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  1. - Top - End - #1
    Firbolg in the Playground
     
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    cool [Z-Wolf] Library: Kits, Feats, & Talents (87 so far)

    Table of Contents

    Kits
    Kits take the role of Races and Classes in Z-Wolf. You gain two Kits at Level 1, then one Kit each at Levels 3, 5, 7, and 9.
    Ancestry Kits
    Other Level 1 Kits
    Level 3 Kits
    Level 5 Kits
    Level 7 and [Epic] Kits
    [Monster] Kits

    Feats
    Feats are a character's "signature moves" in combat. You gain one Feat at each Level 1 through 8.
    Simple Feats
    Attack [Spell] Feats

    Talents
    Talents are, well, any special ability that doesn't fall under Kit or Feat. You gain four Talents at Level 1, then one additional Talent per Level.
    Half-Elf and Half-Orc
    Some Miscellaneous Talents
    [Buff] Talents
    [Luck] Talents
    [Epic] Talents
    Last edited by Draz74; 2022-08-04 at 09:38 AM.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  2. - Top - End - #2
    Firbolg in the Playground
     
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    Default Re: [Z-Wolf] Library: Kits

    [Ancestry] Kits

    Spoiler: Dwarf
    Show
    [Ancestry] [Core] Kit
    Prereqs: No other [Ancestry] Kits. This should be a character's first Kit.
    Benefits:
    • Gain a +2 Ancestry bonus to Fortitude Saves.
    • Boost your saving throws against poison and intoxication.
    • If you proficiently wear Armor that gives you a Speed penalty, ignore that Speed penalty.
    • Darkvision: Treat nonmagical darkness as dim light.
    • Stability: Boost your Athletics and Brawn checks to maintain your footing.
    Drawbacks:
    • Incur a -1 penalty to your Speed.
    • Incur a -2 penalty to your Glibness Skill.
    Archetypes:
    • Gadgetry Skill 3 Ranks; (Artisan Talent (selecting brewing, stonemasonry, or some variety of metalsmithing) or Engineering Talent).
    • Favored Enemy Talent (selecting giants, goblinoids, or orcs).
    • Axe Master Kit or Hammer Master Kit.


    Spoiler: Elf
    Show
    [Ancestry] [Core] Kit
    Prereqs: No other [Ancestry] Kits. This should be a character's first Kit.
    Benefits:
    • Gain a +2 Ancestry bonus to Reflex Saves.
    • Gain a +1 Ancestry bonus to Speed.
    • Gain a +1 Ancestry bonus to Spellcraft.
    • Train your Perception Skill. (If Perception is already Trained, you may immediately Retrain that Trained Skill.)
    • Boost your saving throws against [Charm] effects.
    • Low-Light Vision: Treat nonmagical dim lighting as brightly lit.
    • Extended Rest: You can spend four hours of your Extended Rest doing calm activities (e.g. keeping watch, meditating, reading, handicrafts). You must be inert as usual during the other four hours.
    Drawbacks:
    • Incur a -2 Size penalty to your Brawn Skill.
    • Incur a -1 Size penalty to your Armor Value.
    • Incur a -1 Size penalty to the Impact of your weapon attacks.
    Archetypes:
    • Martial Training Talent (selecting bows, heavy blades, or light blades).
    • Athletics 4 Ranks; Nature 1 Rank; Steady Climber Talent.


    Spoiler: Halfling
    Show
    [Ancestry] [Core] Kit
    Prereqs: No other [Ancestry] Kits. This should be a character's first Kit.
    Benefits:
    • Gain a +1 Ancestry bonus to Speed.
    • Train your Dexterity Skill. (If Dexterity is already Trained, you may immediately Retrain that Trained Skill.)
    • Boost your saving throws against the Fear condition.
    • You are proficient at throwing small rocks; attacks made in this manner don't count as improvised weapons for you. Treat them as Heft: One-Handed; Range: Thrown 5/20 meters; Base Impact -1 Bludgeoning; Bleed Number 3.
    • Small Size: Gain +1 Size bonuses to Defense Saves and the Accuracy of your weapon attacks. Boost rolls where your being smaller than a compared creature is an advantage (e.g. hiding from them).
    Drawbacks:
    • Small Size: Incur a -2 Size penalty to your Brawn Skill. Incur -1 Size penalties to your Armor Value, Speed, and Impact and Melee Reach of your weapon attacks. Drag rolls where your being smaller than a compared creature is a disadvantage (e.g. if they Shove you).
    Archetypes:
    • Legerdemain Talent.
    • Sling Training Talent.


    Spoiler: Orc
    Show
    [Ancestry] [Core] Kit
    Prereqs: No other [Ancestry] Kits. This should be a character's first Kit.
    Benefits:
    • Train your Brawn Skill. (If Brawn is already Trained, you may immediately Retrain that Trained Skill.)
    • Gain a +1 Discipline bonus to the Accuracy of your weapon attacks.
    • Low-Light Vision: Treat nonmagical dim lighting as brightly lit.
    • Bully: Boost your skill checks to Intimidate creatures who are your Size Category or smaller.
    Drawbacks:
    • Incur a -2 penalty to your Glibness Skill.
    Archetypes:
    • Furious Rage Feat.
    • Brawler Kit or Ruffian Kit or Shaman Kit.


    Humans work a little differently than other Ancestries, since they are the assumed default Ancestry. Therefore, a Level 1 Human can take two Kits of their choice freely (although the Kits' bonuses to Vitality Points, Fighting Level, Caster Level, and Coast Number don't stack with each other). But if a Human only wants 1 typical Kit at Level 1, they can always take the following option (which is also available at higher levels, despite being an [Ancestry] Kit).

    Spoiler: Human Paragon
    Show
    [Ancestry] [Core] Kit
    Prereqs: No other [Ancestry] Kits.
    Benefits:
    • Gain a bonus Feat.
    • Start each Adventure with 2 Karma Points instead of 1.
    • If you took two Kits at Level 1 that gave non-stacking bonuses to your stats (i.e. Vitality Points, Fighting Level, Caster Level, or Coast Number), those bonuses now stack.
    Archetypes:
    • Heroic Surge Feat.
    • Base Willpower Save +4; (Factotum Kit or Magician Kit or Veteran's Grit Feat).
    • Half-Elf Talent; (Charisma Skill 3 Ranks or Glibness Skill 3 Ranks).
    Last edited by Draz74; 2022-07-23 at 09:16 AM.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  3. - Top - End - #3
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    Default Re: [Z-Wolf] Library: Kits

    Level 1 Warrior-Ish Kits

    Spoiler: Brawler
    Show
    [Core] Kit
    Prereqs: none.
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +4
    • Maximum Stamina Points +1
    • Gain a bonus Talent with the [Background], [Monster], or [Proficiency] tag. This does not allow you to take a [Monster] Talent if you couldn't normally.
    Archetypes:
    • A Liability that states you are illiterate. (You do not lose this Archetype if you take the Literacy Talent to offset the Liability.)
    • Athletics Skill 3 Ranks; (Mighty Leap Talent or Steady Climber Talent or Swimmer Talent).
    • Nature Skill 1 Rank; Primitive Handiwork Talent.


    Spoiler: Ruffian
    Show
    [Core] Kit
    Prereqs: Brawn Skill 1 Rank; Stealth Skill 1 Rank.
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +2
    • Train an additional Skill of your choice.
    • Gain a bonus Talent with the [Skill Trick] tag.
    • Bully: Boost your skill checks to Intimidate creatures who are your Size Category or smaller.
    Archetypes:
    • Streetwise Talent.
    • Athletics Skill 2 Ranks; Gadgetry Skill 2 Ranks; Sailor Talent.


    Spoiler: Scout
    Show
    [Core] Kit
    Prereqs: none.
    Benefits:
    • Fighting Level +1 or Coast Number +1
    • Maximum Vitality Points +2
    • Train an additional Skill of your choice.
    • Gain a bonus Talent with the [Proficiency] or [Skill Trick] tag.
    • You can Coast Perception Checks to be aware of your surroundings under pressure.


    Spoiler: Soldier
    Show
    [Core] Kit
    Prereqs: Athletics Skill 1 Rank; Brawn Skill 1 Rank; Martial Training Talent.
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +4
    • Boost your Knowledge Skill checks to know about military hierarchies, traditions, and practices.
    • Martial Weaponry: You are proficient with all Martial-grade weapons and with light and medium armor. (You can immediately retrain the Light Armor Training Talent if you have it.)
    Archetypes:
    • Base Fortitude Save +3; Stealth Skill 4 Ranks.


