Skills V2

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Skills represent the talents and knowledge a character accumulates over the course of their career. With the nature of being Risen and the ebbs and flow of Power within the body, one should not expect to retain absolute mastery within a particular set of skills unless they wholly dedicate themselves and do not seek to experiment.

A table of available skills and some examples of use outside of combat is below. In general:

  • All skills cost 1 point to increase per level for all classes, to a maximum of 1 base rank per level.
  • Bonuses from ability scores, items, spells, etc cannot exceed the value of your invested base ranks. For example, if you have 7 ranks invested into Athletics, you may only gain an additional bonus of +7 from your Strength modifier, item properties, et al, to a total maximum of 14.
  • Most classes gain 6 skill points per level. Bard gains 8, and Rogues gain 10.
  • Intelligence does not give you additional skill points.
  • Unspent skill points on level-up will be automatically assigned to skills into which you have already invested base ranks. You may toggle this behaviour through the use of the command /autolevelskills, and set maximums that this subsystem will invest into an individual skill by the use of the command /autolevelskillcap [skill name] [maximum rank].
Skill Name Description Base Attribute General Mechanical Effects Found on Loot Type
Alchemy The ability to combine various reagents to produce mundane and extraordinary effects. Experimenting with dangerous reagents, deciphering an unknown substance's properties and efficiently utilizing ichor in powerful potions are examples of a character with mastery of alchemy. Intelligence Grants a pool of free uses of potions, replenished on rest. The pool equals the user's total Alchemy score, with each potion consuming points equal to its spell level. None
Arcana The knowledge a character possesses regarding the influence of Power within the arcane and creatures of a magical nature. Recalling complicated arcane theories, determining what unknown magical artifacts are capable of, and directing Power in peculiar arcane rituals are examples of a character well versed in Arcana. Intelligence Identifies cast spells, affects counterspell.


The Arcana skill allows a character to use Wizard/Sorcerer scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Wizard/Sorcerer levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Wizard/Sorcerer scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.

Rings
Athletics The ability of a character to perform feats of physical prowess. Leaping down from a high balcony without injury, holding your breath underwater for long periods of time, and outrunning pursuers over a seemingly endless marshland are hallmark feats of an athletic character. Strength Provides a 1% movespeed bonus per rank when utilizing the Dash action Chest, Boots
Coercion The ability of a character to influence others through threats of repercussions such as violence, blackmail, or other undesirable outcomes. Intimidating your client that your premium rate is well worth it, forcing a politician to change course or have their secrets exposed, and frightening a person to change their ways or risk their immortal soul are examples of a coercive character's actions. Charisma

Increases the rate at which you recover item charges for harmful spells, reducing the threshold required by 1 per 4 skill ranks.

None
Deception The ability of a character to deceive others and tell convincing lies. Convincing townsfolk of a nonexistent threat outside the town gates, forging a convincing merchant contract, and performing a particularly devious feint are examples of a deceptive character's actions. Charisma Characters can utilize disguises (not yet implemented)


Grants a pool of free item charges, 1 point per skill rank, replenished on rest. Each point allows the waiving of 1 item charge, provided the amount remaining in the pool exceeds the spell level of the spell being cast from the item.

None
Diplomacy The ability to convince, persuade, and coerce others to your line of thinking. Rallying strangers to fight off a common threat, and effectively leveraging political power in a public setting are examples of an influential character's activities. Charisma Increases the rate at which you recover item charges for non-harmful spells, reducing the threshold required by 1 per 4 skill ranks. None
Insight The ability to discern aspects about a person or creature. Finding someone's tell when they lie, understanding the general traits and tactics of an enemy squadron, and deciphering the true intentions behind someone's words are examples of an insightful character's actions. Wisdom Examining creatures you have experience defeating may yield information regarding weaknesses and general enemy type.


Additionally grants bonus Stability, +1 per 2 ranks.

Head, Belt
Investigation The ability to discover hidden objects within a room or space. Finding a pressure plate that activates a nearby trap, discovering a clue at the scene of an attempted murder, and rummaging through old tombs to find hidden treasure are hallmark feats of a character skilled in investigation. Intelligence Aids Detect Mode in finding hidden traps and objects. Head, Amulet
Knowledge General knowledge and the ability to recall and acquire memories regarding a specific field of study, so that you might answer specific or complex questions. This skill can represent a character's training in a particular profession. It also can represent the ability of a character to acquire knowledge through a currently unexplained phenomenon - where a character may just acquire memories or glimpses of something they normally wouldn't have business knowing. Intelligence May provide additional information when examining certain objects. May acquire information seemingly at random.


