Non-Weapon Proficiencies
Pantalion
Member Posts: 2,137
An addition I would be happy to purchase as DLC would be Non-Weapon Proficiencies, whether by a system more akin to HLAs than proficiency pips or not, however it might reasonably fit the engine.
Below is a possible application of the system converted into a game compatible format, anyone's welcome to use it in whole or part if desired:
Proficiencies
Animal Handling - Can use a "Calm Animal" ability to pacify a hostile animal once per day per proficiency point. This is effectively part of the confuse effect, leaving the animal to stay motionless - though still hostile - for 5 rounds or until attacked, which breaks the effect.
Stonemasonry - Gives a flat +10% chance to detect secret doors per proficiency point.
Etiquette - Each pip gives a +1 Reaction bonus.
Fletcher - May make 1 stack of 20 unenchanted Arrows or Quarrels per day.
Healing - Gives +1 point healed whilst resting per proficiency level. Gives a "First Aid" ability Can be used once per day for 1D3 per proficiency level. Gives an additional use of First Aid at 3 pips and another at 5 pips.
Spellcraft - Gives a +3 bonus to Lore, and a +1 bonus to each pip thereafter. Gives a -1 save bonus to Spells at 1 pip, 3 pips and 5 pips.
Engineering - Gives a 5 point bonus to Detect and Disarm Traps and Open Locks per pip. This grants an Innate abilities to enter Trapfinding mode, Open Locks and Disarm Traps, but these Innate Abilities only function at the skill level granted by Engineering itself (So 5 pips would grant a 25-point Open Locks ability to a Bard, whilst a Thief could ignore this ability and use their improved by 25 point basic Open Locks ability instead).
Appraising - Gives a +2 bonus to Lore per pip, and a +1 Charisma bonus whilst shopping at 2 pips and 4 pips.
Endurance - Gives a -1 Save bonus to Death and Polymorph at 1 pip, 3 pips and 5 pips, and a 1% Damage Reduction at 2 and 4 pips.
Running - Gives a permanent +1 to Walk Speed at 1 pip, 3 pips and 5 pips (2 & 4 give no additional advantage).
Blind-Fighting - Gives a +1 bonus to attacking invisible creatures at 1 pip, 3 pips and 5 pips, and a +1 bonus to armour class and to-hit rolls at 2 pips and 4 pips when blinded.
Set Snares - Gives a 10 point bonus to the Set Snares skill per pip, and the ability to Set a Snare 1/day at level 2, and 4.
Tracking - Gives the ability to track nearby enemies as per the Ranger HLA, but with a more limited distance, determined by the number of pips. May be used once per day, and another 1/day at 3 pips and 5 pips.
Tumbling - Gives a -1 Save bonus to Wand & Breath at 1 pip, 3 pips and 5 pips, and a -1 bonus against missile weapons at 2 pips and 4 pips.
Singing - Gives a song useable 1/day. At 1 pip, the song is akin to the Bard's default song. At 3 pips, the song gives a +1 bonus to THAC0 and AC to all allies within 30'. At 5 pips the song gives an additional +1 bonus to all Saves and 5% DR to all allies within 30'. The effects of the song last for three rounds.
Survival - Gives a +10 bonus to Hide and Move Silently per pip, and the ability to enter stealth as an innate ability (though using solely the proficiency's own innate chance).
Scribing - Allows once per day an attempts to create a scroll from spells memorised, with a maximum level up to the number of pips memorised. Success or failure, this expends the spell and costs 50 gold per spell level. The chance of success is 50% + 10% per pip, -10% per spell level (So at Grand Mastery, a mage would have a 100% chance of Scribing an Identify spell, and a 50% chance of scribing a Cone of Cold). Should the spell have a Green version usable by anyone, then this is created instead. New Priest Scrolls may have to be created for the various Priest spells.
Faith - Gives 1% MR per pip.
Herbalism - Allows once per day an attempt to create a potion, the available types of which are determined by the number of pips. 1: Healing, Infravision; 2: Antidote, Strength, 3: Elixir of Health, Regeneration, 4: Hill Giant Strength, Invisibility, 5: Oil of Fiery Burning, Oil of Speed. As with Scribing, this costs 50 GP per Proficiency level required to make it, and has a 50% + 10% per pip, -10% per potion level chance of success.
Access & NWP points:
Warrior Classes (Fighter, Paladin, Ranger): Start with 2 NWPs, gain 1 NWP every 3 levels.
Wizard Classes (Mage, Sorcerer): Start with 2 NWPS, gain 1 NWP every 4 levels.
Priest Classes (Cleric, Druid, Monk): Start with 3 NWPs, gain 1 NWP every 4 levels.
Thief: Start with 3 NWPs, gain 1 NWP every 3 levels.
Bard: Start with 4 NWPs, gain 1 NWP every 3 levels.
