, +3 HP, +1 Skill points
Elf - +1 HP, +5 Skill Points
Human - +3 HP, +3 Skill Points
Golem - +6 HP, -1 Skill Points, +1 DR

These are just examples, I think they're a bit more balanced in my original document.

I also have a character creator I've been working on that saves characters and allows for leveling. It's not quite done yet, but I can upload it and post a link later if anyone is interested.


That's it for now. Please play nice :P