A Skill is an ability that can do damage but rather has other effects, e.g. disabling effects, healing, etc. They are carried out as a roll of a d20 vs a flat threshold stat called a Resistance value. Resistance is normally 10 but can be altered based on statuses and DM assessments. If a skill does damage but fails to meet or exceed the Resistance value of the target, both the damage and the affect are resisted. If a skill meets or exceeds Resistance of the target, then damage is rolled separately, as is Defense as though it were an attack.
In other words, Skills succeed on a 1d20 roll of 11 or above and fail on a 1d20 roll of 10 or below, except in certain circumstances.
Skills are combined in Combat Events with Attacks during character turns and have limited uses per event. Please see the Combat System page for more details.
Basic Skills
Taunt: Taunts target for 2 rounds. Upon a nat20 on the skill check roll, taunted target has -1 on its attack rolls for 3 rounds.
Shield Wall: Increases your AC by 1d4 for 2 rounds.
Intercepting Charge: Alert the DM if you choose to use this Skill; upon a success, you will “intervene” the next time an enemy targets an ally, taking half the damage in their stead (they will still take the other half).
Slam: Hit an enemy for 1d4 damage on a single target; enemy takes -1 to AC for 2 turns (this can stack up to 3 times).
Crippling Strike: Hit an enemy for 1d4 damage on a single target; enemy takes a bleed effect that does 1d2 damage for 2 rounds.
Flurry: Upon success, get an extra attack roll that does your normal weapon damage + 2 (for dual wielders, it is weapon damage + 1).
Battle Fury: Launch yourself at an enemy; upon success, you knock the enemy over, doing 1d4 damage. On its next turn, it will lose 1 Skill or Attack slot.
Necrotizing Touch: Upon success, touch an enemy and deal 1d2 +1 damage while preventing them from healing themselves or being healed for 2 rounds.
Concussion: Upon success, create a concussive force that damages an enemy for 1d4 damage and causes them to lose a Skill or Attack slot on their next turn.
Summon Familiar: Upon success, summon a familiar of your choice. Your familiar has the following stats: (4 AC, 6 HP, 1d4 damage). Familiars do not have Skill slots and only have 1 Attack, and like players must roll a successful Attack Roll to hit.
Empathetic Bond: Upon success, form a mystical connection to an ally, sharing half your health (rounded down in the case of odd numbers) with them.
Intermediate Skills
Warcry: Decreases target’s AC by 1d4 for 2 rounds. Upon rolling a nat20 Skill check, the enemy will also take a -1 on their own Skill checks..
Menacing Strike: Lunge at the target with your weapon; upon a success, the enemy takes damage and drops their weapon for 2 rounds.
Divine/Unholy Shield: Call on your divine or unholy powers to create a protective barrier that grants 3 AC and 3 temporary HP to you and 2 allies for 2 rounds.
Elemental Shield: Call on your protective powers to shield yourself and 2 allies from either physical or magical damage. Once the shield takes 10 aggregate points of damage from any source, it dissipates.
Eviscerate: Use a brutal finishing move to deal extra damage to an enemy; if the enemy is above 50% health, you deal 2d3 +1 damage. If the enemy is below 50% health, you deal 3d3 +1 damage.
Blinding Flare: Unleash a blinding flash of light, disorienting enemies. Up to two enemies of your choice take -2 to their Attack Rolls for 2 rounds.
Assassin's Mark: Mark an enemy for death, increasing all allies’ successful Attack damage rolls by +2 for 2 rounds.
Blade Shield: Upon a successful roll, conjure a flurry of magical daggers that surround you for 2 turns, causing 1d2 +1 damage to a nearby enemy for 3 rounds. You may elect to cast this on an ally instead.
Teamwork: Upon success, buff a teammate, giving them +1d3 damage for 2 turns.
Impart Curse: Curse a target with one of the following for 2 turns (you must choose upon success): -3 AC OR -2 to Attack Rolls
Ethereal Shift: Upon success, step out of reality and become immune to physical (but not magical) attacks for 2 turns.
Minor Warp Distortion: Upon success, create a tiny warp in reality around an enemy that causes 1d4 +2 damage and causes them to miss their next Skill or Attack roll.
