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'Missing' Proficiencies #28

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Grammarsalad opened this issue Jan 24, 2019 · 4 comments
Open

'Missing' Proficiencies #28

Grammarsalad opened this issue Jan 24, 2019 · 4 comments

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@Grammarsalad
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Grammarsalad commented Jan 24, 2019

Contenders:

Survival

Awareness: bonus to Breath Saves, Find Traps/Detect Illusions

Hunting: Bonus to ranged Damage AND/OR bonus to hide/move silently and trap while outside of city areas

Move Bonus: Bonus to movement rate (Endurance?) Natural env ony?

Set Natural Snares: Able to set traps in nat environments

Wild Empathy: Charm Beasts (nature lore?)

Concealment: Bonus to stealth in natural environments

Craft Ammunition: Crafting Special Ammos (craft arms and armors?)

some deets

Hunting (Dexterity)
Requirements: Hunter: Can only make effective use of find traps and detect illusions skills if they have the requisite skills.

This skill represents training in tracking and taking down game. This skill is also useful, however, for taking down any target. Characters gain a number of combat bonuses (see below), they can set natural snares (see below) and craft special (and normal) ammunition (see below).

Hunter

The character gains a +1 bonus to damage for every rank <PRO_HESHE> assigns to this skill to ranged damage rolls. In addition, Hunters learn to be aware of their surroundings. For every two ranks a character has in Hunting, <PRO_HESHE> receives a +1 bonus to saves vs. breath, and a +5 bonus to find traps and detect illusions (only useful if they have such skills). A character that has four ranks in hunting gains a +1 bonus to AC.

Set Natural Snares

When the character reaches 3 ranks in this skill, they can set natural snares. They gain a +20% bonus to set snares (+20% for each additional rank), and they gain the special ability to set natural snares. Set natural snares work just like set snares, except it is only effective in outdoor environments.

Craft Ammunition

Hunters can craft normal, and (at high rankings) advanced ammunition for any ranged weapon:

Ammunition Type Bonus/Penalty Requirement (ranks) Types Cost
Standard Ammo None (1) all  
Sharp +1 dam (2) Arrows, Bolts, Darts  
Weighted +2 dam, -1st (2) Stones  
Piercing +2 strike (3) Arrows, Bolts  
  • Includes 'wild empathy'.
  • Allows one to acquire and 'train' animal companions.
  • Set Natural Snares
  • Alertness: This skill represents alertness. Each time the character puts a rank in to appraisal, they receive a +1 bonus to saves vs. breath, and a +5 bonus to + <PRO_HISHER> wisdom modifier bonus to find traps and detect illusions (only useful if they are a thief). A character that has four ranks in alertness gains a +1 bonus to AC

Animal Handling (Charisma)

Requirements: None

Animal Handling is the skill of getting animals, and, in some cases, other beasts, to do what you want them to do. Animal Handling is useful for calming down hostile animals in the wild, training your own pets and beasts as war machines or thieves, or even adopting a wild beast as a companion.

//Bastard sword--> Simple Weapon Probable stref 25000, 25024 (description)-BGEE
STRING_SET 25000 @700105
STRING_SET 25024 @700106
//Long sword--> Sword Probable stref 25001, 25025 (description)--BGEE
STRING_SET 25001 @700205
STRING_SET 25025 @700206
//Short sword--> Martial Arts Probable stref 25002, 25026 (description)-BGEE
STRING_SET 25002 @700300
STRING_SET 25026 @700301
//Axe--> Axe Probable stref 25003, 25027 (description)-BGEE
//Two-Handed--> Great Sword Probable stref 25004, 25028 (description)-BGEE
STRING_SET 25004 @700503
STRING_SET 25028 @700504
//Katana--> Polearms Probable stref 25005, 25029 (description)-BGEE
STRING_SET 25005 @700603
STRING_SET 25029 @700604
//Scimitar (etc.)--> Blunt Probable stref 25006, 25030 (description)-BGEE
STRING_SET 25006 @700704
STRING_SET 25030 @700705
//Dagger (etc.)--> Ranged Probable stref 25007, 25031 (description)-BGEE
STRING_SET 25007 @700804
STRING_SET 25031 @700805
//War Hammer --> Armor prob stref 25008, 25032 (description)-BGEE
STRING_SET 25008 @700904
STRING_SET 25032 @700905
//club --> Ranged Fighting Style(was Alchemy--Prop)
STRING_SET 25009 @705000
STRING_SET 25033 @705001
//Spear --> Endurance stref 25010, 25034 (description)-BGEE
STRING_SET 25010 @702000
STRING_SET 25034 @702001
//Halberd --> Heal stref 25011, 25035 (description)-BGEE
STRING_SET 25011 @703000
STRING_SET 25035 @703001
//Flail --> Herbalism stref 25012, 25036 (description)-BGEE
STRING_SET 25012 @704000
STRING_SET 25036 @704001
//Mace --> Alchemy (was randed)
STRING_SET 25013 @701000
STRING_SET 25037 @701001
//Staff --> ??? stref 25014, 25038 (description)-BGEE Magic Implements
STRING_SET 25014 @706000
STRING_SET 25038 @706001
//X-Bow --> ??? stref 25015, 25039 (description)-BGEE Mechanics
STRING_SET 25015 @707000
STRING_SET 25039 @707001
//Longbow --> ??? stref 25016, 25040 (description)-BGEE Nature
STRING_SET 25016 @708000
STRING_SET 25040 @708001
//Short Bow --> ??? stref 25017, 25041 (description)-BGEE Read Magic
STRING_SET 25017 @709000
STRING_SET 25041 @709001
//Dart --> ??? stref 25018, 25042 (description)-BGEE Persuasion
STRING_SET 25018 @710000
STRING_SET 25042 @710001
//Sling --> ??? stref 25019, 25043 (description)-BGEE
STRING_SET 25019 @711000
STRING_SET 25043 @711001