This is a slight change to PnP to try and give something to pre-HLA Thieves and Bards.
Any class may Master NWPs without restriction (though they may still only put 2 pips at 1st level). Multiclasses, as normal, use the most favourable NWP progression and initial gains, so a Fighter/Cleric would gain 3 NWPs at level 1 and gain 1 NWP every 3 levels.
Animal Handling - Fighter, Thief, Ranger, Druid, Bard, Cleric, Paladin
Stonemasonry - Thief, Ranger, Druid, Fighter
Etiquette - Fighter, Paladin, Thief, Bard
Fletcher - Fighter, Ranger, Bard, Thief
Healing - Cleric, Mage, Sorcerer, Bard, Paladin, Druid, Beast Master, Monk
Spellcraft - Cleric, Mage, Sorcerer, Bard, Avenger
Engineering - Thief, Bard, Monk, Cleric, Mage, Sorcerer
Appraising - Thief, Bard, Sorcerer, Mage
Endurance - Fighter, Ranger, Paladin, Bard, Shape-Shifter, Wild Mage
Running - Berserker, Ranger, Cavalier, Bard, Swashbuckler
Blind-Fighting - Fighter, Ranger, Paladin, Thief, Blade
Set Snares - Fighter, Ranger, Paladin, Bard, Thief, Avenger, Inquisitor
Tracking - Ranger, Druid, Bounty Hunter
Tumbling - Ranger, Thief, Bard, Kensai, Shapeshifter, Monk
Singing - Bard, Monk, Thief, Paladin, Cleric
Survival - Fighter, Ranger, Druid, Undead Hunter
Scribing - Mage, Bard, Cleric, Druid, Stalker
Faith - Paladin, Cleric, Druid, Wizard Slayer, Skald
Herbalism - Ranger, Druid, Bard, Assassin
This gives Roleplaying options, a decent outlet to boost Bards, instills variety into even the same class, adds new things to do and generally fleshes out the game system, hopefully without overpowering things.
Possible implementation without having to go in-depth into changing hardcoding would be in the form of 3 innate abilities given to each class/kit at level 1. This ability would then expand into a script driven menu based on which abilities have already been selected, and on selection would remove itself and add/apply abilities from the NWP, giving new abilities, subtracting the old ones and applying ability effects, along with flagging the new state on the character. The most complex thing from my layman's point of view would be the Innate thief skill applications and the Tracking effect, everything else is intuitively possible with scripting.
Below is a possible application of the system converted into a game compatible format, anyone's welcome to use it in whole or part if desired:
Proficiencies
Animal Handling - Can use a "Calm Animal" ability to pacify a hostile animal once per day per proficiency point. This is effectively part of the confuse effect, leaving the animal to stay motionless - though still hostile - for 5 rounds or until attacked, which breaks the effect.
Stonemasonry - Gives a flat +10% chance to detect secret doors per proficiency point.
Etiquette - Each pip gives a +1 Reaction bonus.
Fletcher - May make 1 stack of 20 unenchanted Arrows or Quarrels per day.
Healing - Gives +1 point healed whilst resting per proficiency level. Gives a "First Aid" ability Can be used once per day for 1D3 per proficiency level. Gives an additional use of First Aid at 3 pips and another at 5 pips.
Spellcraft - Gives a +3 bonus to Lore, and a +1 bonus to each pip thereafter. Gives a -1 save bonus to Spells at 1 pip, 3 pips and 5 pips.
Engineering - Gives a 5 point bonus to Detect and Disarm Traps and Open Locks per pip. This grants an Innate abilities to enter Trapfinding mode, Open Locks and Disarm Traps, but these Innate Abilities only function at the skill level granted by Engineering itself (So 5 pips would grant a 25-point Open Locks ability to a Bard, whilst a Thief could ignore this ability and use their improved by 25 point basic Open Locks ability instead).
Appraising - Gives a +2 bonus to Lore per pip, and a +1 Charisma bonus whilst shopping at 2 pips and 4 pips.
Endurance - Gives a -1 Save bonus to Death and Polymorph at 1 pip, 3 pips and 5 pips, and a 1% Damage Reduction at 2 and 4 pips.
Running - Gives a permanent +1 to Walk Speed at 1 pip, 3 pips and 5 pips (2 & 4 give no additional advantage).
Blind-Fighting - Gives a +1 bonus to attacking invisible creatures at 1 pip, 3 pips and 5 pips, and a +1 bonus to armour class and to-hit rolls at 2 pips and 4 pips when blinded.
Set Snares - Gives a 10 point bonus to the Set Snares skill per pip, and the ability to Set a Snare 1/day at level 2, and 4.
Tracking - Gives the ability to track nearby enemies as per the Ranger HLA, but with a more limited distance, determined by the number of pips. May be used once per day, and another 1/day at 3 pips and 5 pips.
