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Proficiency Descriptions #49
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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 UseOutlines 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 ItemsGiven 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:
CONTINUE Concoct ElixirRequirements: Must be a Spellcaster or have the Concoct Elixir HLA Athletics (Str)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. Applied ForceOutlines and describes a particular use of a given proficiency. Bull RushOutlines and describes a particular use of a given proficiency. EscapeOutlines and describes a particular use of a given proficiency. Craft (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 UseOutlines and describes a particular use of a given proficiency. Endurance Proficiency (Constitution)Requirements: None Endurance represents training to withstand heavy exertion and physical punishment. It is probably the quintessential proficiency of warriors, though a smattering of other classes can specialize in endurance. Characters trained in endurance can go farther, faster, and for longer periods than others. This nonweapon proficiency allows characters to take a ‘break’ to recover hit points and stamina, and even, at higher ranks, have a chance to purge their bodies of poison and disease. In addition, characters receive bonus hit points equal to 3 hit points per rank. Second WindUpon using this ability, the character takes a moment to catch <PRO_HISHER> breath. When <PRO_HESHE> does this, <PRO_HESHE> recovers a number of hit points equal to 25% +10% per rank <PRO_HESHE> has in Endurance (max +50% at 5 ranks), plus <PRO_HISHER> constitution modifier to <PRO_HISHER> hit point total. Additionally, <PRO_HISHER> fatigue level is reset. At 6 ranks, the character can try to purge their body of deleterious poisons. <PRO_HISHER> chance of success is 10% per rank <PRO_HESHE> has in Endurance plus <PRO_HISHER> Constitution modifier. At 7 ranks, the character can try to purge their body of disease when they use Second Wind. <PRO_HISHER> chance of success is 35% plus <PRO_HISHER> Constitution modifier. This ability cannot be used in combat or when enemies are present. Effect: Heals 25% of target's max hit points, +10% per rank, plus Constitution Modifier. Chance of Success: This ability can be used one time per 24 hour period, if the character has 1 or 2 ranks in endurance. If <PRO_HESHE> has 3-5 ranks in endurance, Second Wind can be used once per 16 hour period. If <PRO_HESHE> has 6 or 7 ranks in endurance, Second Wind can be used once per 8 hour period. Heal (Wisdom)Requirement: Cure/Inflict Bonus: Ability to cast any Cure Wounds or Inflict wounds spells. This skill represents training in the medical arts. Individuals trained in healing are able to quickly diagnose and treat various injuries and sicknesses, whether caused by blade, poison or disease. This skill is most commonly taken by clerics and priests. While they can invoke the power of their faith to heal the sick and wounded, they often also study the more mundane, but natural sciences to heal their flock so they do not bother their deity with lesser illnesses and wounds. Warriors’ violent occupation also leads them to study the healing arts. Occasionally, characters from other professions will learn this skill, though they are typically not as skilled in the healing arts as a priest or warrior. Treat WoundsThe healer can treat the injuries of <PRO_HISHER> allies on the fly. When <PRO_HESHE> uses this skill, <PRO_HESHE> heals 1d3 points of damage per point <PRO_HESHE> has in Heal, plus <PRO_HISHER> wisdom modifier. In addition, creatures that receive treatment from a healer heal at an increased rate. This ability is not magical, and it can only help a patient so much; it will only be effective on a single individual once per day. The healer can make use of this ability 1 time per day if they have at least 1 rank in heal. This ability can be used an additional time per day for every two additional ranks <PRO_HESHE> has in heal. Treat AfflictionHealers that are also trained in herbalism can use <PRO_HISHER> treat injury ability to treat poisons, and diseases, as well as wounds. This ability is not always effective, however, and the chance that the healer will successfully treat a poisoned individual is 50%, +5% per rank <PRO_HESHE> has in herbalism. Diseases are much more complicated than poisons, and so the chance of success is only 40% +5% per rank <PRO_HESHE> has in herbalism, plus <PRO_HISHER> wisdom modifier. Healers untrained in herbalism cannot treat disease or poison. Treat Injury
Increased Healing Rate: Cure/Inflict BonusHealers that can also cast cure spells (any spell with the word “cure” in it’s title) are more capable with those spells if they are also trained in healing. Practitioners heal an additional 2 points per rank they have in healing when using any cure wounds spells. This bonus only counts up to the level of the spell, however. That is, for example, because Cure Light Wounds is a 1st level spell, it only allows the caster to apply 1 rank of healing to the spell, and thus can only heal an additional 2 points of damage. Similarly, priests can use their skill in healing to better hurt their opponents with inflict spells if they are trained in heal. They inflict additional damage equal to the the amount they would heal for a spell of the given level. The Paladin can also apply this