Sanctuary: Upon success, create a “safe zone” for you and 1 ally that lasts for 2 rounds. You must choose upon success whether you will be immune to magical or physical damage for those 2 rounds.
Harmonic Beacon: Upon success, place a beacon on an ally. Any successful healing skill cast on that ally does +2 extra healing. This effect fades once the beaconed ally has received 2 healing effects.
Inspiring Hymn: Upon success, break into a song that grants allies in the same room with a +2 bonus to their attack rolls for 2 rounds.
Harmonic Barrier: Upon success, create a barrier of magical energy that protects up to 3 allies from physical or magical attacks (you must specify). Once the barrier takes 10 aggregate points of ranged damage, it dissipates.
Basic Skills
Retribution: If you take damage from an enemy’s successful hit, you lash out with a strike that (if successful) does 1d4 damage.
Slam: Hit an enemy for 1d4 damage on a single target; enemy takes -1 to AC for 2 turns (this can stack up to 3 times).
Crippling Strike: Hit an enemy for 1d4 damage on a single target; enemy takes a bleed effect that does 1d2 damage for 2 rounds.
Rogue's Riposte: When an enemy misses an attack against you, strike back with an attack that, upon success, does 1d4 damage.
Elemental Blast: Upon success, conjure a burst of elemental energy (frost, fire, lightning, poison, acid, arcane, blood) that hits one enemy for 1d4 damage.
Divine/Unholy Blast: Upon success, conjure a burst of divine or unholy power that hits one enemy for 1d4 damage.
Smite: Upon success, lash out an enemy with your holy/unholy/elemental/arcane powers to cause a bolt from the heavens to strike for 1d4 +1 damage.
Flurry: Upon success, get an extra attack roll that does your normal weapon damage + 2 (for dual wielders, it is weapon damage + 1).
Battle Fury: Launch yourself at an enemy; upon success, you knock the enemy over, doing 1d4 damage. On its next turn, it will lose 1 Skill or Attack slot.
Necrotizing Touch: Upon success, touch an enemy and deal 1d2 +1 damage while preventing them from healing themselves or being healed for 2 rounds.
Concussion: Upon success, create a concussive force that damages an enemy for 1d4 damage and causes them to lose a Skill or Attack slot on their next turn.
Intermediate Skills
Berserker Rage: Adds 2d3 damage to your attack rolls for 2 rounds but also decreases AC by 3 for the same period.
Menacing Strike: Lunge at the target with your weapon; upon a success, the enemy takes damage and drops their weapon for 2 rounds.
Crippling Slam: Deliver a powerful slam that, upon success, both deals 1d6 damage and causes a “bleed” effect that does 1d2 damage for 2 rounds.
Death's Embrace: Upon a successful roll, come to terms with your mortality and add 1d3 +1 to your Attack damage rolls for 3 turns. However, you also have -5 AC for those 3 turns.
Chain Bolt: Upon success, cast a bolt of magic that chains between 3 enemies, doing 1d3 +2 damage to each.
Minor Warp Distortion: Upon success, create a tiny warp in reality around an enemy that causes 1d4 +2 damage and causes them to miss their next Skill or Attack roll.
Leech Bolt: Upon success, hit an enemy with a bolt of energy that causes 1d4 +1 damage to an enemy. That damage is transferred as healing to an ally of your choice.
Basic Skills
Guardian Stance: Increases your HP and that of your nearest ally by 4 for 2 rounds (these are temporary hit points).
Soothing Touch: Upon success, channel healing energy to your closest ally, restoring 1d4 health.
Blessing of Renewal: Upon success, channel healing energy to an ally of your choice, granting them 1d2 healing for 3 rounds.
Purify: Upon success, remove one damage-over-time effect from one ally.
Benevolence: Grant yourself and an ally +3 temporary HP for 2 rounds.
Intermediate Skills
Divine/Unholy Shield: Call on your divine or unholy powers to create a protective barrier that grants 3 AC and 3 temporary HP to you and 2 allies for 2 rounds.
Harmonic Beacon: Upon success, place a beacon on an ally. Any successful healing skill cast on that ally does +2 extra healing. This effect fades once the beaconed ally has received 2 healing effects.
Leech Bolt: Upon success, hit an enemy with a bolt of energy that causes 1d4 +1 damage to an enemy. That damage is transferred as healing to an ally of your choice.
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