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Persuasion #38

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Grammarsalad opened this issue Oct 4, 2019 · 3 comments
Open

Persuasion #38

Grammarsalad opened this issue Oct 4, 2019 · 3 comments

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@Grammarsalad
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Grammarsalad commented Oct 4, 2019

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:

Alchemical item Requirements Damage Other
Acid, Makeshift 1 Rank 1d4 acid per round Burns for 1 round, + 1 round/rank
Alchemist's Fire, Makeshift 1 Rank 2d2 fire/rank 5' rad (save 1/2)
Tanglefoot Bag 2 Ranks - Immobilizes target
Thunderstone 2 Ranks - Deafens targets
Flashpowder 3 Ranks - Blinds targets
Smokebomb 3 Ranks - Creates concealing smoke effectively rendering the user invisible for a short period
Portable thief 4 Ranks - Applied to a lock, it expands and breaks it open
Flask of Sunlight 5 Ranks - Creates a flash that repels/destroys undead

Acid, Makeshift
Acid burns, and can cause a lot of damage if left to burn over a period of time. Like alchemist fire, acid is carefully packed it into a breakable, usually glass, container. When thrown, the glass bursts upon impact, covering the target with burning acid. On the first round hit, the target takes 1d4 acid damage, and again takes 1d4 damage for a number of rounds equal to the number of ranks the crafter has in alchemy. Each round after the first, the target can save vs. wands (with a penalty equal to the creator's intelligence bonus) to prevent further damage.

  • STATISTICS:
    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
  • Special: Only safely usable by characters that have at least 1 rank in Alchemy.
    Characters without the required skill level have a 50% chance of spilling some acid on themselves (suffering full damage with no chance to save).

Alchemist's Fire, Makeshift
The paradigmatic alchemist's substance, Alchemist's Fire bursts into flames when exposed to air. The alchemist carefully packs it into a breakable, usually glass, container. When thrown, the glass bursts open, and the substance explodes damaging all nearby creatures in a mini explosion. Alchemists fire does fire damage equal to 1d6 fire damage +1d6 fire damage per rank the character has in alchemy (save vs. wands for half damage with a penalty equal to the creator's intelligence bonus).

  • STATISTICS:
    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
  • Special: Only safely usable by characters that have at least 1 rank in Alchemy.
    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).

Tanglefoot Bag
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When the alchemist throws a tanglefoot bag at a creature, the bag comes apart and goo bursts out, entangling the target if they do not make their save. Entangled targets are unable to move for a number of rounds equal the number of ranks the character has in alchemy if they do not save vs. paralysis (with a penalty equal to creator's intelligence modifier). Targets that save see their movement halved for 1 round. As it is only necessary to hit the target for the bag to be effective, the alchemist gets a +4 bonus to hit.

  • STATISTICS:
    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
  • Special: Only safely usable by characters that have at least 2 ranks in Alchemy.
    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).

Thunderstone
A thunderstone is a normal looking stone that emits a loud burst of sound when it hits a hard surface, potentially deafening any nearby creatures. Creatures within 15' of the burst must save vs. wands or be deafened for a number of rounds equal to 5 + the number of ranks the crafter has in alchemy. Saves are made with a penalty equal to the intelligence bonus of the crafter. This item need not strike a creature to be effective, and there is no to hit role necessary.

  • STATISTICS:
    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
  • Special: Only safely usable by characters that have at least 2 ranks in Alchemy.
    Characters without the required skill level have a 50% chance of dropping the stone deafening themselves for the full duration (with no save allowed).

Flashpowder Bomb
A flashpowder bomb is a tightly packed glass jar filled with various substances that ignite in a blinding flash when exposed to air. Creatures within 15' of the explosion must save vs. wands or be blinded for a number of rounds equal to 5 + the number of ranks the crafter has in alchemy. Saves are made with a penalty equal to the intelligence bonus of the crafter. This item need not strike a creature to be effective, and there is no to hit role necessary.

  • STATISTICS:
    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
  • Special: Only safely usable by characters that have at least 3 ranks in Alchemy.
    Characters without the required skill level have a 50% chance of dropping the bomb, blinding themselves for the full duration (with no save allowed).

Smokebomb
A smokebomb is a chemical mixture of various substances that produce a concealing poof of smoke when slammed on the ground. This effectively renders the user invisible for 3 seconds, allowing them to escape

  • STATISTICS:
    Using this item renders the user invisible for 3 seconds.
    Speed Factor: 1
    Proficiency Type: NA
    Type: One-handed
    Weight: 0
  • Special: Only safely usable by characters that have at least 3 ranks in Alchemy.
    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

@Grammarsalad
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Another use: Taunt (as e.g. the spell p179)

@Grammarsalad
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Grammarsalad commented Apr 24, 2020

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.