    Level 1 Spellcaster-Ish Kits

    Spoiler: Priest
    Show
    [Core] Kit
    Prereqs: Lore of Divinity Talent.
    Benefits:
    • Caster Level +1 or Coast Number +1
    • Maximum Vitality Points +2
    • Gain a bonus Talent with the [Ki] or [Seed] tag.
    • You can use your Willpower Save in place of your Spellcraft Check.
    • You can use your Awesome Check in place of your Knowledge Skill to know stuff about your own religion's traditions.
    Archetypes:
    • Knowledge Skill 3 Ranks; Healer Talent.


    Spoiler: Shaman
    Show
    [Core] Kit
    Prereqs: Nature Skill 1 Rank; (Lore of Divinity Talent or Lore of Nature Talent).
    Benefits:
    • Caster Level +1
    • Maximum Vitality Points +2
    • Gain a bonus Talent with the [Buff] or [Seed] tag.
    • When you make a Willpower Save to remain Suffused, Exert or expend Momentum to replace that Willpower Save with a Nature Check.
    Drawbacks:
    • Wilds' Aversion: If you wear metallic armor or wield a metallic shield, you incur a -2 penalty to your Spellcraft Check and the Accuracy of your spell attacks.
    Archetypes:
    • Glibness Skill 2 Ranks; (Warlock Kit or Wizard Kit); Bestow Curse Feat.


    Spoiler: Truespeaker
    Show
    [Core] Kit
    Prereqs: Knowledge Skill 2 Ranks.
    Benefits:
    • Caster Level +1
    • Gain a bonus Talent with the [Seed] or [Skill Trick] tag.
    • Gain a Synergy Bonus to the Accuracy of your spell attacks, based on your ranks in the Glibness Skill.
    Archetypes:
    • Word of Power Talent.
    • Polyglot Talent or Tongue of the Sun and Moon Talent.
    • Performer Talent.
    • Knowledge Skill 9 Ranks; Lore of History Talent; have used a Ritual with the [Creation] tag.


    Spoiler: Warlock
    Show
    [Core] Kit
    Prereqs: none.
    Benefits:
    • Caster Level +1
    • Maximum Vitality Points +2
    • When you make a Willpower Save to remain Suffused, Exert or expend Momentum to Boost that Willpower Save.
    Drawbacks:
    • Whiff of Blight: You can be targeted by effects as if you were a Blighted creature.
    Archetypes:
    • Speak Language Talent (selecting Abyssal, Deep Speech, Infernal, or Sylvan).
    • Charisma Skill 6 Ranks; Glibness Skill 6 Ranks; have used a Ritual with the [Binding] tag.


    Spoiler: Wizard
    Show
    [Core] Kit
    Prereqs: Lore of Arcana Talent; must be literate.
    Benefits:
    • Caster Level +1
    • Gain a bonus Talent with the [Buff] or [Seed] tag.
    • When you make a Willpower Save to remain Suffused, Exert or expend Momentum to replace that Willpower Save with a Knowledge Check.
    • Extended Rest: When you complete your rest, you may immediately retrain one of your Feats. Both the Feat lost and the Feat gained must have the [Spell] tag, and the new Feat must be inscribed in a tome you have access to during your rest.
    Drawbacks:
    • Arcane Aversion: If you wear armor or wield a shield, you incur a penalty to your Spellcraft Check and the Accuracy of your spell attacks. This penalty is equal to the normal Encumbrance penalties incurred by the armor or shield (to Athletics, Dexterity, and Stealth), plus 1 if you are wearing armor, plus 1 if you wield a shield.
    Archetypes:
    • Gadgetry Skill 3 Ranks; (Shaman Kit or Tinker Kit); Alchemy Talent.


    Level 1 Skillful-Ish Kits

    (See also the Scout and Priest above, who can choose to be Skillful rather than the categories they are listed under.)

    Spoiler: Rogue
    Show
    [Core] Kit
    Prereqs: none.
    Benefits:
    • Coast Number +1
    • Train an additional Skill of your choice.
    • Gain a bonus Talent with the [Luck] or [Skill Trick] tag.
    • You can Coast Glibness Checks under pressure.
    • Gain a Synergy Bonus to your Awesome Check, based on your ranks in the Glibness Skill.
    Archetypes:
    • Courtly Manner Talent or Snake-Tongued Talent or Streetwise Talent.
    • Stealth Skill 6 Ranks; Disguises Talent.


    Spoiler: Thief
    Show
    [Core] Kit
    Prereqs: Dexterity Skill 1 Rank; Stealth Skill 2 Ranks.
    Benefits:
    • Coast Number +1
    • Train an additional Skill of your choice.
    • Gain two bonus Talents with the [Skill Trick] tag.
    • You can Coast Dexterity Checks and Stealth Checks under pressure.
    Archetypes:
    • Athletics Skill 4 Ranks; Gadgetry Skill 3 Ranks; Lockpicking Talent; Steady Climber Talent.
    Last edited by Draz74; 2022-07-22 at 09:37 AM.
    You can call me Draz.
    Trophies:
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  4. - Top - End - #4
    Firbolg in the Playground
     
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    Default Re: [Z-Wolf] Library: Kits

    Level 3 Warrior-Ish Kits

    Spoiler: Brute
    Show
    [Core] Kit
    Prereqs: Base Fortitude +3; (Large or bigger Size Category or (Fighting Level 2; Brawn Skill 5 Ranks)).
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +4
    • Gain a Synergy Bonus to your Awesome Check, based on your ranks in the Brawn Skill.
    • Gain a +1 Discipline Bonus to the Impact of your melee weapon attacks.
    • When you inflict Hazards with your weapon attacks, treat yourself as one Size Category bigger for purposes of qualifying for those Hazards and resolving their effects.
    Archetypes:
    • Power Attack Feat.


    Spoiler: Cavalier
    Show
    [Core] Kit
    Prereqs: Fighting Level 2; Athletics Skill 3 Ranks; Bestride Talent; proficiency with a Martial-grade weapon.
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +4
    • When you make a Charge attack while mounted, add +1d4 Impact as if the target were Prone, even if the target is not smaller than your mount.
    • When you are targeted by an Opportunity Attack while you are mounted, if you have initiated a Charge action this turn, you can use your Athletics Skill in place of your Defense Save to oppose that Opportunity Attack. If your save succeeds, you Resist the attack's effects.
    • Reaction: If you are mounted, Boost your mount's Defense Save.
    Archetypes:
    • Heavy Armor Training Talent.
    • Charisma Skill 3 Ranks; Courtly Manner Talent.
    • Shield Training Talent; proficiency with the pike; Weapon Focus talent (selecting Chainlikes, Clubs, Heavy Blades, or Spears).


    Spoiler: Guardian
    Show
    [Core] Kit
    Prereqs: Fighting Level 2.
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +4
    • Gain a bonus Talent with the [Proficiency] tag.
    • Free Action: When a creature you are Pressuring attacks your ally (and you are not also a target of the same attack), gain Momentum.
    Archetypes:
    • Base Fortitude +3; Hold the Line Talent; a Liability that relates to your having a protective instinct towards other creatures.


    Level 3 Spellcaster-Ish Kits

    Spoiler: Magician
    Show
    [Core] Kit
    Prereqs: Caster Level 2; Dexterity Skill 1 Rank; Knowledge Skill 3 Ranks; Lore of Arcana Talent; one Talent with the [Seed] tag.
    Benefits:
    • Caster Level +1
    • Gain two bonus Talents with the [Seed] tag.
    • You can use your Spellcraft Check in place of your Perception skill to disbelieve an illusion. When the GM checks secretly for you to disbelieve an illusion, she should use this ability if it is advantageous.
    • Free Action: On your turn, activate a [Seed] Talent (which normally requires an Action).
    Drawbacks:
    • Arcane Aversion: If you wear armor or wield a shield, you incur a penalty to your Spellcraft Check and the Accuracy of your spell attacks. This penalty is equal to the normal Encumbrance penalties incurred by the armor or shield (to Athletics, Dexterity, and Stealth), plus 1 if you are wearing armor, plus 1 if you wield a shield.
    Archetypes:
    • Dexterity Skill 5 Ranks; Cantrips Talent; Performer Talent.
    • Anyseed Talent; Ritualist Talent.


