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Persuasion #38
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Another use: Taunt (as e.g. the spell p179) |
Demoralize: Opponent saves vs. Paralysis, or is -2 to attacks/AC (one enemy). Half-Orcs and Warriors impose a -2 to saves vs. Demoralize. Taunt: Opponent saves vs. Spell or is -1 to AC (applies to group of enemies) Halflings impose a -2 to saves vs. Taunt. |
Inspiration/Templates: Non-Weapon Proficiency DescriptionsProficiency Name (Ability associated with proficiency)Requirements: Proficiencies themselves do not have requirements, but certain uses of a given skill will have requirements. For example, generally only spellcasters can make use of alchemy to create potions. Description text, and outline of Proficiency uses. Proficiency Use Alchemy (Intelligence)Requirements: Concoct Elixir: Spellcaster or Concoct Elixir HLA Alchemy involves advanced training in the handling of magical or quasi-magical substances that often have harmful or surprising effects. Craft Alchemical Items Even on the road, and without exotic materials, however, they always have a trick—or a bomb—up their sleeve that they can use in a pinch. Alchemists collect various regents in their travels and can use these regents to create 1 alchemical item per day per rank they have in Alchemy. These creations are unstable and do not last longer than 8 hours. Additionally, only characters trained in alchemy can use them. All effects can be avoided or lessened with a save vs. rod/staff/wand, though the save has a penalty equal to the Alchemists’ intelligence bonus. The items that the alchemist can create, and the number of ranks that are required for creation are as follows:
CONTINUE Concoct Elixir |
Persuasion (Charisma or Strength)
Requirements: None
This nonproficiency is the practiced use of rhetoric in order to persuade, intimidate or otherwise get others to do what you want them to do.
Persuade
Outlines and describes a particular use of a given proficiency.
Demoralize
Characters can use Persuade in order to intimidate opponents.
Rangers gain a bonus to demoralize favored enemy (allow one rank).
Haggling
Outlines and describes a particular use of a given proficiency.
Note: Barbarians and Half orcs use str instead of cha for intimidate type checks.
Inspiration/Templates:
Non-Weapon Proficiency Descriptions
Proficiency Name (Ability associated with proficiency)
Requirements: Proficiencies themselves do not have requirements, but certain uses of a given skill will have requirements. For example, generally only spellcasters can make use of alchemy to create potions.
Description text, and outline of Proficiency uses.
Proficiency Use
Outlines and describes a particular use of a given proficiency.
Alchemy (Intelligence)
Requirements: Concoct Elixir: Spellcaster or Concoct Elixir HLA
Alchemy involves advanced training in the handling of magical or quasi-magical substances that often have harmful or surprising effects.
Craft Alchemical Items
Given time, magical skill and materials, an alchemist can concoct magical elixirs, which emulate spells. (see the section below on concoct elixir for details).
Even on the road, and without exotic materials, however, they always have a trick—or a bomb—up their sleeve that they can use in a pinch. Alchemists collect various regents in their travels and can use these regents to create 1 alchemical item per day per rank they have in Alchemy. These creations are unstable and do not last longer than 8 hours. Additionally, only characters trained in alchemy can use them. All effects can be avoided or lessened with a save vs. rod/staff/wand, though the save has a penalty equal to the Alchemists’ intelligence bonus. The items that the alchemist can create, and the number of ranks that are required for creation are as follows:
THAC0: +4
Damage: See Combat abilities
Combat abilities:
Target takes 1d4 points of acid damage.
For a number of additional rounds equal to the number of ranks of alchemy of the creator save vs wands or take 1d4 points of acid damage
Speed Factor: 1
Proficiency Type: Miscellaneous
Type: One-handed
Weight: 0
Characters without the required skill level have a 50% chance of spilling some acid on themselves (suffering full damage with no chance to save).
THAC0: +4
Damage: See Combat abilities
Combat abilities:
Target takes 1d6 points of fire damage +1d6 points of fire damage per rank (save vs. wands half).
Speed Factor: 1
Proficiency Type: Miscellaneous
Type: One-handed
Weight: 0
Characters without the required skill level have a 50% chance of spilling some alchemist's fire on themselves (suffering full damage with no chance to save).
THAC0: +4
Damage: See Combat abilities
Combat abilities:
Target must save vs. paralysis or is rendered immobile for 1 round/rank. Targets that save move at half speed for 1 round.
Speed Factor: 1
Proficiency Type: Miscellaneous
Type: One-handed
Weight: 0
Characters without the required skill level have a 50% chance of dropping the mixture on themselves, and becoming immobilized for the full duration (with no save allowed).
Damage: See Combat abilities
Combat abilities:
Nearby targets must save vs. wands or are deafened for 5 rounds +1 round/rank. Deafened spellcasters have a 50% chance to miscast any spells, and any affected creature suffers a -1 penalty to weapon and casting speed.
Speed Factor: 1
Proficiency Type: NA
Type: One-handed
Weight: 0
Characters without the required skill level have a 50% chance of dropping the stone deafening themselves for the full duration (with no save allowed).
Damage: See Combat abilities
Combat abilities:
Nearby targets must save vs. wands or are blinded for 5 rounds +1 round/rank. Blinded creatures suffer a -4 penalty to armor class & hit attack rolls and they cannot target creatures with any abilities outside of melee range.
Speed Factor: 1
Proficiency Type: NA
Type: One-handed
Weight: 0
Characters without the required skill level have a 50% chance of dropping the bomb, blinding themselves for the full duration (with no save allowed).
Using this item renders the user invisible for 3 seconds.
Speed Factor: 1
Proficiency Type: NA
Type: One-handed
Weight: 0
Characters without the required skill level have a 50% chance of blinding themselves with the chemical mixture for 3 rounds.
CONTINUE
Concoct Elixir
Requirements: Must be a Spellcaster or have the Concoct Elixir HLA
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