Weapon Master Title
A character who has learned all 20 of the combat skills earns the title of "weapon master".
Twice per game day a weapon master may execute a "master's strike". This lets the weapon master add either the "slay" or the "pierce" call to a weapon attack. Furthermore that attack allows the character to hit for the appropriate amount of damage with a cap of up to 4 damage if they would normally be capped at a lower amount of damage.
A weapon master may wield great javelins or great spears with a second weapon or a shield. When they do this normal caps apply. While this is taking place you are only allowed to make stabbing attacks with the great javelin, never swinging attacks. A weapon held in the off hand can be swung as normal.
General and Knowledge Skills | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Estimate Value | 2 | None | Know monetary value of non-magical treasure
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Identify Magic | 2 | None | Know the function of magical treasure
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First Aid | 1 | None | Helps to prevent bleeding out. Allows feeding potions to helpless characters. You can heal blunt torso wounds. Ask simple questions about wounds.
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Herbalist | 2 | None | You can safely use poisonous alchemical items
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Language Skills | 1 | None | Speak and be literate in one common or (with plot marshal permission) a rare language, may be taken multiple times.
|
Read Magic | 2 | None | Allows you to use magic scrolls
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Savant Title
A character who has learned all of the following skills earns the title of "savant".
- estimate value
- first aid
- herbalist
- At least one extra language
- read magic
- scribe scroll
- alchemy rank 5
- brew potion
- 20 production points.
Savants may produce a copy of any alchemical item, potion, or scroll in their possession as if they knew/ possessed the requirements (such as the spell) to make it. All other normal production rules (such as costs) still apply.
Savants also gain an additional 5 points of production which break cap.