    Spoiler: Necromancer
    Show
    [Core] Kit
    Prereqs: Caster Level 2; Charisma Skill 1 Rank; (Call Ally Feat or Necrosis Feat); Shadow Seed Talent.
    Benefits:
    • Caster Level +1
    • Maximum Vitality Points +2 or gain a bonus Talent with the [Buff] tag.
    • Free Action: Activate your Shadow Seed (which normally requires an Action).
    • You can cast Basic Spells with the Shadow Seed even while you are not Suffused.
    Drawbacks:
    • Whiff of Blight: You can be targeted by effects as if you were a Blighted creature.
    Archetypes:
    • Undead creature type.
    • Bestow Curse Feat; Call Ally Feat; Necrosis Feat.
    • Charisma Skill 6 Ranks; Vile Seed Talent; Blight-Embraced status.


    Spoiler: Pyromancer
    Show
    [Core] Kit
    Prereqs: Caster Level 2; Charisma Skill 1 Rank; (Energy Blast Feat or Energy Strike Feat); Fire Seed Talent.
    Benefits:
    • Caster Level +1
    • Maximum Vitality Points +2 or gain a bonus Talent with the [Buff] tag.
    • Free Action: Activate your Fire Seed (which normally requires an Action).
    • You can cast Basic Spells with the Fire Seed even while you are not Suffused.
    Archetypes:
    • Fearsome Frenzy Feat or Furious Rage Feat.
    • Base Reflex +3; Athletics Skill 3 Ranks; (one Feat or Talent with the [Grace] tag); Whip Training Talent.
    • Base Willpower +4; one Feat with the [Ki] tag.

    Many other Seeds may have dedicated Kits like the Necromancer and Pyromancer; these are just examples.

    Level 3 Skillful-Ish Kits

    Spoiler: Dungeoneer
    Show
    [Core] Kit
    Prereqs: Coast Number 5; Athletics Skill 4 Ranks; Gadgetry Skill 5 Ranks; Trapfinder Talent.
    Benefits:
    • Coast Number +1
    • Maximum Vitality Points +4
    • You can Coast Knowledge Checks to know about dungeon architecture or Aberration-type creatures under pressure.
    • You can use your Awesome Check in place of your Gadgetry Skill to bypass or disable traps.
    • Boost your saving throws against traps.
    Archetypes:
    • Escape Artist Talent; Lockpicking Talent.
    • Laborer Talent; Miner's Instinct Talent.
    • Knowledge Skill 5 Ranks; (Engineering Talent or Lore of History Talent).


    Level 3 Hybrid-Concept Kits

    Spoiler: Assassin
    Show
    [Core] Kit
    Prereqs: (Coast Number 5 or Stealth Skill 5 Ranks); Sneak Attack Feat; Poisoner Talent.
    Benefits:
    • Coast Number +1
    • Fighting Level +1 or Caster Level +1
    • Maximum Vitality Points +2
    • Gain a bonus Talent with the [Skill Trick] tag.
    Archetypes:
    • Glibness Skill 5 Ranks; Disguises Talent.
    • Glibness Skill 3 Ranks; Colorful Threats Talent; Staredown Talent.


    Spoiler: Beguiler
    Show
    [Core] Kit
    Prereqs: Heroics +1; (Dexterity Skill 4 Ranks or Stealth Skill 4 Ranks).
    Benefits:
    • Caster Level +1
    • Coast Number +1
    • Gain a bonus Talent with the [Seed] or [Skill Trick] tag.
    • Free Action: If you are about to cast a spell, make that spellcasting concealed (which normally requires an Action); the TN to notice your spellcasting anyway is 6 + your Awesome Check modifier (instead of 6 + your Dexterity Skill modifier).
    Archetypes:
    • Base Reflex +3; (Lightning Agility Talent or Steely Focus Talent).
    • Vanish Feat.


    Spoiler: Loremaster
    Show
    [Core] Kit
    Prereqs: Base Willpower +3; Knowledge Skill 5 Ranks.
    Benefits:
    • Caster Level +1
    • Coast Number +1
    • Gain a Synergy Bonus to your Willpower Save, based on your ranks in the Knowledge Skill.
    • Your Knowledge Checks to know stuff are never Capped; if such a check would normally be un-Capped due to your "Lore of ..." Talent, you can use your Awesome Check in place of that Knowledge Check.
    Archetypes:
    • Ritualist Talent; have used a Ritual with the [Divination] tag.
    • Polyglot Talent.


    Spoiler: Ranger
    Show
    [Core] Kit
    Prereqs: (Fighting Level 2 or Coast Number 5); Nature Skill 4 Ranks; Stealth Skill 2 Ranks; Tracker Talent; proficiency with a Martial-grade weapon.
    Benefits:
    • Fighting Level +1
    • Caster Level +1 or Coast Number +1
    • Maximum Vitality Points +2
    • Train an additional Skill of your choice.
    • Gain a Synergy Bonus to your Nature Skill, based on your Ranks in the Perception Skill.
    • You can Coast Nature Checks and Stealth Checks under pressure.
    • You can move twice as quickly as normal while tracking.
    Archetypes:
    • Animal Bond Feat; Wild Empathy Talent.


    Spoiler: Spellblade
    Show
    [Core] Kit
    Prereqs: Heroics +1; Battle-Cast Talent.
    Benefits:
    • Fighting Level +1
    • Caster Level +1
    • Maximum Vitality Points +2
    • Gain a bonus Talent with the [Proficiency] or [Seed] tag.
    • When a Hazard inflicted on you would break your concentration on a spell, you can attempt a Willpower Save (TN = 15) to retain concentration. (On a success, that Hazard is wasted if breaking your concentration was its only effect. Other effects of the Hazard, if any, still occur.)
    Archetypes:
    • Base Fortitude +3; (Mighty Constitution Talent or Steely Focus Talent).


    Spoiler: Tactician
    Show
    [Core] Kit
    Prereqs: Charisma Skill 4 Ranks or Knowledge Skill 4 Ranks.
    Benefits:
    • Fighting Level +1
    • Coast Number +1
    • Maximum Vitality Points +4
    • Boost your Knowledge Skill checks to know about the history of military conflicts.
    • Reaction: If you have Momentum, when an ally inflicts a Hazard with an attack, Encourage that ally (which normally requires a [Dominant] Action).
    Archetypes:
    • Knowledge Skill 6 Ranks; Lore of History Talent.
    • Glibness Skill 4 Ranks; Radiate Aura Feat.
    Last edited by Draz74; 2022-07-23 at 09:24 AM.
    You can call me Draz.
    Trophies:
    Spoiler
    Show

    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  5. - Top - End - #5
    Firbolg in the Playground
     
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    Default Re: [Z-Wolf] Library: Kits

    Level 5 Warrior-Ish Kits

    Spoiler: Axe Master
    Show
    [Core] Kit
    Prereqs: Fighting Level 4; Weapon Focus Talent (selecting Axes).
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +4
    • Gain a Discipline Bonus, equal to your Heroic Bonus, to the Impact of your attacks with Axe-category weapons.
    Archetypes:
    • Cleave Feat.

    Other weapon categories will have Kits similar to Axe Master; this is just an example. Master Archer and Master Pugilist are provided below, but aren't quite as typical of the whole cycle of Kits.

    Spoiler: Berserker
    Show
    [Core] Kit
    Prereqs: Fighting Level 4; Charisma Skill 3 Ranks; (Fearsome Frenzy Feat or Furious Rage Feat).
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +6
    • While in a frenzy or rage [Stance], your melee or thrown weapon attacks gain +1d4 Impact.
    • While in a frenzy or rage [Stance], ignore the penalty to saving throws for being Wounded.
    • While in a frenzy or rage [Stance], when you take a strenuous Action while Dying, Boost your Fortitude save to avoid getting Dropped.
    • Free Action: When you become Wounded, gain Momentum.
    Archetypes:
    • Tempest Strike Feat; Endurance Talent; Performer Talent; proficiency with scimitars.


    Level 5 Hybrid-Concept Kits

    Spoiler: Bard
    Show
    [Core] Kit
    Prereqs: Coast Number 5; (Charisma Skill 6 Ranks or Glibness Skill 6 Ranks); Radiate Aura Feat; Competence Aura Talent; Musical Proficiency Talent.
    Benefits:
    • Coast Number +1
    • Fighting Level +1 or Caster Level +1
    • Maximum Vitality Points +2
    • Free Action: While you have Momentum and you use your Competence Aura to Boost any ally's skill check, you can also Encourage that ally.
    Archetypes:
    • Performer Talent.
    • Base Willpower +4; Knowledge Skill 7 Ranks.
    • Fighting Level 4; base Fortitude +4; Nature Skill 4 Ranks.


