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Aether Sense Skill Overview

The document lists various skills and their associated build costs and types for a roleplaying game system. It includes defensive skills like Block and Dodge, offensive skills like Disarm and Stun, and tactical skills like Sense Motive and Taunt. The skills cover abilities with weapons, armor, magic, and physical feats.

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martman1980
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0% found this document useful (0 votes)
135 views24 pages

Aether Sense Skill Overview

The document lists various skills and their associated build costs and types for a roleplaying game system. It includes defensive skills like Block and Dodge, offensive skills like Disarm and Stun, and tactical skills like Sense Motive and Taunt. The skills cover abilities with weapons, armor, magic, and physical feats.

Uploaded by

martman1980
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd

Build Cost Skill Name

3;4;5 Armor Efficency


5 Dual Weapon Use
5 Dual Weapon Expert
3;4;5 Weapon Training
2 Basic weapon use
3 Leather Armor Use
4 Plate Armor Use
5 Mail Armor Use
2 Basic Armor Use
3 Blindfighting
3;4;5 Weapon Proficiency
5 Racial Paragon
5 Profesional

5 Titan Grip
2 Buckler Fighter
5 Shield Fighter
3;4;5 Resiliant
5 Stalwart
3 Cantrips
3;3 Magi School
3;4;5 Favored Foe
8 Strength
5 Diehard
3;3 Endurance
10 Secret Talent
3 Knowledge

5 Berserk
3 Been There Done That (BTDT)

6 Spell Song
3;4;5 Magic Memory
3 Aether Sense

3 Free Hand Swashing


5 Clarity
5 Fearless
3 Lie
5 Slayer
5 Boiled Blood
5 Devote
3 Baptised
5 Unfazed
5 Favored Weapon
5 Through Thick and Thin (TTT)
6 Weaponcast
5 Combat Caster
4 Duelist
4;5 Backstab
2 Control Rage
5 Perfect Magic Memory

4;4 School Specialization


4;4 Spell Focus
5 Warmage
Function Type
+5 AP when wearing chest piece and two other armor piece leather or above. Or four
Pieces of leather armor or above
Ability to wield a one handed weapon and a small weapon or 2 small weapons
Ability to wield a one handed weapon in each hand
Gain the ability to wield another weapon group
Can wield any weapon for base damage only
Can wear leather armor
Can Wear Plate Armor
Can Wear Mail armor
Can wear any armor for half its base total AP value
Can still use all feats while blinded (still cannot see past reach)
+1 dmg with one weapon type (i.e. One handed, small, Fists)
Gain Racial Passive and ability to purchase all racial skills
Gain a crafter class

+1 dmg with two handed weapon


Can use a shield up to 20"
Can use a shield up to 40"
+5 Natural Armor
When AP is depleted gain + 10 Non-healable Health
Gain Magi Cantrips
Gain access to a Magi School's spell list
Gain +2 against a single creature type
Gain +1 Strength
Cannot be Coup de graced or killing blowed
+1 min in second death count
Gain a Custom feat/spell based on your character
Gain a knowledge (can purchase unlimited)

Can enter a rage once per period for 5 minutes, again + 10 non healable health and +1
strength and +1 damage; cannot tell friend from foe and are immune to will effects,
except divine will effects; can be activated in first death stage and while under a
dominant effect (breaks effect)

Immune to Charm effects (except by 'divine' augmented abilities)


do not need to throw packet, but target needs to be in sight and you must play/sing a
song for a 10 second duration and you can perfect aim a spell
Chose one spell; you no longer need spell verbals to cast that spell.
you can sense invisible, not hidden, creatures within the area

Can use off hand when wearing a shield to use throwing weapons and packets for spells
and alchemy.

Immune to Dominate effects (except by 'divine' augmented abilities)


Immune to Fear effects (except by 'divine' augmented abilities)
Can lie without detection (beats sense motive)
Instant Killing Blow (5 Sec on PCs)
Each Killing blow you inflict resets Berserk Duration
Gain access to Pact Spells and Feats
Gain baptismal spells
Immune to stun effects
Gain +1 Dmg with a single specific weapon
Favored Weapon cannot be disarmed and you always have a sense of where it is
Can weapon cast any single target magi spell
Do not get interuppted while casting
Gain +1 dmg when wielding only a single one handed or small weapon
Gain +1 dmg to backstabs with small weapons
You can control the first minute of your rage
You can perfect aim any spell you have Magic Memory of

Evocation - Gain +2 Spell Damage for Evo spells


Conjuration - Conjured weapons last for a period and do not have to remain in hand;
Weapons and armor are also unbreakable
Enchantment - Your enchantment spells effect animals and undead. Simple state
[Verbals] [Enchantment Spell] AFFECTED! to an undead or animal target.
Gain + 2 to dmg and healing spells
Can Wear leather armor and still cast spells
Prereq

Dual weapon use

Leather Armor Use

Weapon Proficency (Two


Handed)

Diehard

Magi School
Cantrips

Buckler Fighter
BTDT
Weapon Prof
Berserk and Slayer
Baptised

Weapon Prof
Favored Weapon
Magi School

Weapon prof

Berserk
Magic Memory

Magi School

Magi School
Type Feat Name
def Block
def Retain
def Flash Bomb
def Skirt
def Balance
off Disarm
off Switch
off Stun
off Trip
off Rend 1
off Mighty Strike
Off Knockback
tact Sense Motive

tact Follow Through


tact Charm
tact Sense Darkness
tact Sense Light
tact Distract
tact Stablize
Function
Block a single melee attack from the front
Negate a disarm attempt from the front
Blind target for 5 sec
Block a single ranged attack from the front
resist a movement effect
Weapon struck or target struck in arm must drop weapon.
Switch places with struck target
Stun target for 5 seconds
Target takes a trip effect
Destroys 5 armor points
Attacke does +1 Dmg
Target struck in torso moves back 5 steps. Simple state 'Knockback 5'
Sense if target is lying
Reuse a failed/blocked feat within 5 sec of using it. Simple state follow through [feat
name]
Target is charmed to you for 1 minute (must be withing sight/ hearing)
Detect how many dark points target has
Detect how many light points target has
Target hit from behind takes a taunt effect
As long as you remain in contact with target, target pauses their death count
Type Feat Name Function
Avoid a single ranged attack or spell packet (non-AOE) from the
Def Dodge front
def Vault Teleport behind Target Struck
def Leap Move 5 steps in any directions. State 'Leap 5'
def Willpower Negate a will effect
off Crit Strike target takes x2 weapon damage
off Enfeeble Limb struck cannot be used for 1 minute

Target struck in chest or on each arm with fists or two eapons is


incapacitated as long as you retain the hold. You are also
consided incapacitated. A target with higher strength can break
off Grab out.

Blocked attack must be blocked again. If not target takes base


weapon damage. Example: I strike someone with my sword and
they call 'Block', I say 'Cleave' and they must eithe call another
'Block' or take damage. Same applies to a strike blocked by a
off Cleave weapon or shield.
off Demorilize Target struck cannot use Offensive feats for 1 minute
You can use this skill to remain undetected except by abilities
tact Hide that can see hidden targets.

tact Taunt Target struck must attack you. This is considered a Fear effect.
a single ally within weapon distance strikes for +1 damage for 1
tact Motivate minute
Dispel a Fear,Charm, and/or Sleep effect on an ally within
tact Snap out of it weapons distance
tact Powerhouse Gain +1 strenght for strength tests
Prereq

