Training- Several types of weapons are no use in the hands of the untrained. From learning the finesse of a versatile long sword to the strength conditioning needed for using a massive great axe, training is needed to use certain weapons effectively.
Long Weapon/Shield/Staff/Light Crossbow- 2 xp
Bastard Weapon/Spear/Longbow/Crossbow- 3 xp
Great Weapon/ Heavy Crossbow- 4xp
Polearm- 4xp
Weapon Proficiencies- To be proficient in the use of weapons is a rite of passage for young warriors. There is much difference between a child swatting at a foe with a weapon and a skilled swordsman diligently parrying and using calculated strikes at noted weak points. To get the next level prof. you must have learned the previous level.
Lvl 1- +1 damage 1 xp Lvl 11- +3 damage 7 xp
Lvl 2- +1 damage 2 xp
Lvl 12- +3 damage 7 xp Lvl 3- +1 damage 3
xp Lvl 13- +3 damage 7
xp Lvl 4- +1 damage 4 xp
Lvl 14- +3 damage 7 xp Lvl 5- +1 damage 5 xp
Lvl 15- +3 damage 7 xp Lvl 6- +2 damage 5 xp
Lvl 16- +4 damage 10 xp Lvl 7- +2 damage 5 xp
Lvl 17- +4 damage 10 xp Lvl 8- +2 damage 5 xp
Lvl 18- +4 damage 10 xp Lvl 9- +2 damage 5 xp
Lvl 19- +4 damage 10 xp Lvl 10- +2 damage 5 xp
Lvl 20- +4 damage 10 xp Focus-
Every warrior has his or her favored weapon, a weapon that from extensive
practice and use they can perform with like no other. A Player chooses a
specific type and size of weapon, i.e. long sword or great axe. Focus may only
be learned once. Weapon Focus-
5 xp, requires proficiency level 5 in chosen weapon +3 damage, weapon type may
not be disarmed.
Cloth- none
Lvl 1 Leather- 1 xp Lvl 5 Chain-5 xp
Lvl 2 Studded Leather- 2
xp Lvl 6 Scale- 6 xp Lvl 3 Hard Leather- 3 xp
Lvl 7 Plate- 7 xp Lvl 4 Brigandine- 4 xp
Lvl 8 Plate and Chain- 8 xp Read/Write-
1 xp This is the ability to
read, write and speak common. Additional purchasing of this skill allows
additional languages to be comprehended in the same fashion. Research-
This is the expansion of your ability to learn
and develop skills, formulas, and techniques on your own rather then be taught
as well as learn new spells and write them into your book. Purchase of this
skill is a 1:1 ratio. Enchantment Lore-
3 xp This is the ability to
recognize any magic item as magical and to use it, though it does not provide
the ability to identify the items. Read/Write Magic-
5 xp requirements- Read/Write This is the rite of passage
for every wizard. This includes the comprehension of all magical writings and
allows you to cast wizardry magic. Read/Write Magic provides the first two level
1 spell slots and 2 research to learn your first 2 spells. Clerical Lore-
5 xp This is the basic teachings
for any healer, as it allows you to cast clerical magic. It also Includes the
first two level 1 spell slots and 2 research to learn your first 2 spells. First Aid-3xp Learning this skill
includes the ability to identify the state of any wound, poison, metabolism,
etc. of any creature and to stabilize as well as heal them to consciousness(1
hp) without the use of magic. To identify what condition target is in you must
be within weapons reach and ask one of the questions from the table below.
Simply say "First aid....." and the target will respond out of game, there is no
actual in game conversation when using this skill. Are you dead? (yes/no) How injured are you? (I am
down x hp) Are you poisoned? (yes/no) Do you have a living
metabolism? (yes/no) Are you bleeding to death?
(yea/no) Grants knowledge of nature and its inhabitants, avoid
confrontations in the wild and survive for long periods of time. Allows
character to speak with animals normally. Druid’s Lore-
5 xp requirements- Nature Lore This is the beginning for
the path of the druid, it includes the first two level 1 spell slots and 2
research to learn your first 2 spells. Preparation-
2 xp The prepared spell takes up one extra slot of the same
lvl, or one single slot that is 1 lvl higher in order to double the effect of a
spell. Extend Duration-
2 xp Allows a spell to take up an extra slot 1 lvl lower, 2
extra slots 2 lvls lower, or 3 slots 3 lvls lower in order to double the
duration. Sphere Focus-
5 xp Allows Caster to add 50% to the effect or duration of a
spell in the sphere they chose. This focus may only be learned once. Cleric Concentration-
2 xp Allows you to use 2 slots of the same lvl or 1 higher to
double the effect of a spell. Druid Attunement-
5 xp Allows you to meditate to empower druidic spells.
Must spend 2 minutes per spell per spell lvl meditating in nature, if
interrupted at all, must start cycle over. After meditation is complete, spell
is considered ready to be cast as if prepared or the duration extended.
Scholar Skills
Magic Skills
Wizard