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<blockquote data-quote="arscott" data-source="post: 5038732" data-attributes="member: 17969"><p>Well, Here's a start:</p><p><strong>Races</strong></p><p>Fraal[Sblock]<strong>Ability Scores:</strong> +2 Intelligence, +2 Wisdom</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 6 squares</p><p><strong>Vision:</strong> Normal</p><p></p><p><strong>Languages:</strong> Mindspeak</p><p><strong>Skill Bonuses:</strong> +2 Culture, +2 Mindwalking, +2 Science</p><p><strong>Psionic Heritage:</strong> You gain a bonus psionic feat at 1st level. You must meet the feat's prerequisites</p><p><strong>Resilient Mind:</strong> You gain a +5 raical bonus to saving throws against telepathy effects[/sblock]Mechalus[Sblock]<strong>Ability Scores:</strong> +2 Strength, +2 Intelligence</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 6 squares</p><p><strong>Vision:</strong> Normal</p><p></p><p><strong>Languages:</strong> Alereen, Terran</p><p><strong>Skill Bonuses:</strong> +2 Computers, +2 Endurance, +2 Pilot</p><p><strong>Cyber Tolerance:</strong> The healing surge cost of your installed cyberware is reduced by 1.</p><p><strong>Overclock:</strong> You can use overclock as an encounter power</p><p></p><p><span style="color: Red"><strong>Overclock</strong> Mechalus Racial Power</span></p><p><em>You send your bio-circuits into overdrive, but your impressive achievement comes at a cost</em></p><p><strong>Encounter</strong></p><p><strong>No Action Personal</strong></p><p><strong>Trigger:</strong> You fail an attack roll, a saving throw, a skill check, or an ability check</p><p><strong>Effect:</strong> lose a number of hit points equal to the amount by which you failed, plus one-half your level. Your roll becomes a success[/sblock]Sesheyan[sblock]<strong>Ability Scores:</strong> +2 Dexterity, +2 Wisdom</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 6 squares, Fly 6</p><p><strong>Vision:</strong> Darkvision</p><p></p><p><strong>Languages:</strong> Sheya, Terran</p><p><strong>Skill Bonuses:</strong> +2 Acrobatics, +2 Perception, +2 Survival</p><p><strong>Light Sensitivity:</strong> A Sesheyan in bright light takes a -1 penalty to all attack rolls and skill checks, and grants combat advantage.[/sblock]T'sa[sblock]<strong>Ability Scores:</strong> +2 Dexterity, +2 Intelligence</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 7 squares</p><p><strong>Vision:</strong> Normal</p><p></p><p><strong>Languages:</strong> Terran, T'san</p><p><strong>Skill Bonuses:</strong> +2 Diplomacy, +2 Engineering, +2 Manipulation</p><p><strong>Tough Hide:</strong> You gain a +1 bonus to Armor Class</p><p><strong>Quick Reaction:</strong> You gain a +2 racial bonus to initiative checks.</p><p><strong>Enduring Optimism:</strong> You gain a +1 racial bonus to will defense.[/sblock]Weren[sblock]<strong>Ability Scores:</strong> +2 Strength, +2 Constitution</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 6 squares</p><p><strong>Vision:</strong> Normal</p><p></p><p><strong>Languages:</strong> Terran, Weren</p><p><strong>Skill Bonuses:</strong> +2 Athletics, +2 Intimidate, +2 Stealth</p><p><strong>Durability:</strong> You gain bonus hit points equal to 5 plus half your level.</p><p><strong>Chameleon Fur:</strong> You gain a +1 racial bonus to reflex.</p><p><strong>Vicious Claws:</strong> You gain unarmed combat proficiency, and your unarmed attack damage is 1d8</p><p><strong>Sudden Swipe:</strong> You can use sudden swipe as an encounter power</p><p><strong>Primitive:</strong> Your starting skills and proficiencies are limited by your background. See the individual class descriptions for details.</p><p></p><p><span style="color: Red"><strong>Sudden Swipe</strong> Weren Racial Power</span></p><p><em>The swipe of your sharp claw catches an enemy by surprise.</em></p><p><strong>Encounter • Weapon</strong></p><p><strong>Minor Action Melee</strong> 1</p><p><strong>Target:</strong> One Creature</p><p><strong>Special:</strong> You must attack with your unarmed strike</p><p><strong>Attack:</strong> Strength vs. AC</p><p><strong>Hit:</strong> 1[W] + Strength Modifier damage.