Skirt
Switch
Balance

Mighty Strike
Stun

Follow Through
Type Feat Name
def Parry
def Intercede
def Shield Bash
def Smoke Bomb
def Cleave Magic
off Backstab
off Pin
off Whirlwind
off Sunder
off Hamstring
off Knockback 2
off Rend 2
off Cheap Shot

off Throw
off Headbutt
Tact Throat Shot

tact Riposte

tact Lock Weapon

tact Form Ranks


tact Adreniline Rush

tact First Aid


tact Fearsome Roar
Function
Block any attack from front and back
You can defend against a physical attack against a target within weapon distanc
Target takes a knockback 5 and stun effect. State 'Shield bash 5 trip'
Throw packet at feet to immediately enter a hide
Negate a spell from the front Including AOEs
Strike the back of a target to deal x 3 damage with a small weapon
Bind limb struck with a ranged or thown weapon
Deal weapon damage to everyone within weapon distance
Reduce the hardness of a weapon by 1
Cause target to move heel to toe until fixed
target struck in torso gets knockbacked 10 feet
Target takes 10 AP damage
target cannot use defensive feats for 1 minute
Target struck in chest or on each arm with two fists or two weapons is thrown 10 feet in
your chosing
You strike a target in the torso and both of you take a waylay.
Target in under a silence effect for 1 minute

Redirect melee attack back at target or to another target within weapons distance
Struck weapon cannot be used. Both weapons must remain within physical contact with
eachother
Target ally within sight and hearing can move within weapons distance of you. They do
not take any damage or spell effects.
Gain +1 strength for 1 minute

You can use this skill to heal a character 5 Health for every 30 seconds you remain in
contact with them. First Aid stops and removes any Bleed Effect and pauses all death
count .
every creature within weapons distance takes a disarm and stun effect
Prereq
Block

Hide

Crit strike

Enfeeble
Knockback 1
Rend 1

Grab

powerhouse

Stabilize
Taunt
Type Feat Name

def Resilience

def Defensive posture


def Evade

def Jump
off Waylay
off Wound

off Shield Charge

off Vital Strike


off Power Strike

off Break Limb

off Sever Limb


tact Sneak Attack

Tact Offensive posture


tact Bypass armor
Function Prereq
Can be used to negate any single damage melle ranged or spell; not
AOEs Parry
You can gain DR 1 as long you do not move from your current position
for 1 minute.
Can avoid any attack even AOEs and 'Divine' Dodge

Can move 10 steps in any direction without taking any effects or damage Leap
Target struck in back is incapacitated for 1 minute
You next attack deals damage and a bleeding wound

Packet thrown represents you charging the target. The target struck
must take a stun effect. You move towards target and do not take any
damage or effects Shield Bash
Target struck in back with small weapon takes x2 weapon dmg and a
bleeding wound Backstab
Target takes x3 weapon dmg Crit Strike
You strike a target in the limb and they cannot use it indefinitely until
fixed. Must be delivered with a blunt weapon. Sunder
You can remove the limb of a target. Must be delivered with a bladed
weapon Cleave
You may make an attack while in hide and remain hidden.
You can deal +1 damage as long as you do not move from your current
position for 1 minute
Your attacke bypasses all the targets armor.
Build Cost Skill Name

0 Alchemist Training

3 Enhanced Brew
5 Calcify
3 Blade Concoction

Tricks of the Trade [Alchemist]


5 (ToTA)

3 Lingering Brew
Function Type

Pick Between Herbalist and Poisoner


o Residual Dust: You can throw a spell packet that deals 1 point of Nature
(Herbalist) or Acid (poisoner) dmg. You must say Preparing 1, Preparing 2,
Preparing 3 before throwing the packet. If you are interrupted by anything
you must restart (combat casting does apply). This ability cannot be
augmented in any way.
o Poisoners gain knowledge Chemistry
o Herbalists gain Knowledge Nature
Buy-in

Posioneer- Double all damage done by posions you craft by adding one
additional basic component Herbalist-
double all healing done by potions you craft by adding one additional basic
component Concoction gains the title
Enhanced [poison/potion]
Make Concoctions into dusts
Ability to apply poisons onto weapons

Gain a Alchemist Efficency. All Concotion Crafting times are reduced by one
minute to a minimum of one. All Concoctions cost one less basic component
to a minimum of 1

Posioneer- Double the duration of posions you craft by adding one additional
basic component Herbalist- double
the duration of potions you craft by adding one additional basic component
Concoction gains the title Lingering
[poison/potion]
Prereq
Build Cost Skill Name
Function Type
Prereq
Build Cost Skill Name
Function Type
Prereq

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