Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Skills & Proficiencies: Proficiency Descriptions #52

Open
Grammarsalad opened this issue Apr 29, 2021 · 0 comments
Open

Skills & Proficiencies: Proficiency Descriptions #52

Grammarsalad opened this issue Apr 29, 2021 · 0 comments

Comments

@Grammarsalad
Copy link
Owner

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 elixirs.

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

Craft Alchemical Item

Description CONTINUE

Concoct Elixir

Requirements: Must be a Spellcaster or have the Concoct Elixir HLA

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 Wind

Upon 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 to 1.

At 6 ranks, the character can try to purge their body of deleterious poisons when using Second Wind. The chance of success is 60% plus <PRO_HISHER> Constitution modifier.

At 7 ranks, the character can try to purge <PRO_HISHER> 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:
Poison (6 ranks) 60% + Constitution Modifier.
Disease (7 ranks) 35% + Constitution Modifier.

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 5 ranks in endurance, Second Wind can be used once per 16 hour period. If <PRO_HESHE> has 7 ranks in endurance, Second Wind can be used once per 8 hour period.

Second Wind

Upon using this ability, the you take a moment to catch your breath, recovering a number of hit points equal to 25% +10% per rank you have in Endurance to your hit point total. Additionally, your fatigue level is reset to 1. This ability cannot be used in combat.

You can use this ability one time per day if you have 4 or fewer ranks in endurance. If you have 5-6 ranks, you can use this ability once per 16 hour period. If you have 7 ranks in endurance, you can use this ability 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.

This skill has a natural synergy with herbalism, and herbalists are able to create more effective remedies if they are trained healers (see the herbalism skill for details). Conversely, healers trained in herbalism are more effective at treating diseases and poisons.

Treat Wounds

The 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 Affliction

Healers 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
This ability allows you to heal your allies, and possibly poisons and diseases if (and only if) you are trained in herbalism. Also, creatures under your care heal at an increased rate as per the table below.

  • Heals 1d3 points/rank you have in healing, plus your wisdom modifier.
  • Treat Poisons: 50% +5%/rank you have in herbalism, plus your wisdom modifier %.
  • Treat Disease: 40% +5%/rank you have in herbalism, plus your wisdom modifier %.

Increased Healing Rate:
1 rank: 1 hit point per 16 turns.
2 ranks: 1 hit point per 8 turns.
3 ranks: 1 hit point per 4 turns.
4 ranks: 1 hit point per 2 turns.
5+ ranks: 1 hit point per turn.

Cure/Inflict Bonus

Healers 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 Concoction

Herbalists 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:

Rank Concoction Name Effects
1 Rank Tonic* Remove Fatigue
1 Rank Tincture* Intoxicates target, mild regeneration
2 Ranks Anti-Venom Slow Poison
2 Ranks Repellent Protection from Insects/Swarm Spells
3 Ranks Stimulant I +2 Spd, +1 bonus to hit/AC, for t turn
3 Ranks Pheromones Charm Beasts/Animals within 5-ft.
4 Ranks Panacea* Cure Disease
4 Ranks Courage* Immune to Fear
5 Ranks Poison Weapon Poison Weapon
5 Ranks Rage Similar to Enrage
6 Ranks Remedy* Remove Paralysis and Hold Person
7 Ranks Stimulant II Similar to Haste

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 Use

Outlines 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 Use

Outlines 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 Use

Outlines 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 Use

Outlines 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 Use

Outlines 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 Use

Outlines and describes a particular use of a given proficiency.

Tumbling (Dexterity)

Requirements: Cannot use this proficiency if wearing armor heavier than Studded Leather

Description text, and outline of Proficiency uses.

Dodging

Gain bonus to AC by rank as per the below table.

Rank Total AC Bonus
1 Rank 0
2 -3 Ranks +1
4 -5 Ranks +2
6 Ranks +3
7 Ranks +4

Escape Artist

Avoid certain spell effects (web, entangle...)
Chance:

@Grammarsalad Grammarsalad pinned this issue Apr 29, 2021
@Grammarsalad Grammarsalad unpinned this issue May 28, 2021
@Grammarsalad Grammarsalad transferred this issue from Grammarsalad/IE_Designs Oct 18, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant