User:MisterSinister/Justice/ToP

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Acrobatics

Acrobatics is a movement skill. It allows you to move over terrain that would obstruct you, land a fall more gracefully, and maneuver around opponents. As you grow in level and skill, you can learn how to balance on water, clouds, air, energy, and even void, learn how to slow a fall to land on each of those things, and how to balance on a thing so it does not feel your weight and can carry you great distances.

Key Attribute: Dexterity


Rank 0 Abilities

Balance On Difficult Surface

Slippery or obstructed surfaces don’t lend themselves to heroic charges, since heroic slipping is never sung about in stories. In order to move across an obstructed or slippery surface without losing your balance, you must succeed at an acrobatics check. At this level of skill, you are flat-footed on any surface with a DC of 7+ and may not attempt to cross a surface that is more narrow than a fifth of your shoulder width.

Rank 2 Abilities

Controlled Landing

It's easy to take the edge off a fall, as long as you're expecting it. When you intentionally fall from a higher point, you do not take damage for the first 10' of the fall and the next 10' of the fall deals only nonlethal damage. It doesn't matter whether it's because you hop off a roof or pull a lever to activate a trap door.

Rank 4 Abilities

Competent Balancer

You can try to keep your balance across normal, solid surfaces of any width. You are considered flat-footed while balancing only if the surface DC is 12 more than your ranks in Acrobatics.

Tumble Through Threatened Area

Opponents with weapons generally stab you when you try to move around them. You can move through threatened spaces, both occupied and unoccupied, without provoking attacks of opportunity as long as you can get the footing right.


Rank 6 Uses

Roll With the Landing

Turning some of your downward momentum to other uses can make a fall much more survivable. Half of any lethal damage you would suffer from falling is instead treated as nonlethal.


Rank 8 Uses

Weightless Balancer

Moving across things that can't support your weight requires a keen sense of balance and a fair amount of skill, skill you've acquired through training and practice. You can attempt to balance on surfaces and objects without your weight pushing them down. When balanced in this way, you do not cause the surface to fall or break, whether it's the surface of a liquid, a flimsy tree branch, or a weapon being held aloft by another creature. Attempting to balance weightlessly increases the DC by +8 and tires you out as a flat-out action for the round regardless of which actions you actually use.


Rank 10 Uses

Cat's Fall

Twisting in the wind and simply not fighting back against it can do wonders for your landing. All lethal damage you would suffer from falling is instead treated as nonlethal. (Note that long falls can still knock you out.)


Rank 12 Uses

Wind Balancer

Balancing on smoke, clouds, and even air is among the most impressive of things an acrobat can do. You can perform this feat through the skill you've developed. When balanced in this way, you may move along the air in any direction, but may not move up or down at a greater than 45 degree angle. Attempting to balance on air increases the DC by +12 and tires you out as a flat-out action for the round, regardless of which actions you actually use. Weightless balancing no longer tires you out in this fashion, however.


Rank 14 Uses

Leaf's Fall

When you can balance on the air itself, it's not really a surprise that you can slow yourself on it. You can fall any distance without suffering falling damage, and can stop your fall at any point if you make a successful check to balance on the air.

Perfect Balancer

The only things that you can't balance on by this point aren't physical at all. You are no longer flat-footed on any surface, and wind balancing does not tire you out as if you took a flat-out action.



Back to Main Page3.5e HomebrewSourcebooksTome of ProwessRevised Skills

Affability

Affability is a social skill. It allows you to influence how people feel about you, and use their fondness for you to push them a bit farther than they would go for others. Those with exceptional skill in Affability can talk others out of blinding rages or into potentially suicidal actions.

Key Attribute: Charisma

Minimum Rank 0 Uses

Push an Agreement

Sometimes you can present an agreement or offer that the other party is hesitant to accept. Maybe you have to talk people into going along with a crazy plan or otherwise helping you out when they don’t really want to, or maybe they’re just being indecisive. You can push them a bit and get people to agree when they otherwise might not, just because you’re a nice guy who knows how to talk to people.

Minimum Rank 2 Uses

Improve Rapport

You know how to win friends and influence people, and a smile or kind word from you can melt even the coldest heart. With a bit of time, you can get people to like you more than they otherwise would. This is a natural shift in rapport, one that is not magically enforced. If you mistreat or disappoint a person after changing their rapport with you, they are likely to respond more negatively than before. After all, no one likes false friends.

Minimum Rank 4 Uses

Delay Aggression

Sometimes people try to stab you before you can give them a reason not to. You can delay a hostile creature from attacking you and your allies with just a well-turned phrase. "Delay" is the key word here, as it does not last long and you may not hold an opponent back once the attack has begun.


Minimum Rank 6 Uses

Push a Group Agreement

You've mastered the technique of getting multiple people to go along with a plan at the same time. When you push an agreement, you can try to push it onto a group rather than an individual.

Minimum Rank 8 Uses

Campaigner

You don't need one-on-one interaction to convince people that you're a great person, you just need time. When you attempt to Improve Rapport, you can do so with an entire group rather than an individual.

Minimum Rank 10 Uses

Purge Aggression

When you successfully delay aggression, any creature you affect with a CR less than your CR − 4 cease to desire to fight you at all. They won't stand aside and let you do what you like if they have reason not to, but they will resist fighting with you and may stop others on their team from fighting as well. This is a [Compulsion] effect, and will not affect creatures immune to compulsions.

Push a Suicidal Agreement

Your tongue is so gilded you can make really terrible things sound acceptable sometimes. You may push agreements that would result in serious harm or death to a creature. These are still considered repugnant agreements. This is a [Compulsion] effect, and any save bonuses that a creature has against compulsions are added to the DC for them to accept the agreement. If they are a member of a group half that you are trying to push the agreement on, the bonus is added to their CR for the purposes of determining what the EL of their group would be.

Voice of Serenity

It really is hard to get or stay mad at you, and your voice can calm even the most chaotic of minds. When you turn on the charm, marshals find it hard to inspire either courage or ire against you and even berserkers find you difficult to hate. You can counter morale, emotion, and confusion effects just by talking.

Minimum Rank 12 Uses

Call of Serenity

You can direct your calming voice to desired targets, rather than letting it wash over those nearest you. When you use Voice of Serenity, you can affect all creatures in a cone out to 10' per rank in Affability, instead of the normal area.

Minimum Rank 14 Uses

Purge Enmity

You can build someone up and show them what a great person you are even in the middle of talking them out of the grievous bodily harm they would suffer by fighting you. Creatures with a CR less than your CR - 6 have their rapport shifted positively by one degree, to a maximum of friendly. They don’t necessarily become your ally, but they may try to convince any remaining hostile members of the group to just let you go about your business. This is a [Charm] effect, and will not affect creatures immune to charms.



Back to Main Page3.5e HomebrewSourcebooksTome of ProwessRevised Skills

Athletics

The athletics skill is a movement skill. It allows you to ascend surfaces, swim through waters, or swing through a jungle on vines that would otherwise block you. Those with a lot of skill in athletics can even climb walls of force or swim against tsunamis and in other conditions that have no terrestrial analogue.

Key Attribute: Constitution


Untrained Uses

Climb and Hang

Walls and barriers are meant to be overcome, and it’s often easier to climb over, along, or around it than it would be to smash it down. You can move up, down, across, or even just cling desperately to a slope (an inclined surface of 46 to 60 degrees), a wall (an inclined surface of 61 to 120 degrees), or overhang (an inclined surface of 121 to 180 degrees). With this level of skill, you can not even attempt to climb surfaces with a base DC greater than 20 and automatically fail them with the worst result.

Swim

Sometimes the moat is too wide or you’ve walked the plank, and water is just one more obstacle to overcome. The swim ability is used to traverse liquids you can’t generally walk on or need to dive into, like water, acid, lava, and other fun things. With this level of skill, you can not even attempt to swim in conditions with a base DC greater than 20 and automatically fail them with the worst result.

Rank 4 Uses

Brachiation

There are lots of places where it’s easier to swing around instead of walk. Swinging by your arms and occasional leg, you can move through tree branches, jungle vines, banquet hall chandeliers, complex monkey bars, etc. at half of your base land speed.

Rank 6 Uses

Combat Athlete

You’re getting the hang of moving in different ways while people try to fill you with arrows or spears or whatever. You are no longer flat-footed while climbing or swimming.

Fleet of Arm and Leg

You are quite proficient at dragging and kicking yourself through liquids. You may swim, and make progress, in any conditions with a base DC of 30 or less.

Touch of a Spider

Your fingers are amazing at finding things for you to grip. You may climb any surface with a base DC of 30 or less.


Rank 8 Uses

Arms of a Monkey

You’ve got some nice coordination and muscle strength. Your brachiation speed is now equal to your land speed. You may also brachiate with one hand occupied at half your base speed.