    Spoiler: Champion
    Show
    [Core] Kit
    Prereqs: Fighting Level 3; (Energy Strike Feat or Smite Feat); proficiency with light armor. You must not have taken the Paladin Kit (it is conceptually too close to the same thing).
    Benefits:
    • Fighting Level +1
    • Caster Level +1
    • Maximum Vitality Points +4
    • Gain a Synergy bonus to your Defense Save, based on your ranks in the Charisma Skill.
    • Gain a Synergy bonus to your Fortitude Save, based on your ranks in the Charisma Skill.
    • Gain a Synergy bonus to your Reflex Save, based on your ranks in the Charisma Skill.
    • Gain a Synergy bonus to your Willpower Save, based on your ranks in the Charisma Skill.
    Archetypes:
    • Heavy Armor Training Talent.
    • Lore of Divinity Talent.
    • Radiate Aura Feat.


    Spoiler: Factotum
    Show
    [Core] Kit
    Prereqs: Coast Number 5; any one Skill 7 Ranks; Improvisation Feat.
    Benefits:
    • Fighting Level +1
    • Caster Level +1
    • Coast Number +1
    • Maximum Vitality Points +2
    • Free Action: Retrain your last Talent with the [Skill Trick] tag to another Talent with the [Skill Trick] tag. This requires Exerting unless you do it when you finish a Short or Extended Rest or when you use the Improvisation Feat.
    Archetypes:
    • Knowledge Skill 5 Ranks; (Dungeoneer Kit or Loremaster Kit).


    Spoiler: Master Archer
    Show
    [Core] Kit
    Prereqs: Fighting Level 4; Dexterity Skill 3 Ranks; Weapon Focus Talent (selecting Bows).
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +2
    • Coast Number +1 or maximum Vitality Points +2
    • Gain a Discipline Bonus, equal to your Heroic Bonus, to the Impact of your attacks with Bow-category weapons.
    Archetypes:
    • Dexterity Skill 7 Ranks; Precise Shot Feat.
    • Perception Skill 7 Ranks; Deadeye Shot Feat; Disrupting Shot Feat.


    Spoiler: Master Pugilist
    Show
    [Core] Kit
    Prereqs: (Fighting Level 4 or (Coast Number 5; Athletics Skill 6 Ranks)); Unarmed Focus Talent.
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +2
    • Coast Number +1 or maximum Vitality Points +2
    • Gain a Discipline Bonus, equal to your Heroic Bonus, to the Impact of your attacks with Unarmed weapons.
    Archetypes:
    • Dexterity Skill 5 Ranks; Flurry Attack Feat.
    • Brawn Skill 4 Ranks; Snap Kick Feat.
    Last edited by Draz74; 2022-07-14 at 06:14 PM.
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    ... yes, I need to be tested for ADHD.

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    Default Re: [Z-Wolf] Library: Kits

    Level 7 Kits

    I've had trouble coming up with Kits that, thematically, Level 7 is an appropriate power level for. Any suggestions?

    Spoiler: Archmage
    Show
    [Core] Kit
    Prereqs: Caster Level 6; three Feats with the [Spell] tag; three Talents with the [Seed] tag; Lore of Arcana Talent.
    Benefits:
    • Caster Level +1
    • Gain a bonus Talent with the [Buff] or [Metamagic] tag.
    • Gain a Synergy Bonus to the Impact of your spell attacks, based on your ranks in the Knowledge Skill.
    • You can expend Momentum to use your Awesome Check in place of your Spellcraft.
    Drawbacks:
    • Arcane Aversion: If you wear armor or wield a shield, you incur a penalty to your Spellcraft Check and the Accuracy of your spell attacks. This penalty is equal to the normal Encumbrance penalties incurred by the armor or shield (to Athletics, Dexterity, and Stealth), plus 1 if you are wearing armor, plus 1 if you wield a shield.
    Archetypes:
    • Base Willpower +6; Sage Spellcasting Talent.
    • Anyspell Feat; Weave Seed Talent.

    [Epic] Kits

    Spoiler: Grandmaster of Flowers
    Show
    [Epic] [Ki] Kit
    Prereqs: Base Reflex +6; base Willpower +6; Athletics Skill 7 Ranks; Perception Skill 9 Ranks; one Feat with the [Grace] tag; two Feats with the [Ki] tag; Unarmed Focus Talent.
    Benefits:
    • Fighting Level +1
    • Caster Level +1
    • Coast Number +1
    • Maximum Vitality Points +2
    • Gain a +2 Discipline Bonus to your Perception Skill.
    • Gain a Discipline Bonus to your Awesome Check. This bonus is equal to the lesser of the two: the number of special abilities with the [Ki] tag that you have taken; or the number of Talents with the [Epic] tag that you have taken.
    • If you have Momentum, you can use a Feat with the [Ki] tag that requires a [Dominant] Action even if you have already taken a [Dominant] Action this turn. This still requires spending a normal Action. After you use this Feat, expend Momentum if you still have it.
    Drawbacks:
    • This Kit occupies one of your Attunement slots for magic items; you can Attune one fewer magic item (at first Echelon) than normal.
    Archetypes:
    • Stunt Attack Feat; Defying Gravity Talent.
    • Tongue of the Sun and Moon Talent.


    Spoiler: Legendary Sovereign
    Show
    [Epic] Kit
    Prereqs: Fighting Level 7; Brawn Skill 3 Ranks; Charisma Skill 6 Ranks; Knowledge Skill 3 Ranks; must have been the ruler of a realm.
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +4
    • Gain a bonus Talent with the [Aura] tag.
    • Gain a +2 Discipline Bonus to your Charisma Skill.
    • Gain a +2 Discipline Bonus to your Defense Save.
    • Gain a +1 Discipline Bonus to your Fortitude Save.
    • Gain a +1 Discipline Bonus to your Awesome Check.
    • While within a realm that you are the ruler of, Boost any Charisma, Glibness, or Insight Skill checks that you make pertaining to ruling that realm.
    • When you inflict a Hazard with a weapon attack, gain Momentum.
    Archetypes:
    • Rallying Strike Feat.
    • Radiate Aura Feat; (Aura of Courage Talent or Charging War Cry Talent).
    • Charisma Skill 10 Ranks.


    Spoiler: Mythic Figure
    Show
    [Core] [Epic] Kit
    Prereqs: Level 9.
    Benefits:
    • Caster Level +1
    • Fighting Level +1 or Coast Number +1
    • Maximum Vitality Points +4
    • Gain a bonus Talent with the [Epic] tag.
    • Gain a +3 Ancestry Bonus to your Fortitude Save.
    • Gain a +2 Ancestry Bonus to your Charisma Skill.
    • Gain a Discipline Bonus to your Awesome Check. This bonus is equal to the number of Talents with the [Epic] tag that you have taken.
    • Increase your natural lifespan by 2% of your ancestry's normal lifespan for each Talent with the [Epic] tag that you have taken.
    Archetypes:
    • Charisma Skill 10 Ranks.

    So far I've posted an excellent sampling of all the [Core] Kits in the system, with the exception of more Kits similar to Necromancer/Pyromancer or Axe Master, as noted above. So this should give you a pretty good idea of your options when building a Z-Wolf character, if you understand the terminology involved.
    Last edited by Draz74; 2022-07-15 at 08:09 AM.
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    ... yes, I need to be tested for ADHD.

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    Default Re: [Z-Wolf] Library: Kits

    Monster Kits

    Most [Monster] Kits are also [Ancestry] Kits. Most monsters (so far, at least) take one of these [Ancestry] Kits, then mostly take non-[Monster] Kits for their other Kit options; many PC Kits are generic enough that they can apply to unintelligent monsters as well.

    There are a couple exceptions, though: non-biological "role" Kits that aren't appropriate for PCs, and are unique to Monsters. I'll start with those here.

    [Monster] "Role" Kits

    Spoiler: Lurker
    Show
    [Monster] Kit
    Prereqs: none.
    Benefits:
    • Coast Number +1
    • Maximum Vitality Points +2
    • Train your Stealth Skill. (If Stealth is already Trained, you may immediately Retrain that Trained Skill.)
    • By inhabiting a small locale (maximum 20-meter radius or so) for at least a week, you can designate it your Lair. You can only have one designated Lair at a time. In your Lair, you gain the following benefits:
      • When you inflict Fear on a foe, increase that Fear condition's degree by 1.
      • Action: Make a Stealth check (not Dragged!) to become Hidden from creatures from whom you have Concealment or Cover.
      • When you attack a creature with a melee attack, your movement does not provoke Opportunity Attacks from that creature until the end of your turn.