@Grammarsalad
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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:

Alchemical item Requirements Damage Other
Acid, Makeshift 1 Rank 1d4 acid per round Burns for 1 round, + 1 round/rank
Alchemist's Fire, Makeshift 1 Rank 2d2 fire/rank 5' rad (save 1/2)
Tanglefoot Bag 2 Ranks - Immobilizes target
Thunderstone 2 Ranks - Deafens targets
Flashpowder 3 Ranks - Blinds targets
Smokebomb 3 Ranks - Creates concealing smoke effectively rendering the user invisible for a short period
Portable thief 4 Ranks - Applied to a lock, it expands and breaks it open
Flask of Sunlight 5 Ranks - Creates a flash that repels/destroys undead

Acid, Makeshift
Acid burns, and can cause a lot of damage if left to burn over a period of time. Like alchemist fire, acid is carefully packed it into a breakable, usually glass, container. When thrown, the glass bursts upon impact, covering the target with burning acid. On the first round hit, the target takes 1d4 acid damage, and again takes 1d4 damage for a number of rounds equal to the number of ranks the crafter has in alchemy. Each round after the first, the target can save vs. wands (with a penalty equal to the creator's intelligence bonus) to prevent further damage.

  • STATISTICS:
    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
  • Special: Only safely usable by characters that have at least 1 rank in Alchemy.
    Characters without the required skill level have a 50% chance of spilling some acid on themselves (suffering full damage with no chance to save).

Alchemist's Fire, Makeshift
The paradigmatic alchemist's substance, Alchemist's Fire bursts into flames when exposed to air. The alchemist carefully packs it into a breakable, usually glass, container. When thrown, the glass bursts open, and the substance explodes damaging all nearby creatures in a mini explosion. Alchemists fire does fire damage equal to 1d6 fire damage +1d6 fire damage per rank the character has in alchemy (save vs. wands for half damage with a penalty equal to the creator's intelligence bonus).

  • STATISTICS:
    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
  • Special: Only safely usable by characters that have at least 1 rank in Alchemy.
    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).

Tanglefoot Bag
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When the alchemist throws a tanglefoot bag at a creature, the bag comes apart and goo bursts out, entangling the target if they do not make their save. Entangled targets are unable to move for a number of rounds equal the number of ranks the character has in alchemy if they do not save vs. paralysis (with a penalty equal to creator's intelligence modifier). Targets that save see their movement halved for 1 round. As it is only necessary to hit the target for the bag to be effective, the alchemist gets a +4 bonus to hit.

  • STATISTICS:
    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
  • Special: Only safely usable by characters that have at least 2 ranks in Alchemy.
    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).

Thunderstone
A thunderstone is a normal looking stone that emits a loud burst of sound when it hits a hard surface, potentially deafening any nearby creatures. Creatures within 15' of the burst must save vs. wands or be deafened for a number of rounds equal to 5 + the number of ranks the crafter has in alchemy. Saves are made with a penalty equal to the intelligence bonus of the crafter. This item need not strike a creature to be effective, and there is no to hit role necessary.

  • STATISTICS:
    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
  • Special: Only safely usable by characters that have at least 2 ranks in Alchemy.
    Characters without the required skill level have a 50% chance of dropping the stone deafening themselves for the full duration (with no save allowed).

Flashpowder Bomb
A flashpowder bomb is a tightly packed glass jar filled with various substances that ignite in a blinding flash when exposed to air. Creatures within 15' of the explosion must save vs. wands or be blinded for a number of rounds equal to 5 + the number of ranks the crafter has in alchemy. Saves are made with a penalty equal to the intelligence bonus of the crafter. This item need not strike a creature to be effective, and there is no to hit role necessary.

  • STATISTICS:
    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
  • Special: Only safely usable by characters that have at least 3 ranks in Alchemy.
    Characters without the required skill level have a 50% chance of dropping the bomb, blinding themselves for the full duration (with no save allowed).

Smokebomb
A smokebomb is a chemical mixture of various substances that produce a concealing poof of smoke when slammed on the ground. This effectively renders the user invisible for 3 seconds, allowing them to escape

  • STATISTICS:
    Using this item renders the user invisible for 3 seconds.
    Speed Factor: 1
    Proficiency Type: NA
    Type: One-handed
    Weight: 0
  • Special: Only safely usable by characters that have at least 3 ranks in Alchemy.
    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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