[/sblock]</p><p></p><p><strong>Classes</strong></p><p>Combat Spec[Sblock]<strong>Armor Proficiency:</strong> Medium</p><p><strong>Weapon Proficiency:</strong> Melee, Modern Ranged, Unarmed</p><p><strong>Systems Proficiency:</strong> Defenses, Weapons</p><p><strong>Bonus To Defense:</strong> +1 Fortitude, +1 Reflex</p><p></p><p><strong>Hit Points at 1st Level:</strong> 15 + Constitution Score</p><p><strong>Hit Points per Level Gained:</strong> 6</p><p><strong>Healing Surges per Day:</strong> 8 + Constitution Modifier</p><p></p><p><strong>Trained Skills:</strong> 3 class skills, 1 unrestricted skill</p><p><em>Class Skills:</em> Athletics, Endurance, Intimidate, Perception, Survival</p><p></p><p><strong>Primitive Combat Specs:</strong> Lose modern ranged weapons proficiency and all systems proficiencies. Gain primitive ranged weapons proficiency.</p><p></p><p><strong>Class Features:</strong> Warrior's Mark, Weapon Mastery</p><p></p><p><strong>Warrior's Mark:</strong> When attacking, you can choose to mark one target of your attack until the end of your next turn.</p><p></p><p><strong>Weapon Mastery:</strong> Choose a weapon group. Attacks using weapons from that group gain +1 to hit and +2 to damage. This bonus increases to +4 at 11th level, and +6 at 21st.[/sblock]Diplomat[sblock]<strong>Armor Proficiency:</strong> Cloth only</p><p><strong>Weapon Proficiency:</strong> Modern Pistols</p><p><strong>Systems Proficiency:</strong> Communications, any one other</p><p><strong>Bonus To Defense:</strong> +1 Fortitude, +1 Will</p><p></p><p><strong>Hit Points at 1st Level:</strong> 10 + Constitution Score</p><p><strong>Hit Points per Level Gained:</strong> 4</p><p><strong>Healing Surges per Day:</strong> 6 + Constitution Modifier</p><p></p><p><strong>Trained Skills:</strong> 2 class skills, 4 unrestricted skill</p><p><em>Class Skills:</em> Bluff, Business, Culture, Diplomacy, Insight</p><p></p><p><strong>Primitive Diplomats:</strong> Lose modern pistols proficiency and all systems proficiencies. Pilot is not considered a class skill for you.</p><p></p><p><strong>Class Features:</strong> Affinity, Invoke Contact</p><p></p><p><strong>Affinity:</strong> Choose a second class. You are considered a member of that class for the purpose of meeting prerequisites</p><p></p><p><strong>Invoke Contact:</strong> One per day, you can call upon a contact to perform some favor. You begin with the "I know an expert" and "I'm on the list" powers. You can gain more invoke contact powers with feats, but you can only use one such power per day.</p><p></p><p><span style="color: DimGray"><strong>I Know an Expert</strong> Diplomat Feature</span></p><p><em>Though you and your companions are puzzled by a question, you're sure your knowledgeable friend can sort it out</em></p><p><strong>Daily</strong></p><p><strong>Invoke Contact:</strong> You can only use one invoke contact power per day.</p><p><strong>Effect:</strong> You contact an expert, who makes a knowledge check for you. The expert's knowledge skill bonus is 5 plus half your level plus your charisma modifier</p><p><strong>Special:</strong> The check must be one where you could conceivably contact an expert, and you must have some means of communication and devote the necessary time to make contact.</p><p></p><p><span style="color: DimGray"><strong>I'm on the List</strong> Diplomat Feature</span></p><p><em>You don't need an invitation, you just need to know the right people.</em></p><p><strong>Daily</strong></p><p><strong>Invoke Contact:</strong> You can only use one invoke contact power per day.</p><p><strong>Effect:</strong> You (and guests) are admitted to an exclusive gathering or event to which you were not otherwise invited.</p><p><strong>Special:</strong> This power only provides benefit where reputation and social standing might be of some use. You could use this power to attend the planetary governor's ball or talk your way into a private high-stakes card tournament, but not to participate in an intelligence briefing or talk your way into a mob's warehouse.