    The following is a particularly important Kit for almost any monster that is going to be a boss fight:
    Spoiler: Soloist
    Show
    [Monster] Kit
    Prereqs: Heroics +2; Charisma Skill 2 Ranks; a Liability related to your distaste for working with others (except maybe inferior lackeys).
    Benefits:
    • Fighting Level +1
    • Caster Level +1
    • Coast Number +1
    • Maximum Vitality Points +4
    • Gain a +1 Discipline bonus to your Awesome Check.
    • Free Action: When you inflict a Hazard on a creature or a creature inflicts a Hazard on you, you can "Mark" that creature as an established foe, which lasts for about 5 minutes.
    • Free Action: When an "established foe" gains Momentum, you can attempt an Awesome Check = 17) to gain Momentum.
    • Free Action: At the end of your turn, if you have no Reactions remaining, you can gain two Reactions instead of the normal one Reaction.
    Drawbacks:
    • You cannot gain Momentum through Encouragement.
    • You cannot be targeted by the Commander's Urge Feat.

    And the following Kit, while only sort of a Role, is also particularly important, as it enables Z-Wolf's "mass combat" system:
    Spoiler: Swarm
    Show
    [Monster] Kit
    Prereqs: Heroics +1; Spread Out Feat; size category Large or smaller. Expectation: this creature will take the Mob Attack Feat.
    Benefits:
    • Maximum Vitality Points +6
    • Gain a +2 Size bonus to your Brawn Skill.
    • The space you occupy on a battlefield increases by three size categories (to a minimum of Medium-size space). Your allies may share your space, although it is Difficult Terrain for them.
    • Instead of 1 meter, your Spawns can be a distance from you of 3 meters + your Speed modifier without dissipating.
    • Swarm Resilience: You Resist attacks that would normally have a single target, and you are Immune to conditions that originate from effects that target a single creature. You are Immune to the Pressure [Maneuver] Action.
    Drawbacks:
    • Incur a -2 Size penalty to your Defense Save.
    • Your foes may enter and share your space, although it is Difficult Terrain for them.
    • You count as three size categories larger for the purposes of comparing your Stealth to your foes' Perception.
    • You cannot be targeted by beneficial effects that normally target a single creature.
    • Swarm Vulnerabilities: An attack that affects multiple targets (including an area) can affect you more than once by targeting your Spawns as if they were separate creatures. While you have no active Spawns, foes may inflict Hazards on you as if you were Wounded. If any effect would cause you to be Dropped, you dissipate instead.


    [Ancestry] [Monster] Kits



    Other [Monster] Kits
    Last edited by Draz74; 2022-07-23 at 09:03 AM.
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    ... yes, I need to be tested for ADHD.

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    Default Re: [Z-Wolf] Library: Kits, Feats, & Talents

    [Buff] Talents

    Spoiler: Aura Sight
    Show
    [Buff] [Core] Talent
    Prereqs: Caster Level 1.
    Benefit: As a [Dominant] Action, you can enable yourself to see magical auras up to 60 ft away as long as you maintain Concentration. This does not help you find magical things that would be hidden from your view (e.g. a creature successfully using the Stealth skill while wearing magic items), and illusionary magic that creates the appearance of a nonmagical object includes masking its magical aura from this ability. Once you can see a magical aura, Knowledge Skill checks can be used to attempt to discern the magic's function, at least in general categories.


    Spoiler: Cantrips
    Show
    [Buff] [Core] Talent
    Prereqs: Caster Level 1; Dexterity Skill 1 Rank; two Talents with the [Seed] tag.
    Benefit: As a [Dominant] Action, you can create a minor display of magic, such as a flash of light of a certain color, a clap of dramatic noise, or a translucent handheld-sized illusion floating above your palm. The GM may allow you to come up with other effects of similar magnitude to these. The most common mechanical benefit of these tricks is to let you use your Spellcraft Check in place of a skill check to impress an audience, especially if the performance is of a sort based on misdirection and flourishes. Ongoing changes to an object made by Cantrips (such as moderately altering their temperature or taste) can last about an hour.


    Spoiler: Feather Fall
    Show
    [Buff] [Core] Talent
    Prereqs: Caster Level 1.
    Benefit: Reaction: When creatures (up to six creatures within 6 meters of each other) within 40 meters of you are falling, you can target them with this effect to attempt to prevent falling damage. Those creatures can use your Spellcraft Check in place of their Athletics Skill to mitigate the effects of the fall. If you are Suffused, you can entirely negate their falling damage, but this requires a Willpower Save (TN = 13) to remain Suffused (just like an Advanced Spell).


    Spoiler: Foresight
    Show
    [Buff] [Core] [Epic] Talent
    Prereqs: Level 9; Caster Level 6; Perception Skill 4 Ranks.
    Benefits:
    • Gain a +2 Discipline bonus to your Reflex Save.
    • As part of an Extended Rest, you can activate or deactivate Foresight's Consuming Mode. This mode incurs a -1 penalty to your Willpower Save, but you can never be Surprised while this mode is active.

    Note: there will be a nonmagical [Epic] talent that likewise grants immunity to being Surprised, without any penalty to Willpower. It will have prereqs like: Base Reflex +6; Perception Skill 8 Ranks; Seize Initiative Talent.

    Spoiler: Imbued Lantern
    Show
    [Buff] [Core] Talent
    Prereqs: Caster Level 1.
    Benefits:
    • As a [Dominant] Action, you can cause a touched Tiny or smaller object to radiate light, illuminating a 20-ft radius in bright light and a further 20-ft radius in dim light. The illuminating property lasts for about an hour, or until you use this ability on another object or dismiss the effect. If you try to touch an object held or worn by a hostile creature, the intended target can make a Defense Save as if opposing your Unarmed Strike attack. On a successful Save, you fail to alight the intended object.
    • As an Action, you can dismiss the Imubed Lantern effect.


    Spoiler: Mage Armor
    Show
    [Buff] [Core] Talent
    Prereqs: Caster Level 1; one Feat with the [Spell] tag.
    Benefits:
    • Gain a +2 Item bonus to your Armor Value.
    • As part of an Extended Rest, you can activate or deactivate the armor's Consuming Mode. This mode incurs a -1 penalty to your Willpower Save, but increases the Armor Value bonus depending on your Caster Level: +3 at Caster Level 2-4, +4 at Caster Level 5-8, or +5 at Caster Level 9.

    It is highly recommended that PCs have either Light Armor Training or Mage Armor (although there will be a third option for Monk-ish types).

    Spoiler: Mage Hand
    Show
    [Buff] [Core] Talent
    Prereqs: Caster Level 1.
    Benefit: [Dominant] Action: Exert a force on an object from a distance of up to 6 meters away. This force is sufficient to move an object of 3 kg, and it can move about 1 meter per use of this ability. This can hold a (sufficiently light) object in midair. If you wish to manipulate the object in a way that would normally require a Brawn or Dexterity check, use your Dragged Spellcraft Check in place of the relevant skill.


    Spoiler: Mind Twist
    Show
    [Buff] [Core] Talent
    Prereqs: Caster Level 1; (Glibness Skill 3 Ranks or Luck Seed Talent or Mind Seed Talent).
    Benefit: Reaction: If you are Suffused, you can use this Buff against a single creature in a social situation (e.g. when you attempt to tell a believable lie, make a first impression, impersonate an individual, impress an audience, or strike a bargain). You can use your Spellcraft Check in place of a relevant Charisma or Glibness check in the situation. This requires a Willpower Save (TN = 13) to remain Suffused (just like an Advanced Spell). This roll replacement is effectively a [Charm] effect, and does not function against creatures who are immune to [Charm] effects or have their Saves against [Charm] effects Boosted (e.g. Elves).
    Last edited by Draz74; 2022-07-23 at 10:35 AM.

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    Default Re: [Z-Wolf] Library: Kits, Feats, & Talents

    Some Talents (excluding Skill Tricks, Epic Talents, Seeds, Forms, Metamagics, Monsters, weapon Proficiencies, etc.)

    Spoiler: Anyseed
    Show
    [Core] Talent
    Prereqs: Caster Level 1; one Feat with the [Spell] tag; two Talents with the [Seed] tag.
    Benefit: Short Rest: Immediately Retrain any of your Talents with the [Seed] tag; the replacement Talents must also be [Seed] Talents. As always with Retraining, be careful not to lose any abilities you have that are prereqs for other abilities.


