Skills used in past lives, or recreated skills that provide the flavor of past characters.
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Not all of these skills are known to John Me, who is limited to the number of possible known skills just like any other skill-based character (highest stat plus hit dice is the number of skills that can be known, plus a few extra language skills). Rather, this list reflects the diversity of past life experiences open to potential learning.
Skills marked with an asterisk are described below:
*Ranger Hit Dice (400) - Prereq: equal or higher Warrior Attacks - Restrict: follow ranger ethos, retain no more wealth than can be carried, used to maintain a modest residence, and used to pay for spell research facilities (a modest residence must be made of wood and not exceed 100 sq ft per level) - Rarity: V
Description: Allows two eight-sided hit dice at first level, with another eight-sided hit die per level up to level 10 (11 dice total), then 2 hit points per level thereafter.
*Parry And Attack (300) - Prereq: Equal or higher Warrior Attacks - Restrict: none - Rarity: V
Description: Gives an AC bonus in melee against attacks from a single opponent. At level 1 this is the Str to-hit bonus +1, and an additional +1 is given at levels 4, 8, 12, 16, and 20. While Parrying, the only possible action is a single melee attack with a -3 penalty. Parry bonuses cannot bring an Armor Class below -10. This skill cannot be used with Tumbling.
*Special Monk Movement (400) - Prereq: Monk Dodge - Restrict: no armor, limited number of magic items (3 weapons, 4 other items, 5 non-perm. items) - Rarity: V
Description: Gives the character an increased base movement rate as on the first edition Monk: 15 at first level, rising by one with each new level.
*Special Monk Dodge (400) - Prereq: Monk Move - Restrict: no armor, no hirelings, mercenaries, or servants, henchfolk until level 8 is gained) - Rarity: V
Description: Reduces damage from normal and magical ranged attacks by 5% cumulative per level. Max damage reduction is 75% at 15th level. Damage is reduced only for those ranged attacks that require a successful to-hit (arrows, darts) or allow a saving throw (fireball, dragon breath) -- attacks that automatically succeed at full damage (magic missile) are unaffected by this skill.
*Special Ranger Damage (800) - Prereq: equal or higher Ranger Hit Dice - Restrict: as for Ranger Hit Dice - Rarity: V
Description: Grants a +1 damage bonus per level against "Giant-Class Humanoids" as listed in the first edition PH and determined by the GM.
*Two-Handed Ax Fighting (300) - Prereq: Equal or higher Warrior Attacks, equal or higher Monk Dodge - Restrict: no armor - Rarity: V
Description: Allows a character to fight with a hand ax in each hand. No other secondary weapon combination is possible. At level 1, primary weapon attacks suffer a -2 penalty and secondary weapon attacks suffer a -4 penalty. At level 3 the penalties are -2 and -3; at level 5, -1 and -3; at level 7, -1 and -2; at level 9, 0 and -2; at level 11, 0 and -1; and at level 13, 0 and 0. Note that the character's dexterity reaction adjustment can worsen (for a low dex) or lighten (for a high dex) these penalties, although a high dex never gives a bonus to attack rolls.
Site Map | 20 March 00
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)