ttrpg/perks.md

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2022-09-14 18:44:58 -05:00
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[Spell List](spelllist.html)
---
### ― Alteration ―
> #### Alteration Journeyman
> ##### Req. 5 Alteration
> Pick one spell from the Alteration school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Alteration Expert
> ##### Req. 10 Alteration
> Pick one effect within the Alteration school. For this effect, the base cost is halved in spells.
> #### Alteration Mastery
> ##### Req. 15 Alteration
> You gain a Constant Effect Shield, Fire Shield, Frost Shield, or Lightning Shield ability on Self, decreasing your max Magicka by 3x the spell cost.
---
### ― Conjuration ―
> #### Conjuration Journeyman
> ##### Req. 5 Conjuration
> Pick one spell from the Conjuration school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Conjuration Expert
> ##### Req. 10 Conjuration
> Pick one effect within the Conjuration school. For this effect, the base cost is halved in spells.
> #### Conjuration Mastery
> ##### Req. 15 Conjuration
> Provides Constant Effect Summon or Bound ability on Self for max Magicka decrease of 1.5x Summon Cost.
---
### ― Destruction ―
> #### Destruction Journeyman
> ##### Req. 5 Destruction
> Pick one spell from the Destruction school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Destruction Expert
> ##### Req. 10 Destruction
> Pick one effect within the Destruction school. For this effect, the base cost is halved in spells.
> #### Destruction Mastery
> ##### Req. 15 Destruction
> Your signature spells in the Destruction school have half the Magicka cost.
---
### ― Illusion ―
> #### Illusion Journeyman
> ##### Req. 5 Illusion
> Pick one spell from the Illusion school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Illusion Expert
> ##### Req. 10 Illusion
> Pick one effect within the Illusion school. For this effect, the base cost is halved in spells.
> #### Illusion Mastery
> ##### Req. 15 Illusion
> You gain a Constant Effect Chameleon or Sanctuary ability on Self, decreasing your max Magicka by 3x the spell cost.
---
### ― Mysticism ―
> #### Mysticism Journeyman
> ##### Req. 5 Mysticism
> Pick one spell from the Mysticism school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Mysticism Expert
> ##### Req. 10 Mysticism
> Pick one effect within the Mysticism school. For this effect, the base cost is halved in spells.
> #### Mysticism Mastery
> ##### Req. 15 Mysticism
> You gain a Constant Effect Reflect or Spell Absorbation ability on Self, decreasing your max Magicka by 3x the spell cost.
---
### ― Restoration ―
> #### Restoration Journeyman
> ##### Req. 5 Restoration
> Pick one spell from the Restoration school as your signature spell. Your normal modifiers when casting this spell are doubled.
> #### Restoration Expert
> ##### Req. 10 Restoration
> Pick one effect within the Restoration school. For this effect, the base cost is halved in spells.
> #### Restoration Mastery
> ##### Req. 15 Restoration
> You gain a Constant Effect Resist or Restore Health ability on Self, decreasing your max Magicka by 3x the spell cost.
---
### ― Enchanting ―
> #### Practiced Enchanter
> ##### Req. 5 Enchant
> You can expend Magicka to assist in the enchanting process, the DC is reduced by 2 for every 1 Magicka point used.
> #### Enchanting Expert
> ##### Req. 10 Enchant
> Enchanted items you use have more charge, their Magicka pools are increased by 50% while you use them.
> #### Constant Effect Enchanting
> ##### Req. 15 Enchant
> Allows the creation of Constant Effect enchantments, for which effect cost is doubled and a Greater or higher soul gem is required.
---
### ― Alchemy ―
> #### Alchemy Journeyman
> ##### Req. 5 Alchemy
> You find twice as many ingredients when harvesting.
> #### Alchemy Expert
> ##### Req. 10 Alchemy
> Negative effects for potions and positive effects for poisons are halved.
> #### Alchemy Master
> ##### Req. 15 Alchemy
> You can create single ingredient potions. These potions have half the magnitude of a normal potion. The effect for these potions is the primary effect, marked in the ingredient data.
---
### ― Short Blade ―
> #### Short Blade Journeyman
> ##### Req. Short Blade 5
> You may make a bonus attack with Short Blades on each turn. Increases to 2 bonus attacks at Short Blade 15.
> #### Short Blade Expert
> ##### Req. Short Blade 10
> Attacks with Short Blades ignore half the opponent's armor.
> #### Short Blade Mastery
> ##### Req. Short Blade 15
> Attacks with Short Blades use one less Fatigue, to a minimum of 0. You may make 2 bonus attacks with Short Blades, rather than one.
---
### ― Long Blade ―
> #### Long Blade Journeyman
> ##### Req. Long Blade 5
> Attacks with Long Blade can achieve a critical hit with a 19 or 20.
> #### Long Blade Expert
> ##### Req. Long Blade 10
> Your attack affects extra targets within 5ft equal to the extra fatigue used in the attack.
> #### Long Blade Mastery (Riposte)
> ##### Req. Long Blade 15
> When an enemy melee attacks you, you can attack in return. The enemy attack does not need to hit.
---
### ― Spear ―
> #### Spear Journeyman (ZOC 1)
> ##### Req. Spear 5
> When wielding a spear, you get an attack reaction on any opponent you can see entering attack range from the front.
> #### Spear Expert (ZOC 2)
> ##### Req. Spear 10
> If you make a successful attack reaction on an opponent entering attack range, they cannot get closer to you.
> #### Spear Mastery
> ##### Req. Spear 15
> Attacks with Spear crush through blocks, the opponent's block DC is increased by points equal to your attack roll.
---
### ― Blunt Weapon ―
> #### Blunt Weapon Journeyman
> ##### Req. Blunt Weapon 5
> The max fatigue cap of blunt weapon attacks is increased by one.
> #### Blunt Weapon Expert
> ##### Req. Blunt Weapon 10
> The base fatigue cost of blunt weapon attacks is reduced by one, to a minimum of 0.
> #### Blunt Weapon Mastery
> ##### Req. Blunt Weapon 15
> Attacks with blunt weapons knock down and disarm the opponent on a critical hit.
---
### ― Axe ―
> #### Axe Journeyman
> ##### Req. Axe 5
> Attacks with axes crush through blocks, the opponent's block DC is increased by points equal to your attack roll.
> #### Axe Expert
> ##### Req. Axe 10
> Critical hits with axes allow you to disarm the opponent.
> #### Axe Mastery
> ##### Req. Axe 15
> For each point of fatigue you expend on an attack with an axe, the roll necessary for a critical hit is reduced by one.
---
### ― Marksman ―
> #### Marksman Journeyman
> ##### Req. Marksman 5
> You do not need to take a turn after shooting to ready your next shot.
> #### Marksman Expert
> ##### Req. Marksman 10
> Attacks with bows ignore half the opponent's armor.
> #### Marksman Mastery
> ##### Req. Marksman 15
> When you make an attack with a bow, you can make an additional bow attack.
---
### ― Throwing ―
> #### Throwing Journeyman
> ##### Req. Throwing 5
> When attacking with throwing weapons, your attack skill is multiplied by 1.5x.
> #### Throwing Expert
> ##### Req. Throwing 10
> Attacks with throwing weapon ignore half the opponent's armor.
> #### Throwing Mastery
> ##### Req. Throwing 15
> When you make an attack with a throwing weapon, you can make an additional throwing attack.
---
### ― Hand-to-hand ―
> #### Hand-to-hand Journeyman
> ##### Req. Hand-to-hand 5
> The base damage of hand-to-hand attacks increases as your *Base* skill increases, based on the following table, rather than 1.
>
> | Skill | Base Damage |
> | ----- | ----------- |
> | 5 | 1d6 |
> | 8 | 1d8 |
> | 12 | 1d8+4 |
> | 15 | 1d10+5 |
> | 17 | 1d12+6 |
> | 20 | 1d20+10 |
> #### Hand-to-hand Expert
> ##### Req. Hand-to-hand 10
> If you do damage to an opponent with a hand-to-hand attack, they cannot attack you with a weapon on their next turn.
> #### Hand-to-hand Mastery
> ##### Req. Hand-to-hand 15
> Hand-to-hand attacks achieve a critical hit with an 18 or higher, and can disarm an opponent on a critical hit.
---
### ― Unarmored ―
> #### Unarmored Journeyman
> ##### Req. Unarmored 5
> Instead of adding Unarmored / 2 pts to AC when not wearing armor, add your full Unarmored value.
> #### Unarmored Expert
> ##### Req. Unarmored 10
> Your Unarmored skill contributes twice as much to your evasion.
> #### Unarmored Mastery
> ##### Req. Unarmored 15
> When hit by any attack, you can make a DC 30 Unarmored check to negate the hit entirely.
---
### ― Light Armor ―
> #### Light Armor Journeyman
> ##### Req. Light Armor 5
> Light Armor provides no Speed penalty.
> #### Light Armor Expert
> ##### Req. Light Armor 10
> Fatigue regenerates 50% faster in all Light Armor.
> #### Light Armor Mastery
> ##### Req. Light Armor 15
> When wearing all Light Armor, you gain 50% Resistance to Fire, Frost, and Shock.
---
### ― Heavy Armor ―
> #### Heavy Armor Journeyman
> ##### Req. Heavy Armor 5
> When wearing all Heavy Armor, for 2 Fatigue you can run into an opponent in movement range, Staggering them.
> #### Heavy Armor Expert
> ##### Req. Heavy Armor 10
> Wearing Heavy Armor no longer reduces your Fatigue.
> #### Heavy Armor Mastery
> ##### Req. Heavy Armor 15
> Damage can be reduced to 1/10th by armor, rather than 1/5th.
---
### ― Block ―
> #### Block Journeyman
> ##### Req. Block 5
> Along with the regular DC 19 Block check, if your check also beats `RollToBeat = 20 - (Block / 2)`
> the entire attack damage is negated. (10% chance at Block 5, 50% chance at Block 20)
> #### Block Expert
> ##### Req. Block 10
> Along with other Block checks, if your check beats a 15, the opponent is staggered, losing one attack on their next turn. (25% chance)
> #### Block Mastery
> ##### Req. Block 15
> Along with other Block checks, if your check beats a 19, the opponent is disarmed (5% chance)
---
### ― Athletics ―
> #### Athletics Journeyman
> ##### Req. Athletics 5
> Your max movements per turn is increased by one.
> #### Athletics Expert
> ##### Req. Athletics 10
> Your Athletics skill is doubled when added to your movement speed.
> #### Athletics Mastery
> ##### Req. Athletics 15
> One additional movement per turn costs no fatigue.
---
### ― Acrobatics ―
> #### Acrobatics Journeyman
> ##### Req. Acrobatics 5
> During combat, you may make an Acrobatics check against an opponent's Speed in melee range to leave their zone of control without provoking an attack.
> #### Acrobatics Expert
> ##### Req. Acrobatics 10
> Your jump height in feet is equal to your Acrobatics skill, rather than Acrobatics / 2.
> #### Acrobatics Mastery
> ##### Req. Acrobatics 15
> You no longer take damage from falling.
---
### ― Sneak ―
> #### Sneak Journeyman
> ##### Req. Sneak 5
> Damage from a sneak attack is x4 instead of 2x.
> #### Sneak Expert
> ##### Req. Sneak 10
> Your movement is no longer halved in stealth.
> #### Sneak Mastery
> ##### Req. Sneak 15
> After a movement action, you may make a DC 35 Sneak check to enter stealth, even when not obscured.
---
### ― Deception ―
> #### Deception Journeyman
> ##### Req. Deception 5
> You can take a few minutes to disguise yourself, requiring a DC 20 + Deception + (Personality / 4) to be recognized.
> #### Deception Expert
> ##### Req. Deception 10
> Your action declarations are hidden from other combatants. You still must declare your actions, but opponents cannot use that information against you, as if you were hidden.
> #### Deception Mastery
> ##### Req. Deception 15
> You can mimic the speech of any person you've heard speaking in a language you know.
---
### ― Speechcraft ―
> #### Speechcraft Journeyman
> ##### Req. Speechcraft 5
> Up to Speechcraft / 4 times per day, you can encourage an ally, allowing them to add your Speechcraft / 4 to a skill check of their choice.
> #### Speechcraft Expert
> ##### Req. Speechcraft 10
> When determining is some is lying to you, your Speechcraft skill is doubled.
> #### Speechcraft Mastery
> ##### Req. Speechcraft 15
> Any roll lower than a 10 on a Speechcraft check is considered a 10.
---
### ― Security ―
> #### Security Journeyman
> ##### Req. Security 5
> Your lockpicking is silent.
> #### Security Expert
> ##### Req. Security 10
> Your lockpicking never leaves a trace.
> #### Security Mastery
> ##### Req. Security 15
> You get a copy of a lock's key after picking it.
---
### ― Survival ―
> #### Survival Journeyman
> ##### Req. Survival 5
> You can always forage enough food for yourself, excluding extreme circumstances.
> #### Survival Expert
> ##### Req. Survival 10
> Non-magical animals do not attack you unless provoked.
> #### Survival Mastery
> ##### Req. Survival 15
> You gain 50% Resistance to Fire, Frost, Shock, Poison, and Disease.
---
### ― Non-Skill ―
> #### Spellmaking
> ##### Req. 15 Intelligence
> Allows Spellmaking.