    Spoiler: Battle-Cast
    Show
    [Core] Talent
    Prereqs: Heroics +1; one Feat with the [Spell] tag.
    Benefits:
    • When rolling a saving throw against an Opportunity Attack (provoked by your Spellcasting), you can use your Willpower Save in place of your Defense Save.
    • When your save against an Opportunity Attack (provoked by your spellcasting) succeeds, you Resist the attack's effects.


    Spoiler: Competence Aura
    Show
    [Aura] [Core] Talent
    Prereqs: Coast Number 6; Radiate Aura Feat.
    Benefit: Reaction: When this aura is active and your ally who can perceive you (besides yourself) is about to make a skill check, cause that skill check to be Boosted.


    Spoiler: Endurance
    Show
    [Core] Talent
    Prereqs: Base Fortitude +1 or Undead Type or Construct Type.
    Benefit: Maximum Stamina Points +2


    Spoiler: Fend Off
    Show
    [Grace] [Ki] Talent
    Prereqs: Dodge Feat or Beast Type or Dragon Type.
    Benefit: As long as you are not wearing armor or wielding a shield, gain a Synergy bonus to your Defense Save, based on your Ranks in the Athletics Skill.


    Spoiler: Heavy Armor Training
    Show
    [Core] [Proficiency] Talent
    Prereqs: Base Fortitude +1; Brawn Skill 2 Ranks; proficiency with light and medium armor.
    Benefit: You are proficient with heavy armor. (Wearing heavy armor still penalizes your Speed by -1, unless this is prevented, e.g. by the Dwarf Kit.)
    Normal: Wearing heavy armor non-proficiently incurs penalties: -4 to attack Accuracy and -2 to Speed.


    Spoiler: Hold the Line
    Show
    [Core] Talent
    Prereqs: Fighting Level 2.
    Benefit: Your Opportunity Attacks (provoked by the target's movement) deal +1d6 Impact. (Standing from Prone does not count as movement for this purpose.)


    Spoiler: Light Armor Training
    Show
    [Core] [Proficiency] Talent
    Prereqs: none.
    Benefit: You are proficient with light and medium armor.
    Normal: Wearing light armor non-proficiently incurs penalties: -2 to attack Accuracy and -1 to Speed. Wearing medium armor non-proficiently incurs penalties: -4 to attack Accuracy and -2 to Speed.

    It is highly recommended that PCs have either Light Armor Training or Mage Armor (although there will be a third option for Monk-ish types).

    Spoiler: Lightning Agility
    Show
    [Core] [Grace] Talent
    Prereqs: Heroics +1.
    Benefits:
    • If Reflex is your original Best Save, your Reflex Saves never trigger Bleed or count as Natural 1s.
    • Otherwise, gain a +1 Base bonus to your Reflex Save. At Level 5, this increases to a +2 Base Bonus.


    Spoiler: Mighty Constitution
    Show
    [Core] Talent
    Prereqs: Heroics +1.
    Benefits:
    • If Fortitude is your original Best Save, your Fortitude Saves never trigger Bleed or count as Natural 1s.
    • Otherwise, gain a +1 Base bonus to your Fortitude Save. At Level 5, this increases to a +2 Base Bonus.


    Spoiler: Seize Initiative
    Show
    [Core] Talent
    Prereqs: Perception Skill 3 Ranks.
    Benefit: Boost your Reflex Saves to determine your Initiative order.


    Spoiler: Shield Training
    Show
    [Core] [Proficiency] Talent
    Prereqs: Fighting Level 1.
    Benefits:
    • You are proficient at wielding a shield.
    • While wielding a Full Shield in one hand, the Accuracy of your melee weapon attacks with a weapon in another hand gains a +1 bonus.
    Normal: Wielding a shield nonproficiently incurs a -2 penalty to Athletics, Dexterity, and Stealth checks, as well as Spellcraft checks and spell attack Accuracy. Nonproficient shield bash attacks have an Impact modifier of -3, rather than the Impact Modifier shown on the Shields table.


    Spoiler: Steely Focus
    Show
    [Core] Talent
    Prereqs: Heroics +1.
    Benefits:
    • If Willpower is your original Best Save, your Willpower Saves never trigger Bleed or count as Natural 1s.
    • Otherwise, gain a +1 Base bonus to your Willpower Save. At Level 5, this increases to a +2 Base Bonus.


    Spoiler: Weapon Finesse
    Show
    [Core] [Grace] Talent
    Prereqs: none.
    Benefit: Gain a Synergy bonus to your attack Accuracy with Light-Hefted weapons, based on Ranks in your Dexterity Skill.


    Spoiler: Weapon Focus
    Show
    [Core] [Proficiency] Talent
    Prereqs: Fighting Level 2; select one weapon Category (Axes, Bows, Clubs, Crossbows, Flails, Heavy Blades, Light Blades, Polearms, or Spears). (You can take this Talent multiple times to select multiple Categories.)
    Benefit: Boost your Saving Throws against your weapon being Disarmed or Sundered, as long as the weapon in question belongs to the selected Category.


    Spoiler: Windfall
    Show
    [Core] Talent
    Prereqs: none.
    Benefit: Increase your Wealth score by +4. This is a singular event and has no ongoing effect if you spend the Wealth in question.
    Special: If this Talent is taken after character creation, its effect does not take place until there can be an in-story explanation of how the Wealth increase takes place.
    Last edited by Draz74; 2022-07-24 at 06:30 AM.
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    ... yes, I need to be tested for ADHD.

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    Default Re: [Z-Wolf] Library: Kits, Feats, & Talents

    I've started filling out [Monster] Kits above. Only three so far, but I think they're interesting ones.

    I've also been thinking about Half-Orcs and Half-Elves. I don't want to make them separate [Ancestry] Kits. I'm thinking they'll be Talents that Orcs and Humans (respectively) can take, giving them some of the benefits of their other race.

    Spoiler: Half-Orc
    Show
    [Heritage] Talent
    Prereqs: Orc Kit; if this is taken at higher than Level 1, it should have been already established in the story that the character has some Human heritage.
    Benefits:
    • Gain a +2 Ancestry bonus to your Glibness Skill. (This offsets your Orc Kit penalty.)
    • Start each Adventure with 2 Karma Points instead of 1.
    ... This Talent feels a little weak still. Suggestions of other small Human-like advantages that a Talent could bestow?

    Spoiler: Half-Elf
    Show
    [Heritage] Talent
    Prereqs: No [Ancestry] Kits, except (optionally) Human Paragon. If this is taken at higher than Level 1, it should have been already established in the story that the character has some Elven heritage.
    Benefits:
    • Boost your saving throws against [Charm] effects.
    • Low-Light Vision: Treat nonmagical dim lighting as brightly lit.
    ... I will also add an Archetype to Human Paragon above, rewarding Half-Elven characters for having some Glibness or Charisma, as befits their stereotype as diplomatic types.
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    ... yes, I need to be tested for ADHD.

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    Default Re: [Z-Wolf] Library: Kits, Feats, & Talents

    Holy crap, you're working on this again!

    I remember contributing some stuff to the wiki back in... 2010? I think?
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    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

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    Default Re: [Z-Wolf] Library: Kits, Feats, & Talents

    Quote Originally Posted by Amechra View Post
    Holy crap, you're working on this again!

    I remember contributing some stuff to the wiki back in... 2010? I think?
    Yeah! 15-year projects are crazy yo. I was just wondering a couple days ago if you remember working on my system.

    I think there have been some significant improvements since 2010 despite my working on the project only intermittently. And hopefully my website-building skills are now good enough (since they're my day job) to present what I've got in a compelling way.
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    ... yes, I need to be tested for ADHD.

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    Default Re: [Z-Wolf] Library: Kits, Feats, & Talents

    [Luck] Talents

    Spoiler: Lucky Attitude
    Show
    [Core] [Luck] Talent
    Prereqs: Coast Number 5.
    Benefit: When you roll Initiative, you can attempt an Awesome Check (TN 15) to gain Momentum.


    Spoiler: Predictive Junk-Pile
    Show
    [Core] [Luck] Talent
    Prereqs: Gadgetry Skill 3 Ranks.
    Benefits:
    • By spending 1 day of Downtime with access to your Wealth and a market, you can gather or renew a Junk-Pile. Decide its Bulk (minimum 2). If you don't already have one, gain one special Karma Point that can only be used with this Talent.
    • [Dominant] Action: Spend 1 Karma Point to examine your Junk-Pile and see if you can find an item that you need at the moment! You can purchase the item in question (even if you don't have access to a market or similar) and assume retroactively that it has been in your Junk-Pile since a previous time you were at market. The item must have less Bulk than your Junk-Pile, and if you "find" it, subtract its Bulk from your Junk-Pile's Bulk. The GM may rule that you can't find an item that definitely wouldn't have been available in any of the markets you've shopped at (e.g. the key to a specific door).