Tumbling - Gives a -1 Save bonus to Wand & Breath at 1 pip, 3 pips and 5 pips, and a -1 bonus against missile weapons at 2 pips and 4 pips.
Singing - Gives a song useable 1/day. At 1 pip, the song is akin to the Bard's default song. At 3 pips, the song gives a +1 bonus to THAC0 and AC to all allies within 30'. At 5 pips the song gives an additional +1 bonus to all Saves and 5% DR to all allies within 30'. The effects of the song last for three rounds.
Survival - Gives a +10 bonus to Hide and Move Silently per pip, and the ability to enter stealth as an innate ability (though using solely the proficiency's own innate chance).
Scribing - Allows once per day an attempts to create a scroll from spells memorised, with a maximum level up to the number of pips memorised. Success or failure, this expends the spell and costs 50 gold per spell level. The chance of success is 50% + 10% per pip, -10% per spell level (So at Grand Mastery, a mage would have a 100% chance of Scribing an Identify spell, and a 50% chance of scribing a Cone of Cold). Should the spell have a Green version usable by anyone, then this is created instead. New Priest Scrolls may have to be created for the various Priest spells.
Faith - Gives 1% MR per pip.
Herbalism - Allows once per day an attempt to create a potion, the available types of which are determined by the number of pips. 1: Healing, Infravision; 2: Antidote, Strength, 3: Elixir of Health, Regeneration, 4: Hill Giant Strength, Invisibility, 5: Oil of Fiery Burning, Oil of Speed. As with Scribing, this costs 50 GP per Proficiency level required to make it, and has a 50% + 10% per pip, -10% per potion level chance of success.
Access & NWP points:
Warrior Classes (Fighter, Paladin, Ranger): Start with 2 NWPs, gain 1 NWP every 3 levels.
Wizard Classes (Mage, Sorcerer): Start with 2 NWPS, gain 1 NWP every 4 levels.
Priest Classes (Cleric, Druid, Monk): Start with 3 NWPs, gain 1 NWP every 4 levels.
Thief: Start with 3 NWPs, gain 1 NWP every 3 levels.
Bard: Start with 4 NWPs, gain 1 NWP every 3 levels.
This is a slight change to PnP to try and give something to pre-HLA Thieves and Bards.
Any class may Master NWPs without restriction (though they may still only put 2 pips at 1st level). Multiclasses, as normal, use the most favourable NWP progression and initial gains, so a Fighter/Cleric would gain 3 NWPs at level 1 and gain 1 NWP every 3 levels.
Animal Handling - Fighter, Thief, Ranger, Druid, Bard, Cleric, Paladin
Stonemasonry - Thief, Ranger, Druid, Fighter
Etiquette - Fighter, Paladin, Thief, Bard
Fletcher - Fighter, Ranger, Bard, Thief
Healing - Cleric, Mage, Sorcerer, Bard, Paladin, Druid, Beast Master, Monk
Spellcraft - Cleric, Mage, Sorcerer, Bard, Avenger
Engineering - Thief, Bard, Monk, Cleric, Mage, Sorcerer
Appraising - Thief, Bard, Sorcerer, Mage
Endurance - Fighter, Ranger, Paladin, Bard, Shape-Shifter, Wild Mage
Running - Berserker, Ranger, Cavalier, Bard, Swashbuckler
Blind-Fighting - Fighter, Ranger, Paladin, Thief, Blade
Set Snares - Fighter, Ranger, Paladin, Bard, Thief, Avenger, Inquisitor
Tracking - Ranger, Druid, Bounty Hunter
Tumbling - Ranger, Thief, Bard, Kensai, Shapeshifter, Monk
Singing - Bard, Monk, Thief, Paladin, Cleric
Survival - Fighter, Ranger, Druid, Undead Hunter
Scribing - Mage, Bard, Cleric, Druid, Stalker
Faith - Paladin, Cleric, Druid, Wizard Slayer, Skald
Herbalism - Ranger, Druid, Bard, Assassin
This gives Roleplaying options, a decent outlet to boost Bards, instills variety into even the same class, adds new things to do and generally fleshes out the game system, hopefully without overpowering things.
Possible implementation without having to go in-depth into changing hardcoding would be in the form of 3 innate abilities given to each class/kit at level 1. This ability would then expand into a script driven menu based on which abilities have already been selected, and on selection would remove itself and add/apply abilities from the NWP, giving new abilities, subtracting the old ones and applying ability effects, along with flagging the new state on the character. The most complex thing from my layman's point of view would be the Innate thief skill applications and the Tracking effect, everything else is intuitively possible with scripting.
Post edited by Dee on
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Comments
@Aosaw - Thanks, I'll probably sling it over there then if it's not a feasible feature request. Is the etiquette to simply link to this thread, or transpose it there?
If you like, I can even just move the thread itself.