Ein Hander

You only need one hand free to climb walls or swim, and freeing up a hand comes with a few perks.


Rank 10 Uses

Touch of a Gecko

Your fingers are amazing at finding things for you to grip. You may climb a surface of any DC; there really isn’t much that stops you.

Torpedo

You swim better than most fish. You can swim, and make progress, in any liquid conditions regardless of DC.


Rank 12 Uses

Nein Hander

Your toes, feet, and legs are very strong and well adapted. They're about all you need to to swim against a tsunami or stand on a cliff overhang.

Bluff

The Bluff skill is a social skill involving the art of trickery. With it, you can convincingly lie, hurt the image of others, and take on the identity of another individual. Those with advanced training in Bluff can even lie to spells and effects that would determine their information without giving the target a chance to lie about it.

Key Attribute: Intelligence


Minimum Rank 0 Abilities

Innuendo

Words and glances can mean different things to different people. You know what to say and how to say it, and can use that to pass secret messages to others during public conversations.

Lie Convincingly

You generally want people to believe that you are telling them the truth, especially if it isn’t the truth. You know how to craft lies well, so that they are more likely to be believed by those you are telling them to.

Minimum Rank 4 Uses

Combat Distraction

If you just need to buy yourself a moment to escape, it’s hard to beat the old “Hey, what’s that behind you!” You can attempt a similar distraction, buying yourself a bit of time to start on your escape.

Minimum Rank 6 Uses

Mock and Deride

Anyone can heckle a speaker or slander a public figure, but you can do it with style. When others speak and attempt to garner favor for themselves, you can twist their words and otherwise cause them to err. This allows you to counter the Improve Rapport ability of the Affability skill, blunting the goodwill they would gain or even causing them to lose it entirely.


Minimum Rank 8 Abilities

False Nature

Most people answer inquiries truthfully when those inquiries don’t use words. So you've learned how to conceal your alignment, and even wear a more appropriate one. You don’t want evil cultists to block you at the door because you don’t pass an alignment check, after all.

Minimum Rank 10 Abilities

False Thoughts

As with alignment, so too with thoughts. You don’t want the thought police to know what you really think of them, and you don't want magic to give away a skillful lie. You've learned to conceal the aura changes that give away falsehoods, as well as how to conceal your thoughts from inspection. You can even craft new ones to wear around.

Minimum Rank 12 Abilities

False Self

As with alignment and thoughts, so too with location. Those who know who you are can simply locate you, which is often inconvenient while you’re working a job as someone else. You've learned how to hide from these magical tracking abilities, and even how to throw them off your scent entirely.

Cultures

The cultures skill represents your dedication to the studies of the peoples of the world, their languages, and cultures. Those who spend time learning about others learn their language and can better recognize them when they meet, in peacetime or war. Those who learn a great deal about others can also use that knowledge to try to activate magic items, even when they have no idea what the item would do. They can also pick up new languages just by being exposed to them.

Key Attribute: Charisma


Special

Speak Language

Each rank, up to 5, that you put into cultures allows you to speak and write one additional language. You must receive approval from your DM before learning any secret or planar languages with these ranks.


Untrained Uses

Culture and Creature Insight

Your worldly knowledge of places and the people who live in them has also given you some understanding of the strengths and weakness of various humanoids. For example, you may recognize the difference between the goblins of the Frostmire and the goblins that plague the Forests of Durmalin. Or know the differences between a hill giant and a cyclops. You have a bit of knowledge about all of the humanoids, monstrous and otherwise, as well as the giants who inhabit your world.


Rank 4 Uses

Blindly Activate Item

Magic items, like other crafted objects, are a product of their time and culture. You know enough random bits about magic and devices from assorted cultures and traditions that you can try to activate magic items even when you have no idea what they do or how they work.Activating it doesn’t mean that you necessarily control it, however, and there is a chance that you may not actually get the item to do what you want it to when activating it in this way.

Rank 6 Uses

Acquire Tongue

Your knowledge of languages makes it easy for you to pick new ones up. You no longer select new languages after you gain 6 ranks in this skill. Instead, anytime you are exposed to a language you do not speak, you receive a check to see if you learn it after 1 minute. There is no limit to the number of languages you can learn to speak in this way.

Disguise

Tome of Prowess (3.5e Sourcebook)/Disguise

Jump

The Jump skill is a movement skill. It allows you to cross gaps in floors, hop over barriers, and quickly reach high ledges overhead. Those who train hard at it often jump as much as walk, as they can cross great distances with the combination, and can leap great distances into the sky.

Key Attribute: Strength


General Rules

All jumps are resolved on the same turn as they are initiated. Distance traveled on the ground must be paid for with move actions, whether it is a single move action, a double move action or charge, or even the run action. If completing a jump would cause the jumper to exceed the movement allowed by a single move action, they may spend another move action if it is available to continue the jump. They may spend any unused movement from this action when they land if they land on their feet. If they do not have any additional actions to spend on movement, or elect not to spend one, they still benefit from the full jump distance, but they are flat-footed for the remainder of the distance and land prone at the end. They may not regain their footing this round, even if they have actions to spend on doing so.

Most jump abilities are modified by the type of start you have before you attempt the jump. The table below indicates the distance you must move in order to qualify for the listed start type. This movement must be in the same direction as the jump, and must occur immediately before you make the jump. If you have an ability that allows you to make a turn while taking a run or charge action, only the last 5 feet must be in the same direction as the jump. You can use up to two sequential move actions to move a sufficient distance to qualify for a start type, even if this means that you take your jump check in the middle of a turn other than the one you began moving in.

Also note that you can achieve some large heights with this jump skill. A character does not suffer falling damage for landing from one of their own jumps unless they land below the elevation they jumped from. In that case, they only suffer damage for the difference in elevation. If they jumped 50 feet in the air, and then fell 90 feet to land 40 feet beneath their initial height, they only suffer damage as if the fall was 40 feet high. They still suffer damage from falls as normal, even if they could easily jump such a height, however, as the preparation for the jump is not there to mitigate the fall in these cases.


Untrained Uses

Hop Up

Hopping up onto a counter or table happens all the time in bar fights to get up on tables for a quick height advantage, and is useful for clearing very low obstacles. You can make short hops, using them to better deal with your situation.

Just Do It!

Even without any practice, most people can jump a fair bit. It's just not always pretty. You may attempt the rank 1 High Jump and Long Jump abilities without the normal -5 untrained penalty in exchange for not being able to control your height or distance. The distance of your jump is determined exactly by your check result, and may result in you jumping farther or higher than you intend.

Rank 1 Uses

High Jump

Climbing isn’t as convenient as simply jumping over an obstacle when the wall in your path is more of a razor fence. Likewise, you may not have time to climb up to the balcony before the demon hordes overwhelm you. You can make a vertical high jump to deal with situations like these (and even if a jump won't suffice all by itself, it can at least give you a head start on your climb).

Long Jump

Pits and moats are meant to be overcome as well, and if you can jump over them, it’s easy to ignore them and move on. You can make a long, horizontal jump to bypass these sorts of hazards.

Rank 4 Uses

Competent Jumper

Practice does indeed make perfect, and perfect in this case often means "sticking the landing". You no longer take a penalty to your jump checks when you attempt to land on your feet at the end of a jump.


Rank 8 Uses

Atlas Jumps

You are growing adept at throwing yourself, whether along the ground or at the sky. When making a long jump, only one-half of your jump distance counts towards determining when you have exceeded your base move. Additionally, when you make a high jump, the maximum height you can achieve is now equal to half the distance you would have attained on a long jump with the same roll.


Rank 12 Uses

Leap of the Winds

You've gotten extremely good at hurling yourself forward when you jump. When making a long jump, only one-quarter of your jump distance counts towards determining when you have exceeded your base move.


Rank 14 Uses

Leap of the Heavens

Sometimes you need to take the fight into the sky, to deal with a strafing creature that won't fight on solid ground. The maximum height of your high jumps is now equal to the long jump distance indicated in the table. Go jump at some dragons.

Psychology

The psychology skill is a generally reactive skill that you use to learn things about those that you interact with. With it, you can spot lies and get a feel for a situation before it turns on you. Those who practice at it can tell when someone has been charmed, determine motivations of others, learn the secrets of others during casual conversation, and even predict the actions of others before they occur.

Key Attribute: Intelligence

Untrained Uses

Check For Deceit

People lie and act like other people, and it’s good to know when they’re doing that so you don’t get taken advantage of. You can attempt to determine if someone is lying to you, whether it's something as simple as a single lie or if they're actually attempting to pass themselves off as someone else.

Rank 1 Uses

Assess Situation

People have a really hard time hiding things, and you can learn all sorts of things if you know what to look for. You can read people or groups to get a feel for the situation, or learn that something is wrong before things fall apart.

Rank 4 Uses

Detect Influence

Magic can make people do weird things, and sometimes it’s obviously the cause. You can tell when people are acting under magical influence.

Rank 6 Uses

What’s Your Motivation?

People are pretty poor at disguising their motivations. You know that what people really like to talk about is themselves, and this gives you a window into their motives.


Rank 10 Uses

Would You Like To Talk About It?

It's incredibly difficult to not think about something once it's been brought to mind, and things brought to mind have an annoying tendency to slip off the tongue. You know the psychological tricks to coax out the inner secrets and workings of a mind.

Rank 12 Uses

Before They Know It Themselves

Most people fall back on old habits and patterns in a fight. This makes them predictable if you know how to read people, like you do.

Survival

Survival is an active skill related to the great outdoors. With it you can bind foes or prey, set minor traps in the wilderness, find food while traveling, and tie some impressive knots. You can also recognize the creatures you encounter in the wilds, and thus know whether to fight or flee them. Those who learn the secrets of survival can fashion protective gear from natural resources, predict the weather, hide their own trail, use their knowledge to survive on other planes, and even find any location they have ever visited.

Key Attribute: Wisdom


Untrained Uses

Bind Adversary

The ability to bind objects and tie knots is extremely helpful when attempting to survive outside the bounds of civilization. You can apply that knowledge to binding adversaries, even if your knowledge is pretty rudimentary.


Rank 1 Uses

Creature Insight

Knowing how to get by in the uncivilized world means you also need to recognize the threats and creatures within it. Animals are the most common example of these creatures, and your knowledge of them includes rare, exotic, and even dire varieties. Magical beasts are those animals who have been enhanced by magic. Dragons are ancient and powerful creatures, the largest of which tend to shape their territory in ways important to one traveling through it. Oozes are creatures with neither spine nor nervous system that know neither mercy nor hatred, only hunger. Plants are no less dangerous, however, and you are familiar with plants that walk around and plants that swallow men whole.

Hunter’s Traps

Hunting in the wild is as much about setting an ambush or trap for a quarry as putting an arrow through them. You can set traps for creatures, for eating or other reasons.

Live Off the Land

When you’re between towns and have lost all of your food to bandits, you have to find more if you want to eat. You are able to find sustenance almost anywhere you are.

Rope Tricks

Fancy knots and special rope tricks are not particularly impressive, but are sometimes very useful. You can use some special knots with your rope as well as properly set a grapple.

Track Game

You know how to spot the signs that an animal has passed by. Conveniently enough, people and monsters leave lots of the same signs. You can find and follow any trail with a DC of 15 or less. Locating or following any trail more complicated requires the Tracker feat.


Rank 4 Uses

Navigate Wilds

It’s a big world out there, and lots of it will kill you if you get lost or don’t know what you’re doing. You can guide yourself through that big world with landmarks and generally avoid getting lost or killed by natural hazards.

Rough It

If you have to spend a long day on the ice planes braving deadly icicle storms in sub-freezing temperatures, it's nice to do so in clothing that protects you. And at the end of that long day, it's nice to be able to return to a nice warm structure where those things can't affect you. If you find yourself unprepared for these conditions, you're well equipped to make your own gear. You can turn natural flora and fauna in an area into protective clothing and shelters for yourself or others.


Rank 6 Uses

Dead Reckoning

You are so used to making your way in the wilderness that you seem to have a compass installed in your head. As long as there is a "true north" or similar cardinal direction on your current world or plane you always know which direction it points in. Always.

Weatherman

You know what that soreness in your bones means. You can be pretty accurate about the future weather in your area.

Rank 8 Uses

Break Trail

Being pursued is not fun, especially when they're using your own trail against you. You can mask the passing of an entire group of people, even if they continue moving at full speed.


Rank 12 Uses

Infinite Adaptations

The multiverse is a lot larger and a lot more varied than the little world you call home. You have learned how to apply your survival tricks to other environments, and can survive pretty much anywhere.

Rank 14 Uses

The Long Road Home

You have a sort of sixth sense about distant places you have visited before, as well as places where the world is thin and you could step across to another. With a bit of time to scan the horizon, you can determine direction and approximate distance to any location you have ever visited on your current world or plane. You can also determine the direction and distance to the nearest portal, conduit, or other magical link that leads to any other plane or world.