    Spoiler: Prescient Hoard-Master
    Show
    [Core] [Luck] Talent
    Prereqs: Coast Number 6; Predictive Junk-Pile Talent.
    Benefit: When you are about to spend a Karma Point to examine a Junk-Pile, make a Dragged Gadgetry check (TN = the desired item's Price). On a success, you can proceed to use Predictive Junk-Pile without spending the Karma Point. All other limitations of the process still apply.
    Last edited by Draz74; 2022-07-24 at 06:31 AM.
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    ... yes, I need to be tested for ADHD.

  14. - Top - End - #14
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    Default Re: [Z-Wolf] Library: Kits, Feats, & Talents

    I'd love to make [Spell] Feat descriptions more compact, but since they basically entail the system's whole magic rules, they're big and bulky for now ...

    Attack [Spell] Feats

    Spoiler: Energy Blast
    Show
    [Core] [Spell] Feat
    Prereqs: Caster Level 1; one Talent with the [Seed] tag, from the Seed Effects menu below.
    Basic Effect: [Dominant] Action: Make a Spell Attack, with the damage type determined by your active Seed. This Spell Attack uses the following statistics otherwise: Ranges 5/20 meters; Impact +0; Bleed Number 4. This is a standard physical attack: opposed by a Defense Save, compared with target's Armor Value to determine Secondary Effects, uses the standard Hazard Menu to inflict Hazards. This attack deals Splash Damage (i.e. the target may choose one creature within 1 meter who also becomes a target of the attack).
    Advanced Effect: As Basic Effect, but choose one of the following enhancements:
    • The attack's Ranges increase to 10/40 meters, and its Impact is Boosted.
    • The attack targets a number of creatures up to 1 + half your Level (rounded down), within a 3-meter-radius Burst, plus Splash Damage targets. (Each primary target may choose a Splash Damage target, but no creature can be a Splash Damage target more than once, except a Swarm that is targeted via its Spawn.)
    Seed Effects:
    • Acid: Basic: The attack deals Acid Damage. Advanced: The attack's Bleed Number increases to 7.
    • Air: The attack deals Bludgeoning Damage.
    • Cold: Basic: The attack deals Cold Damage. Advanced: Until the start of your next turn, the targets' Speed Checks are Dragged.
    • Earth: The attack deals Bludgeoning & Slashing Damage.
    • Fire: The attack deals Fire Damage.
    • Light: The attack deals Radiant Damage.
    • Lightning: Basic: The attack deals Lightning Damage. Advanced: Choose one of the following options:
      • The attack deals Thunder Damage rather than Lightning Damage.
      • The attack does not deal Splash Damage.
      • Targets made primarily of metal or wearing primarily-metal Armor have their Defense Save against the attack Dragged.
    • Water: The attack deals Bludgeoning Damage.
    • Weave: Basic: The attack deals Force Damage, but its Impact is Dragged. Advanced: If the attack is a Miss, it still has the effects of a Hit.


    Spoiler: Bestow Curse
    Show
    [Core] [Spell] Feat
    Prereqs: Caster Level 1; one Talent with the [Seed] tag, from the Seed Effects menu below.
    Basic Effect: [Dominant] Action: Make a Spell Attack, with the damage type determined by your active Seed. This Spell Attack uses the following statistics otherwise: Ranges 5/20 meters; Impact -3; Bleed Number 5. This is a non-physical attack: opposed by a Willpower Save, compared with target's Heroic Bonus to determine Secondary Effects, and uses the special Hazard Menu below to inflict Hazards.
    Advanced Effect: As Basic Effect, but choose one of the following enhancements:
    • The attack's Ranges increase to 20/80 meters, and its Impact is Boosted.
    • The attack targets a number of creatures up to 1 + half your Level (rounded down), within a 3-meter-radius Burst.
    • The attack's effects that would normally last for about 5 minutes last for about 3 days instead.
    • The attack qualifies for the "Doom" Hazard on the Hazard Menu.
    Seed Effects:
    • Animal: The attack deals Necrotic Damage. If the target would be Dropped by the attack, it is instead transformed into a Level 1 Tiny-or-smaller Beast (chosen by you, out of Beasts that can survive the local environment reasonably well). The transformation is a [Shapeshift] effect, and lasts for about 5 minutes.
    • Luck: Basic: The attack deals Psychic Damage. Advanced: If the attack inflicts a Hazard, you gain Momentum.
    • Mind: Basic: The attack deals Psychic Damage. Advanced: If you choose for the attack to qualify for the "Doom" Hazard, the attack is also considered a [Fear] effect.
    • Shadow: Basic: The attack deals Necrotic & Psychic Damage. You may alter the attack as in the following bullet point. Advanced: If you choose for the attack to qualify for the "Doom" Hazard, the attack is also considered a [Fear] effect.
      • Range: Melee Reach 0; the attack deals +1d8 Impact, but the target may choose whether to oppose the attack with Defense or with Willpower.

    Requirements Hazard
    (none) The target is Blinded until the end of your next turn.
    Bleed Triggered by target's Saving Throw. The target is Blinded for about 5 minutes.
    The target has Momentum. The target loses Momentum (and cannot expend Momentum to cancel this attack's Hazard(s)).
    "Doom" Hazard available. The target is Shaken for about 5 minutes (and cannot expend Momentum to cancel this attack's Hazard(s)).
    Your Caster Level is at least 4; you have the Shadow Seed active; the target is Off-Guard against the attack; Bleed Triggered by target's Saving Throw. The target dies.


    Spoiler: Mind Crush
    Show
    [Core] [Spell] Feat
    Prereqs: Caster Level 1; (Mind Seed Talent or Mind Twist Talent).
    Basic Effect: [Dominant] Action: Make a Spell Attack, using one of the following Seeds: Illusory Seed, Mind Seed, Shadow Seed, Weave Seed. This Spell Attack uses the following statistics: Ranges 5/20 meters; Impact +0; Psychic Damage; Bleed Number 4. This is a non-physical attack: opposed by a Willpower Save, compared with target's Awesome modifier to determine Secondary Effects, and uses the special Hazard Menu below to inflict Hazards. If this attack inflicts a Hazard, you can choose to start Concentrating on the effect; as long as Concentration lasts, you can continue to use this Basic Effect on the same target(s) even if you are not Suffused.
    Advanced Effect: As Basic Effect, but choose one of the following enhancements:
    • The attack's Impact is Boosted.
    • The attack's short-Range increases to 25 meters, and its long-Range increases to "any creature you can magically sense."
    • The attack targets a number of creatures up to 1 + half your Level (rounded down), within a 3-meter-radius Burst, plus Splash Damage targets. (Each primary target may choose a creature within 1 meter to also be targeted by the spell, but no creature can be a Splash Damage target more than once, except a Swarm that is targeted via its Spawn.)
    Seed Effects:
    • (Any): The spell must be Advanced to use "any" Seed to cast it, but otherwise has its normal effects, including not being a [Fear] effect.
    • Illusory: The attack is also considered a [Fear] effect.
    • Mind: Basic: You can freely choose whether the attack is considered a [Fear] effect. Advanced: The attack does not deal Splash Damage.
    • Shadow: The attack is also considered a [Fear] effect.
    • Weave: The spell has its normal effects, including not being a [Fear] effect.

    Requirements Hazard
    (none) The target is Dazed until the end of your next turn.
    Bleed Triggered by target's Saving Throw. The target is Stunned until the end of your next turn.
    The target is Off-Guard against the attack, and the attack is a [Fear] effect. The target attempts to flee the conflict until the end of your next turn.
    The target is Off-Guard against the attack; the target is already Dazed or Stunned; the attack is not a [Fear] effect; you choose for the attack to be a [Charm] effect (which creatures may have special defenses against). On the target's next turn, if you are still Concentrating on this effect, you can force the target to take an Action dictated by you (which may be a [Dominant] Action), instead of its normal 3 Actions.