@Grammarsalad
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Grammarsalad commented Mar 21, 2019

Nature Lore

Wild Empathy: Charm Beasts (Survival?)

Gather Herbs: Able to gather ingredients for Herbalism/Alchemy skills (and/or that may work as remedies on their own)

Augment Summoning: Summoned animals stronger

Woodland Stride: Bonus to save vs. impediment spells and vs. traps in 'natural' enviorns (survival?)

@Grammarsalad
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Grammarsalad commented Mar 21, 2019

Mechanics (Intelligence)

Requirements: Aptitude: Trained in Open locks and/or find/detect traps

Characters trained in mechanics are adept with using mechanical tools and implements to great effect. Characters trained in mechanics can set snares (see below). This skill is also useful for any character that is trained with locks and traps (see below).

Aptitude

Each rank gives a +15% bonus to open locks and find/disable traps.

Set Snares

This skill allows the character to set snares to trap and damage <PRO_HISHER> enemies. <PRO_HESHE> gains a bonus to set snares equal to 15% plus <PRO_HISHER> Wisdom Modifier. Additionally, <PRO_HESHE> can set one additional trap per day.

Artifice: Create and use 'mechanical' devices

@Grammarsalad
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Religion

Religion Proficiency (Wisdom)

Requirements: Ritual: See Below Turn Undead Bonus: Must be able to turn undead

This non-weapon proficiency represents training in religious, spiritual, mystical, or traditional rites allowing characters to draw upon their inner strength or various forces in the world to perform amazing feats. In order to perform a ritual, characters must make some kind of sacrifice, which is often material or personal.

Perform Ritual

In order to perform a ritual, a character must meet the prerequisites necessary to perform that ritual. Often, special materials, a certain number of ranks in the ritual non-weapon proficiency, or membership of a particular class (or spellcasting class) are required. See the following chart:

Ritual Time Effect Duration Material Requirements (Ranks) Other Requirements
War Paint 1 Character gains a +2 to St/dam 8 hours War Paint (1) Berserker, Ranger (and all kits), Shaman or Barbarian only
Bless Water 5 rounds Creates a vial of holy water Permanent   Non-evil cleric
Summon Familiar 5 rounds Summons a familiar Permanent   Wizard, Sorcerer, or Bard only
Animal Friendship 5 rounds Summons a magical beast Permanent   Druid, Shaman or Ranger only
War Dance 1 round +4 Str/dam 8 hours (Something) Fatigue (x)? (2) Berserker, Ranger, Shaman or Barbarian only
War Cut 1 +4 Str/dam 1 turn 10 damage (3) Berserker, Shaman or Barbarian only

War Paint: You apply war paint to yourself in anticipation of battle.
Requirements: Ritual: 1 rank; war paint. Class/Kit: Barbarian, Shaman, Berserker or Ranger only.
Cost:
Bonus: +1 Melee damage, +1 saves vs. spells for 1 turn

Bless Water: You give a moment of thanks to your deity as you bless a vial of water.
Requirements: Ritual: 1 rank; Class/Kit: non-evil cleric or paladin
Material Components: Empty Bottle
Effect: Does d6/rank damage to undead and evil outsiders.

Turn Undead

This proficiency enhances turn undead ability for anybody that has it. Invoke the your deity to turn or destroy undead creatures. You gain one level of turn undead per rank you have in Religion.

@Grammarsalad
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Craft Arms and Armor

  • Craft a lot of stuff (generally requires forge--talk to owner)

Creates mundane ans special arms and armor (including ammo). Costs gold/requires supplies and generally requires a forge

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