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2008-08-12 16:54:36
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List of Skills





<img500*0:http://elftown.eu/img/drawing/48479_1105203581.jpg>





Skills are divided into two kinds, Natural skills, which can be used by all characters and classes at any time, natural skills are those that do not require any training. And Class skills, class skills are generally more powerful than natural skills and are divided into three subgroups. Tier 1, Tier 2 and Tier 3 skills, Tier 3 being the weakest and Tier 1 being the strongest. Every two levels a character will earn a skill point, those skill points can be used to purchase any skill, more powerful skills require more skill points. Tier 3 Skills require 1 Skill Point, Tier 2 Skills require 2 skills points, and Tier 1 Skills require 3 skill points. Characters can stock as many skill points they want, they do not have to be used immediately, nevertheless, skill points can only be used when a character levels up. Some skills, like Improved Two Weapon Fighting, have prerequisites you need to acquire before you can purchase them.

NEW - Whenever you want to make a Roll and prevent the other party members from being aware of the result, you can do a Private Roll, a private Spot roll, for example, you just write (P Spot) next to your post instead of simply (Spot). That way the results will get sent to you in a message instead of being displayed for the entire party.

Skills have now been divided into "Skill Families" to allow for skill trades. Players must be aware that skill trade can only be requested, it must be approved by the GM. And GMs are advised to keep Skill Trade to an absolute minimum to ensure the game remains balanced.





Natural Skills


Bluff – Determines how good you are at lying. Determined by charisma.

Climb – Determines how good you are at climbing. Determined by Strength

Concentration – Determines whether you can keep concentrated on a spell when attacked, on a book, or a delicate operation, amongst others. Determined by constitution.

Detect Disguises – Determined how good you are at detecting if someone is in disguise. Determined by intelligence.

Detect Lies – Determines how good you are figuring out if someone is lying to you. Determined by Intelligence.

Detect Magic – You can feel the magical vibrations around you, allowing you to measure someone's magical powers or an objects properties. Determined by magic.

Diplomacy – Determines how good you are at convincing people to agree with you. Determined by charisma or intelligence.

General Knowledge – Determines how much stuff you know in general. Determined by Intelligence.

Hide – Determines your ability to hide. Determined by dexterity.

Intimidate – Determines how good you are at using aggressive words and body language to obtain what you want. Determined by Charisma.

Jump – Determines how far and high you can jump. Determined by Strength.

Listen – Determines your ability to detect noises. Determined by Intelligence.

Move Silently – Determines how good you are at moving without making a noise. Determined by Dexterity

Night Vision – How far and good you can see in the dark. Determined by intelligence.

Perform (Musical) – Determines how good you are at singing, playing instruments, or even identifying a tune. Determined by Charisma.

Perform (Theatrical) – Determines how good you are at innuendos, acting, etc. Determined by Charisma.

Pickpocket – You can steal from people swiftly and quickly. Determined by Dexterity.

Ride (___) – You know how to handle one particular kind of mount. While on the mount, a ride roll must be done every time you attack and are attacked. If you fail a ride roll when you attack, the attack cannot be performed, if you fail one when you are attacked, you fall of your mount. Affected by dexterity.

Roar (Lion and Tiger Clan only) – When you roar, you can use a charisma roll to stun d4 enemies for a number of turns equal to the difference between rolls. The stunning is broken when the enemies are attacked, or when they beat your charisma in a charisma roll (which they get to do every turn).

Scent (Catfolk Only) – Determines how good you are at detecting and identifying particular smells. Determined by intelligence.

Search – Determines how proficient you are at finding things when searching small spaces such as drawers, boxes, people, tables, cabinets, closets, etc. Determined by intelligence.

Spot – Determines your ability to notice things in larger areas, see in dim light, or being able to see farther away. Determined by Intelligence.

Survival – Determines how good you are at surviving in the wild, catching your own food, cooking, tracking, etc. Determined by Intelligence.

Swim – Determines how proficient you are in the water. Determined by strength.

Tumble – Allows you to perform acrobatic feats, get out of the way of large objects, etc. Determined by Dexterity.

Two-handed combat – You can weild two weapons in combat and attack with both of them, but your attacks will only get a D20 roll, without your base attack power or the weapons' attack power.

Use rope – Determines how good you are at handling ropes, making knots and the sort. Determined by dexterity.




Universal Skills

Skills that cost SP, but can be learned by any class.

Awareness – You are completely aware of your surroundings. +2 modifier to Listen, Spot and Scent.
SP - 1

Camouflage – Allows you to disguise and hide more accurately. Grants a +2 modifier to hide and move silently
SP - 1

Pack Rat - Increases your Carrying Capacity by 5.
SP - 1

Handle Weapon – The skill to fight with a particular weapon. If you use a weapon you cannot handle you gain no bonus from it and use only its raw Attack power.
SP -1

Healing – Once a day for every 4 levels you may attempts to restore 10 + Intelligence % of someone's HP.
SP -1

Detect Lies – You get a +2 bonus to detect lies.
Sp -1

High Morale – You gain a +2 charisma bonus against fear.
Sp -1

Leadership – You get a +2 bonus to diplomacy and intimidate.
Sp -1

Porter - Increases your carrying capacity by 10
Sp - 2

Discipline – You gain a + 4charisma bonus against fear.
Sp -2

Handle Heavy Armor – Allows a character to ignore the skill and attack penalties of heavy armor.
Sp -3

Pack Mule - Increases your carrying capacity by 15.
SP - 3





Class Skills






Tier 3






Aim – Aim allows ranged fighters to add 4 points to attack power, but halves the damage dealt.

Moving Shot – Allows you to move and shoot a ranged weapon at the same time.

Marksmanship – Grants +2 extra attack power for any attack with a ranged weapon.




Dark Aura – An aura of complete darkness and evil surrounds you. Anyone of white element must succeed a Magic Power roll against you when near you or take 1 damage per round.

Death Touch – You ooze such evil aura that you can perform a touch attack, if the attack hits, you deals d4 black element damage.

Cause Fear – Once a day for every 3 levels you may attempt to paralyze an enemy in fear with a charisma roll.




Brew Potion – You are able to brew different potions according to the spells you know. Success or failure is determined by Intelligence.

Lightning Strike – Once a day for every 3 levels one of your attacks deals yellow elemental damage.

Magical Resistance – Grants a +2 to magic power rolls in order to resist spells.

Minor Cold Resistance – You can ignore the first 2 points of blue element damage taken every turn.

Minor Enchantment – You can enchant a weapon with any Lv 1 or 2 spell for an MP and experience cost of 500XP for Lv 1 and 1000XP for Lv 2.

Minor Fire Resistance – You can ignore the first 2 points of red element damage taken every turn.

Minor Lightning Resistance – You can ignore the first 2 points of yellow element damage taken every turn.

Minor Poison Resistance – You can ignore the first 2 points of green element damage taken every turn.

Drain Mana – You can drain mana from an enemy by doing a magical attack roll.

Scribble Basic Scroll – You can create magical of spells of lv 1 or 2 for later use. Success or failure is determined by Intelligence. Scrolls cost the mana it would take to cast the spell + 1 sheet of parchment per spell level + (Spell Lv x 50 GP). DC is Spell Lv x 7.

Earth Strike – Once a day for every 3 levels one of your attacks deals green elemental damage.

Empower Spell – You can use double the MP requirements for a spell and have it deal double damage, heal double HP, etc.

Fire Strike – Once a day for every 3 levels one of your attacks deals red elemental damage.

Focus Magic – Once a day for every 5 levels you may increase your Magic power by 50% during one turn.

Frost Strike – Once a day for every 3 levels one of your attacks deals blue elemental damage.





Rage – Transfers some of the character's defense power to attack power and speed.

Smithing – Given the right materials, you can create weapons or armor. Success or failure is determined by Intelligence.

Trap Sword – You can do an attack roll against your enemy in your turn, if the roll succeeds, you can trap the enemy's weapon (as long as it is a sword) and the enemy can attempt to release it by doing an attack roll on the enemy's own turn. You cannot attack while you are trapping a sword, every turn the sword is trapped, it has a 25% chance of breaking.

Unarmed Fighting – Your fists and legs gain 1 Atk and Def for every 4 levels you have.

Combat Tactics – Allows you to use your attack power to block. 1 time a day per every 3 levels.

Defensive Stance – Once a day for every 5 levels you may use defensive stance and gain an extra 50% defense power on the next turn. You cannot make any action in the turn defensive stance is in effect.

Flank – If the person you're attacking is fighting more than one opponent, you gain a +2 attack modifier.

Deflect Arrows – Unarmed skill that grants a +4 defense power against arrows and all sorts of projectiles.

Heroic Strength – Once a day for every 5 levels you may increase your strength by 50% during one turn.

Lightning speed – Once a day for every 5 levels you may increase your dexterity by 50% during one turn. Cannot be used with heavy armor.

Zealotry – Once a day for every 3 levels, you become immune to fear for an amount of turns equal to your charisma.




Detect Disguises – You get a +2 bonus to detect disguises.

Disable Trap – You are able to disarm traps and dangerous devices without them snapping. Determined by Intelligence.

Stealth Attack – As long as you have not been seen by an enemy, you may use a stealth attack to deal double damage.

Track – You can follow trails and detect traces left by others. + 2 bonus to scent and survival.

Set Traps – You know how to make, set and activate traps. Success or failure is determined by Intelligence.

Lockpick – Allows you to pick a lock based on your intelligence.




Glyphs -
Pain – Deals d6 damage every turn the glyph is activated.(5 MP to make, 3 To activate, 1 to maintain.)
Paralysis – The enemy cannot move as long as the glyph is activated.(5 MP to make, 4 to activate, 3 to maintain)
Slowness – Halves enemy speed, effective every turn the glyph is activated.(5 MP to make, 3 to activate, 2 to maintain)
Weakness – Halves attack power, effective every turn the glyph is activated.(5 MP to make, 3 to activate, 2 to maintain)
Strength – Doubles attack power, effective every turn the glyph is activated.(8 MP to make, 4 to activate, 2 to maintain)
Life – Heals d6 HP every turn the glyph is activated.(6 MP to make, 2 To activate, 2 to mantain.)
Protection – Doubles Defense power, effective every turn the glyph is activated.(8 MP to make, 4 to activate, 2 to maintain)
Speed – Doubles Dexterity, effective every turn the glyph is activated. (8 MP to make, 4 to activate, 2 to maintain)
Storm – Lightning emerges from the glyph and hits an enemy for 1d10 damage for every turn the glyph is activated.(10 MP to make, 5 to activate, 4 to maintain)
Flame – A constant jet of flame emerges from the glyph dealing d6 damage to everyone in its path every turn the glyph is activated. (10 MP to make, 5 to activate, 4 to maintain)




Shapeshift – Hawk – Hauken only skill, once a day for every 5 levels, you are able to transform into a hawk, all your equipment is absorbed into your body. The hawk shape is generally weaker, but faster than the Hauken shape. If the Hauken falls unconcious, Hawk shape reverts.






Tier 2







Absolute Vision – Grants a +2 bonus to Detect Disguises, Night Vision, Spot and Detect Lies.

Nullify Magic – Once a day for every 5 levels you can attempt to dispel a spell of a particular kind of magic. Success or failure is determined by Intelligence.

Clairvoyance – Once a day per every 10 levels you can see something you normally could not. Success or failure is determined by Intelligence.

Enchantment – You can enchant a weapon with any Lv 3 spell for an MP and experience cost of 2000XP. Success or failure is determined by Intelligence.Requires minor enchantment.

Scribble Scroll – You can create magical of spells of lv 3 for later use. Success or failure is determined by Intelligence. Scrolls cost the mana it would take to cast the spell + 1 sheet of parchment per spell level + (Spell Lv x 50 GP). DC is Spell Lv x 7 Requires scribble basic scroll.




Expert Smithing – Given the right materials, you can create masterwork weapons or armor. Success or failure is determined by Intelligence.Requires Smithing.

Finesse – Allows a character to use his Speed to attack.1 time a day per every 3 levels

Flurry of Blows – You can attack a d4 amount of times a turn at the expense of dealing halved damage. Once per battle for every 5 levels. Can only be used with piercing melee weapons.(Spears, Rapiers, Daggers, etc)

Air Strike – Once a day for every 5 levels, or as many times as you want a day if the character can fly. You can jump and attack, you loose 25% atk power but deal 50% more damage. Cannot be used with heavy armor.

Crippling Strike – You can choose to try and immobilize your opponent by using your raw attack power on an attack roll. (You have to call the strike before you do it) Once a day per every 5 levels.

Critical Strike – Once a day for every 4 levels you can attempt to deal double damage with a critical strike.

Two Weapon Fighting – Allows you to fight with two weapons at once by using your raw attack power plus other modifiers, but not the weapons' attack power, given that you did not previously move.

Petal Walk – You can run over water, if you stop or begin walking, you sink. Cannot use this skill with heavy armor.

Knockback – Your attacks are so strong that they can toss your opponents backwards. The distance depends on the amount of damage dealt in the attack.




Cause Terror – Once for every 5 levels a day you may attempt to paralyze everyone looking at you in terror with a charisma roll.

Black Magic, Lv 1 – You can use black magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from using White Magic.

Black Magic, Lv 2 – You can use black magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from using White Magic. Requires Lv 1 Black Magic.




Blue Magic, Lv 1 – You can use blue magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning red magic.

Blue Magic, Lv 2 – You can use blue magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning red magic. Requires Lv 1 Blue Magic.

Cold Resistance – The character can ignore the first 5 points of blue element damage taken every turn. Requires minor Cold resistance.




Fire Resistance – The character can ignore the first 5 points of red element damage taken every turn. Requires minor fire resistance.

Red Magic, Lv 1 – You can use red magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Blue Magic.

Red Magic, Lv 2 – You can use red magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Blue Magic. Requires Lv 1 Red Magic.




Glyph Tattoo – Every 10 levels you can tattoo a Glyph on someone or something to confer it special qualities.

Glyph Writing – Allows you to use glyph magic.




Green Magic, Lv 1 – You can use green magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Yellow Magic.

Green Magic, Lv 2 – You can use green magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Yellow Magic. Requires Lv 1 Green Magic.

Poison Resistance – The character can ignore the first 5 points of green element damage taken every turn. Requires minor poison resistance.




Multiple Shot – You can fire two different ranged weapons (one in each hand) at different targets at the same time using just your raw dexterity.

Rapid Reload Firearms – Allows you to reload a firearm in half the time it normally takes.

Rapid Reload – Allows you to reload extremely fast (free action) once in a turn. Does not work with firearms.

Rapid Shot – Allows you to attack twice per turn with a ranged weapon. Rapid Reload Required for bows.




Sanctify Weapon – You can imbue a weapon with any white magic spell for a certain cost and mana cost.

White Magic lv 1 – You can use white magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Black Magic.

White Magic lv 2 – You can use white magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Black Magic. Requires Lv 1 White Magic.




Wind Slash – You can deal ranged damage with a slashing melee weapon once a day for every 3 levels.

Yellow Magic, lv 1 – You can use yellow magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Green Magic.

Yellow Magic, lv 2 – You can use yellow magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Green Magic. Requires Lv 1 Yellow Magic.

Lightning Resistance – The character can ignore the first 5 points of yellow element damage taken every turn.Requires minor lightning resistance.




Astral Magic, lv 1 – You can use astral magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have.

Astral Magic, lv 2 – You can use astral magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. Requires lv 1 Astral Magic.






Tier 1







Aimed Strike – You can choose to try and disable your opponent by using your raw strength or dexterity on an attack roll. (You have to call the strike before you do it.) Once a day per every 5 levels.

Weapon mastery – You are able to attack twice per turn with this melee weapon, given that you did not previously move.

Followup Hit – Once a day for every 4 levels, if you hit and damage an opponent, you can attack him again until you miss. Only usable when fighting unarmed. Cannot use this skill while wearing heavy armor.

Counterattack – Allows you to counterattack once per turn. You can only counterattack when you are not hit.

Improved Two Weapon Fighting – Allows you to fight with two weapons at once similarly as if you were wielding only one weapon (i. e. you make two attack rolls), given that you did not previously move. Requires two weapon fighting.

Master Smithing – Giving the right materials, you know how to create unique weapons and armor. Success or failure determined by intelligence. Requires Expert Smithing.

Vengeance – Allows you to counterattack once per turn. You can only counterattack when you are hit.

Whirlwind – Once a day for every 10 levels you may attempt an attack to every single target within your melee range (allies as well) and then take no action on the next turn.

Wild Attack – Allows the character to perform one extra attack to a single target for every hit. The following turn after a wild attack has been performed the character cannot take any action. Cannot be performed while wearing heavy armor.




Arrow Rain – Allows a ranged fighter to fire d4 times in a single turn at the expense of using its raw attack power for the attack. Requires the Rapid Reload Skill. Can be used once a day for every 5 levels.

Improved Multiple Shot – You can fire two ranged weapons at different targets at the same time. Requires multiple shot.




Improved Awareness – You've got a supernatural sense for what is going on around you. +3 to spot, listen and scent. You cannot be flanked. Requires awareness.


Magic Expertise – You cast spells of this kind of magic as if you were one level higher than what you actually are.

Magic Mastery – You learn one extra spell of every level of the magic you've mastered.

Combine Magic – You can combine spells from two elements that do not directly oppose each other. In order to learn a combination spell, you must know the two spells you will use, the spells must be the same level and the resulting spell will be one level higher. You must consume an amount of MP equal to casting both spells at once. Any character can learn combination magic, but the Combine Magic skill is required for Lv4 combination spells and it halves the MP cost. Success or failure determined by intelligence.

Major Enchantment – You can enchant a weapon with any Lv 4 spell for an MP and Experience cost of 4000XP. Success or failure determined by intelligence. Requires Enchantment.

Scribble Advanced Scroll – You can create magical scrolls of spells of lv 4 for later use. Success or failure determined by intelligence. Scrolls cost the mana it would take to cast the spell + 1 sheet of parchment per spell level + (Spell Lv x 25 GP). DC is Spell Lv x 7 Requires Scribble Scroll.




Black Magic, Lv 3 – You can use black magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from using White Magic. Requires Lv 1 & 2 Black Magic.

Black Magic, Lv 4 – You can use black magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from using White Magic. Requires Lv 1, 2 & 3 Black Magic.

Cause Panic – Once a day for every 10 levels you may attempt to have anyone looking at you flee in panic with a charisma roll. Requires cause terror.

Corrupted Shape – As a sort of lycanthropy, once a day for a number of rounds equal to half your level you may shapeshift into a decaying and corrupted version of your race.

Human Corrupted Shape – The human corrupted shape looks similar to a mid point between an orc and an ogre. The human corrupted shape gains –
– Element automatically shifts to black.
Rage, Wild Attack, Heroic Strength and Knockback skills.
– HP, Attack and Defense power raise by 50%
– MP, Charisma and Magic Power decrease by 50%.

Catfolk Corrupted Shape – The Catfolk corrupted shape looks similar to a dire, feral werecat with the traits of its clan. The Catfolk corrupted shape gains –
– Becomes unable to use weapons.
Rage, Followup Strike, Unarmed Fighting and Knockback skills.
– HP, Attack Power and Speed raise by 50%
– MP, Charisma and Defense Power decrease by 50%.

Dah'kin Corrupted Shape – The Dah'kin corrupted shape looks like a tall, ghastly, almost skeletal figure. The Dah'kin corrupted shape gains –
– Character becomes immune to black magic.
Critical Strike, Vengeance, Cause Terror and Black Magic Mastery skills.
– MP, Attack and Magic Power raise by 50%
– HP and Charisma decrease by 75%.

Planetarii Corrupted Shape – The planetarii corrupted shape looks as a shadow or a humanoid being made of a sort of black fire. The planetarii Corrupted Shape gains –
– Element automatically shifts to black.
Black Magic Mastery, Nullify Magic, Dark Aura and Focus Magic skills.
– Speed, Attack and Magic power raise by 50%
– HP, Charisma and Defense power decrease by 50%.

Hauken Corrupted Shape – The hauken corrupted shape looks almost the same as the regular Hauken except it has 2 pairs of black bat-like wings. The Hauken corrupted shape gains –
– Element automatically shifts to black.
Stealth Attack, Cause Terror, Lightning Speed and Whirlwind skills.
– Magic Power, Speed and Attack power raise by 50%
– HP, Charisma and Defense Power decrease by 50%.




Astral Magic, lv 3 – You can use astral magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. Requires lv 1 & 2 Astral Magic.

Astral Magic, lv 4 – You can use astral magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. Requires lv 1, 2 & 3 Astral Magic.




Blue Magic, Lv 3 – You can use blue magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning red magic. Requires Lv 1 & 2 Blue Magic.

Blue Magic, Lv 4 – You can use blue magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning red magic. Requires Lv 1, 2 & 3 Blue Magic.

Greater Cold Resistance – You can ignore the first 10 points of blue element damage taken every turn. Requires cold resistance




Exorcism – Once a day for every 10 levels you may attempt to destroy all black magic and inflict d4 damage to all evil creatures in the vicinity with a single Magic Power roll.

White Magic, lv 3 – You can use white magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Black Magic. Requires lv 1 & 2 White Magic.

White Magic, lv 4 – You can use white magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Black Magic. Requires lv 1, 2 & 3 White Magic.




Greater Fire Resistance – You can ignore the first 10 points of red element damage taken every turn. Requires fire resistance.

Red Magic, lv 3 – You can use red magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Blue Magic. Requires lv 1 & 2 Red Magic.

Red Magic, lv 4 – You can use red magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Blue Magic. Requires lv 1, 2 & 3 Red Magic.




Greater Poison Resistance – You can ignore the first 10 points of green element damage taken every turn. Requires poison resistance.

Green Magic, Lv 3 – You can use green magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Yellow Magic. Requires lv 1 & 2 Green Magic.

Green Magic, Lv 4 – You can use green magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Yellow Magic. Requires lv 1, 2 & 3 Green Magic.




Greater Lightning Resistance – You can ignore the first 10 points of yellow element damage taken every turn. Requires lightning resistance.

Yellow Magic, lv 3 – You can use yellow magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Green Magic. Requires lv 1 & 2 Yellow Magic.

Yellow Magic, lv 4 – You can use yellow magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Green Magic. Requires lv 1, 2 & 3 Yellow Magic.




The Realms of Lemire
Races of Lemire
The world thus far...
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Rules of Lemire



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2005-11-06 [Grengo]: If your character's a dodger, I say Counterattack. If he's a blocker, Vengeance.

2005-11-06 [Veltzeh]: But you can't learn that in battle, you need to be leveling up...

2005-11-06 [Mr.Scoop]: That's not how I got the Track skill.. We were just walking around and Izu learned it. As for the skill I guess you're right Grengo, I'll be going for counterattack. And being what it is, it would be pretty easy to make Del'iud learn it. He'd just dodge an attack then attack back, then he would be surprised at what he did and voila!

2005-11-06 [Veltzeh]: Yeah, that's because it wouldn't have had any effect, whether he had known it or not before that point... I think. XD

2005-11-06 [Mr.Scoop]: XD where's Dur when we need him?! X)

2005-11-06 [Duredhel]: ISH here! hi! normally you can only learn a skill when you're leveling up, but the GM can let you learn it during some other point if he considers you'll be completely screwd without it. Keep note this might change depending on the "house rules" each GM has.

2005-11-06 [Mr.Scoop]: ahhhhhhhhhhh okidoki then!

2005-11-06 [Silverbullet]: really now?! How come i wasn't aware!?! *evil plans on bringing his crew to his port and then ruling the world!* .....juuuuuuuuuuust kidding, i'm not that evil!

2005-11-06 [Mr.Scoop]: You better!

2005-11-07 [Blood Raven]: besides, what's the fun of that? it's way more fun to make your crew sufer and see if they can get out of your own shit ^^ That's what DMing is all about anyway. You throw your friends into some bullshit situation - say like, a powerful hungry dragon - and watch how save, or not save, themselves ^^

2005-11-07 [Mr.Scoop]: XD

2005-11-07 [Silverbullet]: indeed! I've already sent one of the crews in my port on an orphan-head hunt! ...though that's more gruesome than desastrous ^^'

2005-11-07 [Mr.Scoop]: Haha! You sick person!

2005-11-07 [Veltzeh]: Now I suggest explaining the two weapon fightings here too. ;)

2005-11-07 [Duredhel]: Yeah.. uhm >_> could you do that? I've gots to update ^^' pleeeaaasse?

2005-11-07 [Veltzeh]: OK ;)

2005-11-07 [Veltzeh]: Hm, I think I'll add the "the character CAN fight with two weapons BUT..." stuff to the general skills.

2005-11-07 [Duredhel]: ok ^^

2005-11-07 [Veltzeh]: :O Overhaul. I sorted them alphabetically and fixed some typos and everything!

2005-11-07 [Silverbullet]: eh.. what if you were to have both the "weapon mastery" skill and the "improved two weapon fighting" one... would that mean you could attack 4 times per turn?!!?!

2005-11-07 [Duredhel]: yuppers, but it would take you a good 14 levels of investing your SP just in that to achieve it. Also, keep in mind that attacking is one action. So if you move before attacking, with improved two weapon fighting alone, you can only attack once, and with weapon mastery and improved two weapon fighting, you can only attack twice.

2005-11-07 [Silverbullet]: ..............................................*drool*

2005-11-08 [Mr.Scoop]: Something tells me if ever that happens we'll come to you Dur ^^

2005-11-08 [Mr.Scoop]: But weapon mastery, you attack twice but the other defends twice...right?

2005-11-08 [Grengo]: Yep :p Virul in the arena has weapon mastery and two weapon fighting right now :D

2005-11-08 [Mr.Scoop]: Haha :p

2005-11-08 [Silverbullet]: OUH! OUH!! what if said person with weapon mastery and two weapon fighting ALSO had Followup Hit (with a weapon like a cudgel or the like, which lets you use follow up hit) AND Flurry of Blows O_o

2005-11-08 [Lepellier]: Flurry of blows has to be a piercing weapon. X_X

2005-11-08 [Silverbullet]: i'm sure there's a piercing weapon with followup strike somewhere... >.>

2005-11-08 [Grengo]: epees, rapiers, estocs, that shit :p

2005-11-08 [Lepellier]: More 'en likely.

2005-11-08 [Lepellier]: Actually, the only weapons with "follow-up strike" are maces...

2005-11-08 [Mr.Scoop]: Death to all that come near that person! I'm not taking sides or anything, it's just a fact ^^

2005-11-08 [Blood Raven]: you'd be very busy with getting those skills, but yeah, that would definatly be ownage... You'd need a really well-worked out mage to topple that fighter

2005-11-08 [Mr.Scoop]: Haha yea with some kind of instant death spell that can be cast from very far away ^^

2005-11-08 [Blood Raven]: no, paralyse and keep blasting with some damage spell, or send in a pet that has been boosted. Just make sure the fighter can't attack.

2005-11-08 [Duredhel]: I'm thinking someone should make a page for people to post their RoL combo and character build ideas. Sort of like a FAQ or Walkthrough.

2005-11-08 [Veltzeh]: Oh, oh... Do Moving Shot and Rapid shot work with throwing weapons like daggers and throwing axes?

2005-11-08 [Duredhel]: yuppers

2005-11-08 [Veltzeh]: Yay :D

2005-11-08 [Grengo]: Can you do fire strike and frost strike with arrows?

2005-11-08 [Duredhel]: yup

2005-11-08 [Grengo]: Oh yeah, if you have time to respond here, then go respond there --> Asfeltas Caves foo

2005-11-08 [Mr.Scoop]: What's there?

2005-11-09 [Grengo]: A thief obsessed with the color green and a lil' necromancer looking for bugs :p

2005-11-09 [Blood Raven]: and in a while a White Knight of Nesha as well ^^

2005-11-09 [Mr.Scoop]: Ahhhhh!

2005-11-15 [Silverbullet]: ...eh.. just a question.... why would someone pick "detect lies" or "detect disguises" if "absolute vision" gives you the same modifier PLUS another one for night vision?

2005-11-15 [Silverbullet]: ah, wait... i know why--> cause i'm an idiot! ><

2005-11-15 [Duredhel]: cuz they stack, and abs vission is supposed to be a tier 2 >_<

2005-11-16 [Silverbullet]: i didn't think about the stacking part.. but some classes can't learn absolute vision, right? That could also be a reason

2005-11-16 [Duredhel]: yeah, also

2005-11-16 [Mr.Scoop]: I don't get the stacking part....

2005-11-16 [Silverbullet]: well, detect disguises gives you a +2 modifier to your base detect disguises skill (determined by Int), if you get absolute vision TOO, that adds another +2 to your base skill, thus you now have "Base detect disguises skill+ 2 (detect disguises) + another 2 (absolute vision)... capisce?

2005-11-16 [Mr.Scoop]: so you would get Base detect disguises skill + 4 if you took both?

2005-11-16 [Blood Raven]: yup

2005-11-16 [Blood Raven]: and you'd probably be paranoia as well! :D

2005-11-16 [Mr.Scoop]: XD

2005-11-20 [Blood Raven]: chars gain skill points every two levels. Is that like at lvl 1,3,5,7,etc. or lvl 2,4,6,8,etc.?

2005-11-20 [Duredhel]: 2,4,6,8

2005-11-20 [Blood Raven]: thank you :)

2005-12-30 [Mr.Scoop]: What determines how well Catfolk can use Scent?

2005-12-30 [Veltzeh]: Int, if I remember correctly...

2005-12-30 [Mr.Scoop]: Ok! And is there a skill that determines how good one can read a map?

2005-12-30 [Veltzeh]: I don't think so, maybe there's a skill that determines how well a map can be made though X)

2005-12-30 [Mr.Scoop]: XD

2006-01-08 [Veltzeh]: Is Vengeance a passive skill?

2006-01-08 [Duredhel]: Yeah, both vengeance and counterattack are.

2006-01-08 [Silverbullet]: and what does passive imply?

2006-01-08 [Duredhel]: Uhm, LIghtning Speed, for example, is active, not passive, meaning you have to say "My char uses lightning speed and then blah blah" for it to work, Vengeance is passive, meaning that even if you don't mean to, if you get hit, you'll get a counterattack turn.

2006-01-08 [Silverbullet]: alright

2006-01-08 [Veltzeh]: Let's just say that Vineg lost a lot of opportunities there...

2006-01-08 [Duredhel]: wu?

2006-01-08 [Veltzeh]: Vineg's got Vengeance. Or... maybe had. >_>

2006-01-27 [Lepellier]: With the glyph of speed, does the DEX double each turn? (as in from 8 to 16 to 32, and so fourth)?

2006-01-27 [Duredhel]: No, that would be dumb

2006-01-27 [Lepellier]: I was kinda thinking so, but in the way you worded it, it sounds like it continues to double.

2006-01-27 [Veltzeh]: Actually I wrote that. XD Oops.

2006-01-27 [Veltzeh]: Did that help? >_>

2006-01-27 [Lepellier]: Yes, that actually reads correctly.

2006-02-02 [Leonox]: i think you have the tiers backwards

2006-02-02 [Duredhel]: Uhm.. no we don't ^^

2006-02-03 [Grengo]: There should be a Double Jump skill, I say <_< Jumping once, then jumping again in the air would be cool.

2006-02-03 [Duredhel]: Yeah... for the nth time, this is not a video game

2006-02-03 [Grengo]: You suck >_>

2006-02-03 [Blood Raven]: what use would it be anyways? you want to mario-jump enemies or something? :S

2006-02-03 [Grengo]: Jump up to areas usually considered inaccessible and stuff. But mostly 'cuz, yeah, mario-jumping a Redclaw is the way to go.

2006-02-03 [Duredhel]: I've always found double jumping to be a dumb no-basis skill in video games, it would be even more so in an RPG

2006-02-04 [Veltzeh]: It was cool in Metroid Prime >_>

2006-02-04 [Duredhel]: Its a very video game thing, but the concept of being able to jump in mid air without any support or impulse is very very dumb, the simple reason why it's seen so much in video games is because there's no reason to explain how it can happen, as opposed to Lemire type RPs where there's usually a reason and a story behind skills.

2006-02-04 [Veltzeh]: Well, in Metroid I think they actually have some explanation. I haven't researched that though, and damn, don't make me do it! I have a math exam in an hour and a half! XD

2006-02-04 [Grengo]: Air cushioning, foo'

2006-02-04 [Duredhel]: I doubt the explanation goes farther than "So yOu can rich staff datz higher lolz!!11!!"

2006-02-04 [Veltzeh]: Well, I just came up with an explanation by myself, but *omgg* it's based on real physics and that's mightily boring to anyone but me. :P

2006-02-06 [Silverbullet]: silly double jump, how long it's basis has eluded us! ....but there could be a type of wall-jump skill.... if people really want to reach higher places....

2006-02-06 [Veltzeh]: Yellow magic and Flight or Hauken and wings ;)

2006-02-06 [Duredhel]: Ok Veltz... if you can fly... why the hell are you double jumping? besides with yellow magic why would you bother with the first jump if you can just push yourself up with magic? The only thing that would make sense is what Sb said, wall jumping.

2006-02-06 [Silverbullet]: Whoo! I make sense ^^

2006-02-06 [Lepellier]: there is already the natural skill "climb"....

2006-02-07 [Veltzeh]: Dur, if you can fly, you sure as hell wouldn't need double-jumping. that was the point of my latest comment. >_>

2006-02-07 [Duredhel]: you smell!

2006-02-07 [Veltzeh]: I win!

2006-02-07 [Blood Raven]: ^__^

2006-05-09 [Veltzeh]: I assume you can only get the CC increasing skills once? So that altogether, using the skills, characters can increase their CC by 30 at the most and no more?

2006-05-09 [Duredhel]: yup

2006-05-09 [Veltzeh]: Well, that got me thinking, are any of the skills actually stackable?

2006-05-09 [Duredhel]: I don't think so... maybe 1 or two... but can't recall any that are of the top of my head.

2006-06-30 [Silverbullet]: ........DC? "DC is Spell Lv x 7" ....what is?

2006-06-30 [Duredhel]: Difficulty Class, as in, a set difficulty you've got to beat in order to suceed.

2006-06-30 [Silverbullet]: aaaaaaaaah

2006-06-30 [Blood Raven]: the intelligence roll you have to do

2006-07-14 [Mr.Scoop]: When do you learn lv2 Blood magic?

2006-07-14 [Lepellier]: when you use combination magic with 2 lvl 1 spells, 1 from each red and green magic.

2006-07-15 [Mr.Scoop]: Ahhh so you don't need any special skill besides Combine Magic. I get it now. Thanks ^^

2006-07-15 [Lepellier]: anytime...I'm pretty sure that's how it works atleast.

2006-07-15 [Veltzeh]: You don't even need Combine magic. Combine magic just lowers the MP cost needed to cast the spell, or at least that's how it was as I remember Dûr explaining it to me X) You just need to have the needed spells for a combined spell and cast it.

2006-07-15 [Lepellier]: well...I say it belongs in the faq once we find out :)

2006-07-15 [Duredhel]: Yup, Veltzeh is right, you only need combine magic to learn Lv 4 combination spells. It also halves the MP cost of learning combination spells.

2006-07-15 [Mr.Scoop]: Ahhhhhhhh ok ^^

2006-07-17 [Blood Raven]: I'm so totally gonna learn this stuff then :P

2006-08-12 [Duredhel]: Though I'd specify what search is for, since everyone's been so grossly misusing it.

2006-08-14 [Mr.Scoop]: Ahhhhhhh, *sees the light now*

2006-08-26 [Silverbullet]: Eh, Durh. I know there's two-weapon fighting, but is there something for two-weapon defense?

2006-08-26 [Duredhel]: Yeah, its called two-weapon fighting. The skill just allows you to wield two weapons, either for defense or attack.

2006-08-26 [Silverbullet]: ah, okay.. But how does it work for defense? You get two chances to block, but also two chances to get damage? Thus double damage if you fail to block?

2006-08-26 [Duredhel]: No you doof, you just block with two weapons at once.

2006-08-26 [Silverbullet]: Ah..
...and how would that work, roll-wise?

2006-08-26 [Duredhel]: Pretty straightforward, just add the defense bonuses of both weapons.

2006-08-26 [Silverbullet]: ah, oki.. just that when you attack you only add your raw Atk to the roll. When defending you add raw Con + weapon's Def + "whatever other bonusses your character has" to the roll?

2006-11-04 [Veltzeh]: Hmm... it just occurred to me that it probably doesn't say anywhere that a character gets at first three skill points to spend.

2006-11-04 [Silverbullet]: Ah! T'is true! I had almost forgotten that addition! Yay!

2006-11-07 [Blood Raven]: Well, with Two-Weapon Fighting, naturally you only use your raw defense when fighting with two weapons, and with Improved Two-Weapon Fighting, you can add both the bonusses.

2007-01-15 [Veltzeh]: I specified Multiple shot and rapid reload a bit, do they seem ok now? Also, do the two-weapon fighting skills give any bonuses to multiple shot? Like, having some two-weapon fighting skill would allow the char to add the stats of the weapons to the rolls too?

2007-06-01 [Lepellier]: would Weapon mastery and improved two weapon fighting stack for 4 attacks a turn if you did not move?

2007-06-01 [Silverbullet]: Indeed they would my friend..

2007-06-01 [Lepellier]: ^_^ I haveth an idea...for a future character or something.

2007-06-01 [Silverbullet]: Hands and feet are considered weapons..

2007-06-01 [Lepellier]: well...looks as if I may be reconsidering some of my skills.

2007-06-03 [Grengo]: aah, looks like someone else has discovered the beauty of ITWP +  weapon mastery.

2007-06-03 [Silverbullet]: Add follow up strike if he's unarmed, and he's got a wonderful skill combo ^__^

2007-06-04 [Blood Raven]: with unarmed attack that'd give him 4 +10 attacks (with possibly some follow-up strike) around level 40? :P

It's a cool combo. I was going for it with Party 6 Mika, but that's a bit on hold. It's so damn expensive in skill points :P

2007-06-11 [Silverbullet]: With Magic mastery, does the character get an extra spell of every level (1-4), or only the levels he knows?

Let's say someone had a character with Lv1 Black magic and Magic mastery. Does he only get an extra Lv1 spell? Or extra Lv1, Lv2, Lv3 and Lv4 spells?

2007-06-11 [Veltzeh]: I'd say that a character with level 1 black magic, who takes Magic mastery (black), will right then learn one new level 1 black spell. When the character learns level 2 black magic, it gets an extra level 2 spell.

2007-06-11 [Silverbullet]: What does Magic expertice entail, exactly? *pester*

I have a feeling I'll go through the skill list and try to find the ones that aren't too specific and have you guys fix them :P

2007-06-12 [Veltzeh]: When for example the damage of the spell is lvl+d6, then the damage is always 1 point bigger. Or then it lasts longer. Haven't found any other things that would affect...

2007-06-12 [Silverbullet]: Soo, for a tier 1 skill, it doesn't do much :P

2007-06-13 [Blood Raven]: Yeah :P      Empower Spell FTW!! XD

2007-07-11 [Silverbullet]: Now, what about Death Touch? Is the D4 black element damage applied only when you do a touch attack, or is it added to every normal attack that hits?

2007-07-12 [Veltzeh]: I'd guess only a touch attack.

2007-07-12 [Silverbullet]: ..used only as a last resort when you're unarmed and out of MP?

2007-07-12 [Blood Raven]: used as whatever the hell you want with it... if you wanna make a death touch when you've got a greatsword in hand, nobody will stop you...

2007-07-12 [Silverbullet]: I was simply poiting how useless the skill is unless you have no other choice...

2007-07-12 [Duredhel]: The ability to deal magical damage anytime without need for a special weapon or MP is a pretty damn useful skill :/

2007-07-12 [Silverbullet]: Hmm, maybe.
But I still think D4 is kind of weak.

2007-07-12 [Veltzeh]: Well, maybe it's not for combat as much as for plot points...

2007-07-13 [Duredhel]: Last I checked, d4 was better than 0, but mebbe that's just me.

2007-07-13 [Veltzeh]: Haven't seen damage reduction in Lemire yet. Ghosts yes, though...

2007-07-22 [Blood Raven]: vulnerability to black magic exists, though...

2007-07-23 [Silverbullet]: True..

Wait, Lemire has planetarii as representatives for the 4 elements, and Dah'kin for black.. do we have anything for white?

2007-07-23 [Veltzeh]: Nope. Closest are humans who worship Nesha.

2007-07-26 [Blood Raven]: aren't there outsiders or beasties with vulnerability to black?

2007-12-30 [Adaman]: Okay, the horizontal rulers are messing this page up, center the tier text so that it's at least a distinguishing page break.

2007-12-30 [Grengo]: d(=.=d)

2008-01-05 [Adaman]: Now, about the resistance skills, how do the combo magic types (blood, bio, song, sun) get affected by those? Poison resistance seems like it should take half from Bio and Blood, just wondering if that is something that should be indicated because those are heavy skill point costs for the full upgrade, would suck if only one type of magic defended against. Would be nice to have one for white or black magic, but since neither is really attack oriented, I can understand leaving those out.

2008-01-05 [Veltzeh]: They work with half effectiveness unless the character has both element resistances?

2008-01-06 [Duredhel]: As Adaman I had thought about resistance skills being too underpowered. We could do 2 things; 1. Resistance skills work as they do now and they work just as well for any element related to the one they are aimed towards. (Poison resistance, for example, would work for any combination magic that uses Green Magic). or 2, Resistances have halved efectiveness (as veltz said) for combination magic unless you have both halves, and I change 'em so they resist a % of damage instead of actual damage points.

2008-01-06 [Veltzeh]: I think it would make more sense if they weren't percentages.

2008-01-08 [Blood Raven]: I think option 2 would be better, with the halved resistances towards combination magic, but I don't see why they should be percentual then. Even though that would probably make them a more attractive skill to choose.

2008-07-20 [Gastogh]: Is either Heroic strength or Lightning speed applicable to ranged weapons?
Also, does Weapon mastery stack with Rapid shot for a total of three attacks per round?

2008-07-20 [Veltzeh]: My guess is no to all three.

2008-07-20 [Gastogh]: The first two: of course. God forbid us all things useful.
The advanced class Marksman, though, can choose the Weapon mastery skill and it's a decidely ranged class. So is that an exception, or..?

2008-07-20 [Veltzeh]: No wait, Heroic Strength increases attack power and not strength... so I suppose it should apply to ranged weapons too.
[Duredhel], enlighten us!

2008-07-20 [Duredhel]: XD nah, its strength, since Lightning Speed increases dexterity and hence, ranged attack.

2008-07-21 [Gastogh]: Someone edit these things in there? For future generations?

2008-07-21 [Veltzeh]: Dur, how about Weapon mastery and Rapid shot?

2008-07-21 [Duredhel]: Yup, they're equivalents, but one's for Melee and one's for range

2008-07-26 [Gastogh]: How about the Marksman class, which has access to Weapon Mastery? Knives only?
Can Rapid Shot be used with Moving Shot, for movement and two attacks? What good is Moving Shot in the first place, since moving+attacking=2 actions anyway, according to Game Rules.

2008-07-26 [Veltzeh]: Moving shot: you can move both before and after attacking. I'm not entirely sure whether it means that the character can move a number of squares equal to its DEX modifier, or twice its DEX modifier. My logic always said twice the modifier, but D&D rules said otherwise.
Somehow I have this memory of Dur saying that you couldn't use all skills at once, which might restrict the usage of Moving shot and Rapid shot together.

2008-07-26 [Gastogh]: I'll need that cleared with some certainty, then.
Are there any exceptions to that "no using all skills at once" rule? Such as skills that are activated without using actions, for example Lightning Speed?

2008-07-26 [Veltzeh]: I'm sure there are exceptions. I don't know (all of) them, though.

2008-07-26 [Silverbullet]: Well, my understanding was that skills cost 1 action and thus you could only use two in a turn.
Except for those like lightning speed, marksmanship and weapon mastery, which aren't exactly actions in themselves....

2008-07-28 [Blood Raven]: Dur did tell me some skills such as weapon mastery and rapid shot do not stack, nor do rapid reload firearms and moving shot, or something. Sounds to me like you can only use 1 active skill in a turn, unless it's exceptional such as lighting speed and stuff...

2008-08-07 [Gastogh]: What does "raw attack power" mean? All bonuses to attack except the one from the weapon itself?

2008-08-07 [Veltzeh]: I've taken it to mean that then only the character's STR score is added to the dice throw. The phrasing in the skill is contradictory.

2008-08-07 [Gastogh]: It seems odd that an archer wouldn't get Dex from his items to an attack roll just because he doesn't know the intricacies of handling a crossbow, especially since Dexterity signifies things such as hand-eye coordination and steady aim, but I suppose this is another one of those game balance calls...

2008-08-08 [Gastogh]: Does Stealth Attack work like D&D's sneak attack; that is, once per surprise round and no more after that? Or does it really mean that any attack made without the target seeing you deals double damage?

2008-08-08 [Veltzeh]: The latter, or so I'd rule.

2008-08-08 [Gastogh]: Awesome. Something is done right. ;D

2008-08-08 [Veltzeh]: D&D's Sneak attack doesn't work like you said, though. >_>

2008-08-08 [Gastogh]: It does go like that if you get the sneak only for the surprise round; it's gone after you use it once, even if you (would) have several attacks per round. Being flanked or the sort, that's different.

2008-08-08 [Blood Raven]: well, as a rogue, it's your talent to create surprise rounds even in the midst of combat :P
When I played a rogue, I was constantly hiding and moving silently in combat. One round, I was spraying daggers everywhere, the next I was gone, or so I hoped, anyway :P

2008-08-11 [Gastogh]: Does Followup Hit work so that you get the next attack even if your enemy blocks the attack? That's technically a "hit", even if no damage is dealt.

In Party 7 (The Fell Woods - Ruined Asheihl) there's an instance where Elyse seems to be using Folloup Hit at an opponent who blocks the strikes (they hit without dealing damage). Does the notion of an *unlimited amount of attacks* against an opponent who blocks instead of dodging seem off to anyone else?

2008-08-11 [Silverbullet]: Hum, if memory serves, Elyse was just one or two points short of causing damage, so I considered it a hit.. Had the difference between the rolls been greater than, say, 5, I would have said something about the enemy throwing her off-balance and foiling her next follow-ups.. :D

2008-08-11 [Gastogh]: A fair enough ruling, but is that the way it's done elsewhere as well? If the skill up there is used the way it's written, it's a surefire shortcut to instakills against anything wearing lots of armor. Also, imagining twenty attacks per round makes me tickle. I want to see someone draw that.

2008-08-11 [Blood Raven]: Sb actually bended the rule in favour of his own character. I don't support his ruling, and would simply have stuck to the rule - if it deals damage, it's a hit. If it doesn't, it a fail. That includes succesful blocks as a fail. Remember blocking isn't just standing still and letting your armor do the work. Weapons have def scores as well, so it includes parrying, throwing your opponent off-balance, and even wearing armor or shields requires an amount of active use to function properly.

2008-08-11 [Gastogh]: "I don't support his ruling, and would simply have stuck to the rule - if it deals damage, it's a hit. If it doesn't, it a fail."
That's just the thing: the skill description up there doesn't say that a "hit" has to deal damage. Successful blocking is still hitting, and the game makes no difference between a weapon block and a body armor block.

The skill would be well within balance boundaries if the description were changed to something like "Once a day for every 4 levels, if you damage an opponent with a melee attack, you can attack him again until the enemy successfully dodges or blocks. Only usable when fighting unarmed. Cannot use this skill while wearing heavy armor."

Who's got editing rights? :p

2008-08-11 [Blood Raven]: I can edit it, but I usually stay away from editing the skills page until there's a obvious green light from Dur

2008-08-11 [Duredhel]: Hit means damage, its something all trainee GMs know, including you Sb >_>

2008-08-11 [Silverbullet]: Duly noted <img:44166_1164469620.gif>

2008-08-13 [Gastogh]: From Party 1: "With a smirk, Nasheem rushed towards Hiro-matsu, he poised his katana in a position to stab and proceded to use his finesse, flurry of blows and weapon mastery skills to attack Hiro a total of 7 times!"
How the hell, exactly, does that work?

Flurry of blows, being a skill, should take one action to use, leaving no way to use a conventional attack (two actions), much less Weapon Mastery. The seven attacks per turn would be possible with 2d4 attacks (two Flurries), but where does Weapon Mastery enter into this?

I'd also like to know if one use of Finesse only applies to one attack (or possibly two, with WMastery) or all attacks made that round. No way to tell from the skill description up there.

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