[/sblock]Free Agent[sblock]<strong>Armor Proficiency:</strong> Light</p><p><strong>Weapon Proficiency:</strong> Knife, Modern Pistols, Unarmed</p><p><strong>Systems Proficiency:</strong> Helm, Sensors</p><p><strong>Bonus To Defense:</strong> +1 Fortitude, +1 Reflex, +1 Will</p><p></p><p><strong>Hit Points at 1st Level:</strong> 12 + Constitution Score</p><p><strong>Hit Points per Level Gained:</strong> 5</p><p><strong>Healing Surges per Day:</strong> 7 + Constitution Modifier</p><p></p><p><strong>Trained Skills:</strong> 4 class skills, 6 unrestricted skill</p><p><em>Class Skills:</em> Acrobatics, Bluff, Insight, Manipulation, Perception, Pilot, Stealth, Streetwise, Survival</p><p></p><p><strong>Primitive Free Agents:</strong> Lose modern pistols proficiency and all systems proficiencies. Gain primitive ranged weapons proficiency. Pilot is not considered a class skill for you.</p><p></p><p><strong>Class Features:</strong> Lucky, Wing it</p><p></p><p><strong>Lucky:</strong> You can spend an action point to re-roll a failed attack roll, skill check, ability check, or saving throw. You gain a +2 bonus to the new roll, but must take the new result even if it is worse than the original.</p><p></p><p><strong>Wing it:</strong> One per day, you can treat an untrained skill as trained, or use an at-will or encounter power you qualify for but do not possess.[/sblock]Tech Op[sblock]<strong>Armor Proficiency:</strong> Light</p><p><strong>Weapon Proficiency:</strong> Modern Ranged</p><p><strong>Systems Proficiency:</strong> All</p><p><strong>Bonus To Defense:</strong> +1 Reflex, +1 Will</p><p></p><p><strong>Hit Points at 1st Level:</strong> 12 + Constitution Score</p><p><strong>Hit Points per Level Gained:</strong> 5</p><p><strong>Healing Surges per Day:</strong> 6 + Constitution Modifier</p><p></p><p><strong>Trained Skills:</strong> 4 class skills, 3 unrestricted skill</p><p><em>Class Skills:</em> Computers, Engineering, Manipulation, Medicine, Perception, Pilot, Science</p><p></p><p><strong>Primitive Tech Ops:</strong> Lose modern ranged proficiency. Gain primitive ranged weapons proficiency. Only Proficient with one system of your choice. Only trained in 2 class skills and 2 unrestricted skills.</p><p></p><p><strong>Class Features:</strong> Bonus Feat, Skill Mastery</p><p></p><p><strong>Bonus Feat:</strong> At 1st level, you gain one additional Tech Op feat or Specilization feat for a Tech Op class skill.</p><p></p><p><strong>Skill Mastery:</strong> Choose one skill. When making checks with this skill, you can always take 10, regardless of the circumstances.[/sblock]</p><p></p><p><strong>Skill List</strong>[sblock][code]Acrobatics DEX</p><p>Athletics STR</p><p>Bluff CHA</p><p>Business INT</p><p>Computers INT</p><p>Culture WIS</p><p>Diplomacy CHA</p><p>Endurance CON</p><p>Engineering INT</p><p>Insight WIS</p><p>Intimidate CHA</p><p>Manipulation DEX</p><p>Medicine INT</p><p>Mindwalking WIS</p><p>Perception WIS</p><p>Pilot DEX</p><p>Stealth DEX</p><p>Streetwise CHA</p><p>Science INT</p><p>Survival CON[/code][/sblock]</p></blockquote><p></p>
[QUOTE="arscott, post: 5038732, member: 17969"] Well, Here's a start: [B]Races[/B] Fraal[Sblock][B]Ability Scores:[/B] +2 Intelligence, +2 Wisdom [B]Size:[/B] Medium [B]Speed:[/B] 6 squares [B]Vision:[/B] Normal [B]Languages:[/B] Mindspeak [B]Skill Bonuses:[/B] +2 Culture, +2 Mindwalking, +2 Science [B]Psionic Heritage:[/B] You gain a bonus psionic feat at 1st level. You must meet the feat's prerequisites [B]Resilient Mind:[/B] You gain a +5 raical bonus to saving throws against telepathy effects[/sblock]Mechalus[Sblock][B]Ability Scores:[/B] +2 Strength, +2 Intelligence [B]Size:[/B] Medium [B]Speed:[/B] 6 squares [B]Vision:[/B] Normal [B]Languages:[/B] Alereen, Terran [B]Skill Bonuses:[/B] +2 Computers, +2 Endurance, +2 Pilot [B]Cyber Tolerance:[/B] The healing surge cost of your installed cyberware is reduced by 1. [B]Overclock:[/B] You can use overclock as