Provides a pool of free scroll uses, 1 point per skill rank, replenished on rest. Using these free scrolls consumes the pool at a rate of 1 per spell level.

None
Medicine The ability to diagnose and treat maladies effecting a creature. Performing field surgery on an ally who took a bolt to the stomach, diagnosing a patient exhibiting unusual symptoms, and producing an antivenom from materials found in the nearby wilderness are example actions of a master in medicine. Wisdom Healing kits may only be used out of combat, and restore a character to full hit points. This action takes 6s to complete. Each rank of Medicine skill reduces this time by 0.25s.


Additionally grants a pool of free Healer's Kit uses, replenished on rest. Each point grants 1 free use of a Healer's Kit.


Finally, Medicine grants a bonus to outgoing healing effects equal to 1% per rank.

Rings
Nature Familiarity with the natural world, Druidic practices, and the ability to intuit the disposition of natural creatures and guide them towards an intended purpose. Making a hostile creature docile, discovering the abilities of an unknown creature, and guiding a creature to do a particular action are hallmark actions of a master animal handler. Wisdom The Nature skill allows a character to use Druid scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Druid levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Druid scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.


Additionally used to charm animals, beasts, magical beasts, plants, elementals, and oozes - rendering them non-hostile. The DC is equal to twice the creature's Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.

Rings
Perception The ability to of a character to gain a general awareness of their surroundings through their senses. Locating the source of a peculiar creature noise, spotting the gleam of hidden steel in a stranger's cloak, and feeling the vibrations of a distant marching warband are all examples of what a particularly perceptive character might be aware of. Wisdom Passively counters Stealth Head, Amulet
Performance The ability to perform, either through music, dance, oration, or similar talents. Charisma The Performance skill allows a character to use Bard scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Bard levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Bard scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.


Additionally used to charm humanoids, fey, giants, dragons, and shapechangers - rendering them non-hostile. The DC is equal to twice the creature's Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.

Religion Knowledge of religious rites and practices, and their theological principles. Undertaking religious rites such as funerals, identifying the purpose of an ancient altar, and making an offering to placate a supernatural being are example actions of a character versed in Religion. Wisdom The Religion skill allows a character to use Cleric scrolls. Every 4 ranks grants access to 1 spell level of scrolls. If a character has Cleric levels, any excess ranks beyond those granting access to 5th level scrolls contribute to a pool of free uses of Cleric scrolls, replenished on rest. Each excess point allows the use of one free spell level of scrolls.


Additionally used to charm of types undead, outsider, and aberration - rendering them non-hostile. The DC is equal to twice the creature's Threat Level, with an additional +5 DC for creatures of Elite Tier, and +10 for Solo Tier.

Stealth The ability to generally hide oneself from the notice of others. Masking your scent in the wilds to avoid the notice of creatures, blending into a crowd, and creeping along the floor without making noise on creaky floors or broken glass are example actions of a character skilled in stealth. Dexterity Affects Stealth Mode Boots, Cloak
Survival The ability to subsist and navigate in the wilderness. Knowing the difference between a tasty mushroom and a lethal one, identifying your prey within a pack of tracks, and constructing shelter and other necessities in the middle of the wilds are example activities of a master survivalist. Wisdom Can be used to find information about creatures in the area using the Track action.


Additionally grants bonus maximum hit points, at a rate of 1 additional hit die per 4 ranks.

Chest, Cloak
Tinkering The ability to assemble and understand objects made from everyday and unique materials. Prototyping a unique mechanism to control the flows of water in the mill, patching up a collapsing building with nearby objects before the storm hits, and reinforcing a door with a few bits of steel as the enemy charges upstairs are all examples of a master tinker's activities. Intelligence The Tinkering skill allows one to disable devices such as traps, and may also be used to pick locks.


Provides a pool of free gadget uses, 1 point per skill rank, replenished on rest. Using these free gadgets consumes the pool at a rate of 1 per gadget level.

None