    Spoiler: Sickening Malady
    Show
    [Spell] Feat
    Prereqs: Caster Level 1.
    Basic Effect: [Dominant] Action: Make a Spell Attack, with the damage type determined by your active Seed, using one of the following Seeds: Acid Seed, Plant Seed. This Spell Attack uses the following statistics: Ranges 5/20 meters; Impact +1; Bleed Number 4. This is a non-physical attack: opposed by a Fortitude Save, compared with target's Awesome modifier to determine Secondary Effects, and uses the special Hazard Menu below to inflict Hazards.
    Advanced Effect: As Basic Effect, but choose one of the following enhancements:
    • The attack's Ranges increase to 10/40 meters, and its Impact is Boosted.
    • The attack targets a number of creatures up to 1 + half your Level (rounded down), within a 3-meter-radius Burst, plus Splash Damage targets. (Each primary target may choose a creature within 1 meter to also be targeted by the spell, but no creature can be a Splash Damage target more than once, except a Swarm that is targeted via its Spawn.)
    Seed Effects:
    • (Any): The spell must be Advanced to use "any" Seed to cast it, but you can freely choose whether it deals Acid Damage or Poison Damage.
    • Acid: The attack deals Acid Damage.
    • Plant: Basic: The attack deals Poison Damage. Advanced: The attack's Bleed Number increases to 7.

    Requirements Hazard
    (none) The target is Battered until the end of your next turn.
    (none) The target is Dazed until the end of your next turn.
    The target is already Battered; Bleed Triggered by target's Saving Throw. The target is Shaken until the end of your next turn (and cannot expend Momentum to cancel this attack's Hazard(s)). The target is Battered for about 5 minutes.
    The target is Off-Guard against the attack. The target is Stunned until the end of your next turn.


    Spoiler: Necrosis
    Show
    [Spell] Feat
    Prereqs: Caster Level 1; one Talent with the [Seed] tag, from the Seed Effects menu below.
    Basic Effect: [Dominant] Action: Make a Spell Attack, with the damage type determined by your active Seed, using one of the following bullet points:
    • Ranges 5/20 meters; Impact +0; Bleed Number 5. This is a non-physical attack: opposed by a Fortitude Save, compared with target's Awesome modifier to determine Secondary Effects, and uses the special Hazard Menu below to inflict Hazards. However, Surprise does not cause targets to be Off-Guard against this attack, and creatures with the Blight-Embraced status Resist the attack.
    • Range Melee Reach 0; Impact +0; Bleed Number 5; the target may choose to oppose the attack with Defense or Fortitude. Compare with the target's Armor Value as normal to determine Secondary Effects. Use the special Hazard Menu below to inflict Hazards. Blight-Embraced creatures Resist the attack. Surprise can cause the target to be Off-Guard as usual.
    Advanced Effect: As Basic Effect, but choose one of the following enhancements:
    • The attack's Ranges increase to 10/40 meters, and its Impact is Boosted.
    • If using the Ranged Attack version of the spell, the attack targets a number of creatures up to 1 + half your Level (rounded down), within a 3-meter-radius Burst, plus Splash Damage targets. (Each primary target may choose a creature within 1 meter to also be targeted by the spell, but no creature can be a Splash Damage target more than once, except a Swarm that is targeted via its Spawn.)
    Seed Effects:
    • Cold: The attack deals Cold and Necrotic Damage.
    • Shadow: The attack deals Necrotic Damage.
    • Vile: Basic: The attack deals Necrotic Damage. Advanced: If the attack inflicts a Hazard, it can inflict an additional Hazard.

    Requirements Hazard
    It is not the target's turn. The target is Staggered until the end of its next turn.
    Bleed Triggered by target's Saving Throw. The target is Shaken for about 5 minutes (and cannot expend Momentum to cancel this attack's Hazard(s)).
    Advanced Spell; Cold Seed; Bleed Triggered by target's Saving Throw. The target is Staggered for about 5 minutes.
    Advanced Spell; Shadow or Vile Seed; Bleed Triggered by target's Saving Throw. The target is Stunned until the end of your next turn.
    Advanced Spell; target is Off-Guard. Target chooses: become Dropped, or become Wounded and Dying.
    Advanced Spell; target is Off-Guard; target is already either Dying or Dropped. The target dies.
    Last edited by Draz74; 2022-08-04 at 09:14 AM.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  15. - Top - End - #15
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    Default Re: [Z-Wolf] Library: Kits, Feats, & Talents

    [Epic] Talents (not [Monster])

    I'm still debating whether to remove the [Epic] requirement from the following Talent, maybe making it available at Level 6 or so. Alternatively, changing it from a Synergy Bonus to a Discipline Bonus (with a hefty Charisma Skill prereq), so that it can stack with Archmage's Synergy Bonus. But that's probably a bad idea.
    Spoiler: Deep Spell Judder
    Show
    [Core] [Epic] Talent
    Prereqs: Level 9.
    Benefit: Gain a Synergy bonus to the Impact of your spell attacks, based on your Ranks in the Charisma Skill.


    Spoiler: Constant Mobile Dance
    Show
    [Core] [Epic] [Grace] Talent
    Prereqs: Level 9; (Soloist Kit or two Feats with the [Grace] tag).
    Benefit: Free Action: Once per round at the end of another creature's turn, Shift (which normally requires an Action). This ability refreshes at the end of your turn, when you normally regain your Reaction.
    Special: You may take this Talent more than once, gaining its benefit for an additional use per round each time (but only once per other creature's turn).


    Spoiler: Superb Resistance
    Show
    [Core] [Epic] Talent
    Prereqs: Level 9; Veteran's Grit Feat.
    Benefit: Free Action: When you have Momentum and you are displeased with a Saving Throw you roll, expend Momentum to roll an Awesome Check and use its result in place of the result of your Saving Throw.


    Spoiler: Superb Skill Use
    Show
    [Core] [Epic] [Skill Trick] Talent
    Prereqs: Level 9.
    Benefit: Select a Skill in which you have 10 Ranks. You can use your Awesome Check in place of uses of that Skill.
    Special: You may take this Talent more than once, gaining its benefit for a different Skill (in which you have 10 Ranks) each time.
    Last edited by Draz74; 2022-09-01 at 10:33 AM.
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    ... yes, I need to be tested for ADHD.

  16. - Top - End - #16
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    Default Re: [Z-Wolf] Library: Kits, Feats, & Talents (80 so far)

    Added Necrosis in Spell Attack Feats above.

    Simple Feats

    These should be a refreshing change compared to the complexity of [Spell] Feats ...

    Spoiler: Cleave
    Show
    [Core] [Strike] Feat
    Prereqs: Fighting Level 1.
    Trigger: You inflict a Hazard with a weapon melee attack. Either the weapon involved is a Heavy Blade (besides Saber) or an Axe, or you have Momentum.
    Effect: Action: Make another melee attack with the same weapon against a different target.


    Spoiler: Commander's Urge
    Show
    [Boost] [Core] Feat
    Prereqs: Fighting Level 6; (Charisma Skill 7 Ranks or Tactician Kit).
    Effect: Action: Expend Momentum. Move an ally of yours who can hear you (besides yourself) in Initiative order to a position immediately following you.


    Spoiler: Dazing Strike
    Show
    [Core] [Strike] Feat
    Prereqs: Fighting Level 2.
    Effect: [Dominant] Action: Use the Assault or Charge Action. The target may choose whether to oppose your attack with Defense or Fortitude. If the attack inflicts a Hazard, the target is also Dazed until the start of your next turn.


    Spoiler: Deadeye Shot
    Show
    [Boost] [Core] Feat
    Prereqs: Dexterity Skill 5 Ranks; Precise Shot Feat.
    Effect: Action: If you have Momentum, roll a Perception Check. If you then choose to expend your Momentum, your next weapon ranged attack this turn uses your Perception Check result in place of its normal Accuracy.


    Spoiler: Greater Dirty Trick
    Show
    [Boost] [Core] Feat
    Prereqs: none.
    Effect: Action: Expend Momentum to cause one creature within 2 meters to be Dazed. The target immediately makes a Reflex Save (TN = your Coast Number); if it fails, regain Momentum. At the end of the current turn, the target makes a Fortitude Save (TN = your Coast Number), ending the Dazed condition on a success. Otherwise, the Dazed condition ends at the start of your next turn.


    Spoiler: Toughness
    Show
    [Boost] [Core] Feat
    Prereqs: Base Fortitude +1.
    Effect: [Dominant] Action: Exert to heal Vitality Points equal to half of your Maximum Vitality Points (rounded up).
    Benefit: Gain a +1 Discipline bonus to your Armor Value.
    You can call me Draz.
    Trophies:
    Spoiler
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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