bonus to Lay on Hands. Herbalism Proficiency (Intelligence)Requirement: Brew Potion: Spellcaster or Brew Potion HLA This skill represents training with identifying and using various natural herbs and plants to prevent and treat various illnesses. Herbalists are always on the lookout for rare and exotic plants, and they can always whip up a concoction that they can use to treat various illnesses and produce various effects. These concoctions denature if they are not used within a short period of time. Additionally, herbalists can create magic potions if they can cast spells, or posses the ability to cast spells, or has the Brew Potions HLA. This skill has a natural synergy with heal, and herbalists are able to create more effective remedies if they are trained healers. Specifically, herbalists concoctions heal their target a number of hit points equal to 2x <PRO_HISHER> ranks in healing. Conversely, healers trained in herbalism are more effective at treating diseases and poisons. (See the heal skill for details). Prepare ConcoctionHerbalists gather numerous natural medicines in their travels that can be combined in numerous ways when the occasion calls to heal the sick, benefit recipients, or even harm enemies. These items degrade quickly, and last a maximum of 1 hour per rank <PRO_HESHE> has in herbalism. A herbalist can prepare one concoction per day per rank <PRO_HESHE> has in Herbalism, plus <PRO_HISHER> ranks in intelligence. Concoctions cannot be prepared in combat. However, once prepared, a concoction can be employed in combat. The herbalist can create the following concoctions based on proficiency:
Implements (Intelligence)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 UseOutlines and describes a particular use of a given proficiency. Nature Lore (Wisdom)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 UseOutlines and describes a particular use of a given proficiency. Persuasion (Charisma or Strength)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 UseOutlines and describes a particular use of a given proficiency. Spellcraft (Intelligence)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 UseOutlines and describes a particular use of a given proficiency. Survival (Wisdom)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 UseOutlines and describes a particular use of a given proficiency. Religion (Intelligence)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 UseOutlines and describes a particular use of a given proficiency. |
Weapon (and Armor) Proficiency DescriptionsWeapon Proficiencies also get a makeover with this mod. When a character gains a weapon proficiency, <PRO_HESHE> becomes competent in crafting, repairing weapons (and armors) of that type, and <PRO_HESHE> can execute specific combat maneuvers with weapons of that type. What this means depends on the number of ranks <PRO_HESHE> has, and the type of weapon in question. The following table gives a brief overview, while the individual descriptions explain in more detail: Weapon Proficiency: Chance to Inflict Injury; saved Penalty
Weapon Proficiency: Injury by Weapon Type
Craft and RepairAll weapon proficiencies allow characters to craft and repair weapons of that type. Descriptions for these abilities can be found here. RepairA character can, once per day (per proficiency point <PRO_HESHE> has in her highest weapon proficiency) repair any weapons with which <PRO_HESHE> is at least specialized in. This check is automatic, but the weapon in question is of shoddy quality (-1 to hit). If this weapon breaks again, it becomes unreparable. CraftGiven adequate facilities, a character can craft arms (and armor) that <PRO_HESHE> is proficient with. The higher <PRO_HISHER> level, the greater the quality weapon <PRO_HESHE> can produce. If <PRO_HESHE> uses certain rare materials to construct or upgrade these weapons, their power can even rival magical weapons of legend. A character can only craft weapons or armor <PRO_HESHE> is proficient with. Weapon Proficiency: Weapon Crafting
Nil: A character of this level is not skilled enough to work with special materials Proficiency NameDescription text, and outline of Proficiency uses and bonuses. ArmorMiscellaneous |
Proficiencies
Characters can now learn something other than how to fight better. Characters can spend proficiency points in other proficiencies referred to as Non-Weapon Proficiencies (sometimes just called “skills”, though there can be a distinction--see below) as well as Weapon Proficiencies. That said, even Weapon Proficiences have additional functionality.
Proficiency Tables
Characters must select both weapon proficiencies and non-weapon proficiencies from the same pool. As such, characters receive many more proficiency points than in vanilla. While this may seem to be a boon, characters will soon discover that they will have to make hard choices as they level up.
Proficiency Overview
Proficiency points by class
Max Rank by Level
Proficiency Maximums by Class and Kit
Weapon Proficiencies
° New (optional) kit
^ See individual class or kit description for further details.
Non-Weapon Proficiencies
° New (optional) kit
Proficiency Descriptions
Special Note: Non-Weapon Proficiencies and Attributes
Non-Weapon Proficiencies are associated with various attributes, and often that ability influences how effective the character is with that proficiency. Attributes typically affect proficiencies based on the following table:
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