an encounter power [COLOR="Red"][B]Overclock[/B] Mechalus Racial Power[/COLOR] [I]You send your bio-circuits into overdrive, but your impressive achievement comes at a cost[/I] [B]Encounter No Action Personal Trigger:[/B] You fail an attack roll, a saving throw, a skill check, or an ability check [B]Effect:[/B] lose a number of hit points equal to the amount by which you failed, plus one-half your level. Your roll becomes a success[/sblock]Sesheyan[sblock][B]Ability Scores:[/B] +2 Dexterity, +2 Wisdom [B]Size:[/B] Medium [B]Speed:[/B] 6 squares, Fly 6 [B]Vision:[/B] Darkvision [B]Languages:[/B] Sheya, Terran [B]Skill Bonuses:[/B] +2 Acrobatics, +2 Perception, +2 Survival [B]Light Sensitivity:[/B] A Sesheyan in bright light takes a -1 penalty to all attack rolls and skill checks, and grants combat advantage.[/sblock]T'sa[sblock][B]Ability Scores:[/B] +2 Dexterity, +2 Intelligence [B]Size:[/B] Medium [B]Speed:[/B] 7 squares [B]Vision:[/B] Normal [B]Languages:[/B] Terran, T'san [B]Skill Bonuses:[/B] +2 Diplomacy, +2 Engineering, +2 Manipulation [B]Tough Hide:[/B] You gain a +1 bonus to Armor Class [B]Quick Reaction:[/B] You gain a +2 racial bonus to initiative checks. [B]Enduring Optimism:[/B] You gain a +1 racial bonus to will defense.[/sblock]Weren[sblock][B]Ability Scores:[/B] +2 Strength, +2 Constitution [B]Size:[/B] Medium [B]Speed:[/B] 6 squares [B]Vision:[/B] Normal [B]Languages:[/B] Terran, Weren [B]Skill Bonuses:[/B] +2 Athletics, +2 Intimidate, +2 Stealth [B]Durability:[/B] You gain bonus hit points equal to 5 plus half your level. [B]Chameleon Fur:[/B] You gain a +1 racial bonus to reflex. [B]Vicious Claws:[/B] You gain unarmed combat proficiency, and your unarmed attack damage is 1d8 [B]Sudden Swipe:[/B] You can use sudden swipe as an encounter power [B]Primitive:[/B] Your starting skills and proficiencies are limited by your background. See the individual class descriptions for details. [COLOR="Red"][B]Sudden Swipe[/B] Weren Racial Power[/COLOR] [I]The swipe of your sharp claw catches an enemy by surprise.[/I] [B]Encounter • Weapon Minor Action Melee[/B] 1 [B]Target:[/B] One Creature [B]Special:[/B] You must attack with your unarmed strike [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 1[W] + Strength Modifier damage.[/sblock] [B]Classes[/B] Combat Spec[Sblock][B]Armor Proficiency:[/B] Medium [B]Weapon Proficiency:[/B] Melee, Modern Ranged, Unarmed [B]Systems Proficiency:[/B] Defenses, Weapons [B]Bonus To Defense:[/B] +1 Fortitude, +1 Reflex [B]Hit Points at 1st Level:[/B] 15 + Constitution Score [B]Hit Points per Level Gained:[/B] 6 [B]Healing Surges per Day:[/B] 8 + Constitution Modifier [B]Trained Skills:[/B] 3 class skills, 1 unrestricted skill [I]Class Skills:[/I] Athletics, Endurance, Intimidate, Perception, Survival [B]Primitive Combat Specs:[/B] Lose modern ranged weapons proficiency and all systems proficiencies. Gain primitive ranged weapons proficiency. [B]Class Features:[/B] Warrior's Mark, Weapon Mastery [B]Warrior's Mark:[/B] When attacking, you can choose to mark one target of your attack until the end of your next turn. [B]Weapon Mastery:[/B] Choose a weapon group. Attacks using weapons from that group gain +1 to hit and +2 to damage. This bonus increases to +4 at 11th level, and +6 at 21st.[/sblock]Diplomat[sblock][B]Armor Proficiency:[/B] Cloth only [B]Weapon Proficiency:[/B] Modern Pistols [B]Systems Proficiency:[/B] Communications, any one other [B]Bonus To Defense:[/B] +1 Fortitude, +1 Will [B]Hit Points at 1st Level:[/B] 10 + Constitution Score [B]Hit Points per Level Gained:[/B] 4 [B]Healing Surges per Day:[/B] 6 + Constitution Modifier [B]Trained Skills:[/B] 2 class skills, 4 unrestricted skill [I]Class Skills:[/I] Bluff, Business, Culture, Diplomacy, Insight [B]Primitive Diplomats:[/B] Lose modern pistols proficiency and all systems proficiencies. Pilot is not considered a class skill for you. [B]Class Features:[/B] Affinity, Invoke Contact [B]Affinity:[/B] Choose a second class. You are considered a member of that class for the purpose of