Skillfull
This class is very versatile; it is equipped with the resources to do pretty much anything. When it comes to skills, there is simply no class with more utility than the Skillfull. This class is sometimes referred to affectionately as the “clean slate” because they are endowed with the potential to excel almost anywhere, without being restricted by a clearly defined path. This class amasses skill points very quickly, and that is basically all they care for. They only category they lack is not being able to inately cast spells or use Elemental Arts. However, there are ways around this. You can increase your Mystic skill, and invest in scrolls; becoming a universal spell caster. If you want to be good at unarmed combat, increase your Unarmed Fighting skill and invest in the associate traits and abilities. If you want to be that person who knows everything, throw your skill points in all of the knowledge skills. You want to be a master inventor, putting your skill points into crafting, mechanics, engineering and brewing; that way you can create whatever you want. There are limitless possibilities with this class. Their only downside is that they are not given talents or gifts that allow them to excell in anything in particular. The best way to look at this adventurer class is, “I can do anything, almost as good as everyone else.”
Becoming a Skillful
When you become a level 1 Skillfull, you will gain the following.
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How much damage you can take before dying or becoming unconscious
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Determines how much damage you deal with melee weapons.
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Determines how much damage you deal with ranged weapons.
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Determines how well you mitigate incoming damage.
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Determines how potent your magical abilities are.
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How many meters of distance you can move during each of your turns.
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Roll 1 six-sided die, then add 4. The total will be your characters starting Life stat.
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Roll 1 eight-sided die. The result will be your characters starting Melee Attack Stat
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Roll 1 eight-sided die. The result will be your characters starting Ranged Attack Stat
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Roll 1 eight-sided die. The result will be your characters starting Defense Stat
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Roll 1 eight-sided die. The result will be your characters starting Magic Stat.
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This is a Skillfulls starting Movement. Add this to any Movement Increase you gain from your Race. The total is your characters starting Movement Stat
Starting Skill Bonuses
25 skill points to distribute freely
Watch This: Choose any single skill to specialize in. This will be considered as your specialized skill. This skill will have its skill point maximum increased by 5. This skill point maximum will continue to increase every 10 levels, just like every other skill, and will always be 5 higher than the others.
Whenever you fail a Skill Check that you have skill points in, and does not involve a Roll to Hit, you can choose to “mentor” an ally within 6 meters of you. When you do, the next time that ally makes the same skill check, within the next minute, they will add 1d6 to their result. You cannot mentor an ally again until you get a successful skill check with your specialized skill, result a critical success at skill in which you have skill points in, or complete a rest.
Skillfull Gift
Starting Natural Resistance
Poison: 3
Bleed: 5
Sleep: 6
Stun: 7
Infection: 5
Luck: 10
Scared: 3
Hinder: 9
Freeze: 9
Burn: 4
Charm: 7
Curse: 8
Leveling as a Skillful
Anytime your Skillfull level increases by 1, you will gain the following.
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Roll 1 eight-sided die. Your Base Life stat will be inreased by the result
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Roll 1 eight-sided die. Your Base Melee Attack stat will increase by the result
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Roll 1 eight-sided die. Your Base Ranged Attack will be increased by the result.
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Roll 1 eight-sided die. Your Base Defense Stat will be increased by the result.
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Roll 1 six-sided die. Your Base Magic stat will be increased by the result
Efficient with one-handed weapons
You gain 1 new Ability
Other Things
8 skill points to distribute freely every 5th Skillful level
1 new Ability every 25th Skillful level
Additional Bonuses
Level 25 = This Time: Whenever you make a skill check, you may re-roll it. You can do this after seeing the result of the roll, but before knowing the outcome. If you choose to use this talent, you must take the second roll. This cannot be used for any skill roll that could be considered as a Roll to Hit. This talent can be used up to 5 times per full rest.
Level 50 = Skill Shuffle: Once per in-game week, you may reconsider your skill point distribution, and change what you are good at. This will take 1 hour of concentration. During this time, you may redistribute any number of skill points, as long as the skill point maximum for any skill is not broken. You cannot remove skill points from a skill if it would no longer provide you with the neccessary prerequisites for something else your character may have acquired, such as Traits and Abilities.
Level 75 = Change of Plans: You gain 2 more specialized skills, which must be chosen at this time. While using your “Skill Shuffle” talent, you may change one of your specialized skills to a different skill.
Level 100 = Perfect Skill: Up to 5 times per full rest, when you fail a skill check, you may choose to succeed instead. This cannot be considered as a critical success.
Skillfull Talents