meeting prerequisites [B]Invoke Contact:[/B] One per day, you can call upon a contact to perform some favor. You begin with the "I know an expert" and "I'm on the list" powers. You can gain more invoke contact powers with feats, but you can only use one such power per day. [COLOR="DimGray"][B]I Know an Expert[/B] Diplomat Feature[/COLOR] [I]Though you and your companions are puzzled by a question, you're sure your knowledgeable friend can sort it out[/I] [B]Daily Invoke Contact:[/B] You can only use one invoke contact power per day. [B]Effect:[/B] You contact an expert, who makes a knowledge check for you. The expert's knowledge skill bonus is 5 plus half your level plus your charisma modifier [B]Special:[/B] The check must be one where you could conceivably contact an expert, and you must have some means of communication and devote the necessary time to make contact. [COLOR="DimGray"][B]I'm on the List[/B] Diplomat Feature[/COLOR] [I]You don't need an invitation, you just need to know the right people.[/I] [B]Daily Invoke Contact:[/B] You can only use one invoke contact power per day. [B]Effect:[/B] You (and guests) are admitted to an exclusive gathering or event to which you were not otherwise invited. [B]Special:[/B] This power only provides benefit where reputation and social standing might be of some use. You could use this power to attend the planetary governor's ball or talk your way into a private high-stakes card tournament, but not to participate in an intelligence briefing or talk your way into a mob's warehouse.[/sblock]Free Agent[sblock][B]Armor Proficiency:[/B] Light [B]Weapon Proficiency:[/B] Knife, Modern Pistols, Unarmed [B]Systems Proficiency:[/B] Helm, Sensors [B]Bonus To Defense:[/B] +1 Fortitude, +1 Reflex, +1 Will [B]Hit Points at 1st Level:[/B] 12 + Constitution Score [B]Hit Points per Level Gained:[/B] 5 [B]Healing Surges per Day:[/B] 7 + Constitution Modifier [B]Trained Skills:[/B] 4 class skills, 6 unrestricted skill [I]Class Skills:[/I] Acrobatics, Bluff, Insight, Manipulation, Perception, Pilot, Stealth, Streetwise, Survival [B]Primitive Free Agents:[/B] Lose modern pistols proficiency and all systems proficiencies. Gain primitive ranged weapons proficiency. Pilot is not considered a class skill for you. [B]Class Features:[/B] Lucky, Wing it [B]Lucky:[/B] You can spend an action point to re-roll a failed attack roll, skill check, ability check, or saving throw. You gain a +2 bonus to the new roll, but must take the new result even if it is worse than the original. [B]Wing it:[/B] One per day, you can treat an untrained skill as trained, or use an at-will or encounter power you qualify for but do not possess.[/sblock]Tech Op[sblock][B]Armor Proficiency:[/B] Light [B]Weapon Proficiency:[/B] Modern Ranged [B]Systems Proficiency:[/B] All [B]Bonus To Defense:[/B] +1 Reflex, +1 Will [B]Hit Points at 1st Level:[/B] 12 + Constitution Score [B]Hit Points per Level Gained:[/B] 5 [B]Healing Surges per Day:[/B] 6 + Constitution Modifier [B]Trained Skills:[/B] 4 class skills, 3 unrestricted skill [I]Class Skills:[/I] Computers, Engineering, Manipulation, Medicine, Perception, Pilot, Science [B]Primitive Tech Ops:[/B] Lose modern ranged proficiency. Gain primitive ranged weapons proficiency. Only Proficient with one system of your choice. Only trained in 2 class skills and 2 unrestricted skills. [B]Class Features:[/B] Bonus Feat, Skill Mastery [B]Bonus Feat:[/B] At 1st level, you gain one additional Tech Op feat or Specilization feat for a Tech Op class skill. [B]Skill Mastery:[/B] Choose one skill. When making checks with this skill, you can always take 10, regardless of the circumstances.[/sblock] [B]Skill List[/B][sblock][code]Acrobatics DEX Athletics STR Bluff CHA Business INT Computers INT Culture WIS Diplomacy CHA Endurance CON Engineering INT Insight WIS Intimidate CHA Manipulation DEX Medicine INT Mindwalking WIS Perception WIS Pilot DEX Stealth DEX Streetwise CHA Science INT Survival CON[/code][/sblock] [/QUOTE]
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