Training

*NOTE: This article is outdated

Characters start out with 5 Training classes appropriate to his/her chosen profession.

Characters also start out with 1 Combat training skill depending on Race. All human characters can use Clubs without penalty.

1 Skill point or $1000 buys 1 + applicable ability bonus Non-Combat Training ranks, or 1 Combat training rank.

Studying a training class from a book or other media takes two weeks per rank and has a challenge rating appropriate to the material, while researching new classes on your own takes a month per rank and also has a challenge rating appropriate to the subject.

Non-Combat Training
Non-combat classes grant the character bonuses to D20 checks in specific situations. They are associated with an Ability, and it's bonus is applied to any checks made against the training.

Combat Training
Combat classes include Techniques and Proficiencies. Proficiencies are applied to weapons or classes of weapons. The levels are Use, Proficiency, Specialization, and Master. General Use negates the -4 penalty associated with using that equipment. Proficiency grants the character a +2 to attack and damage, or defense and maneuverability in the case of armor. Specialization is a +4 to the applicable statistics for a particular style or model of weapon/armor. Mastery grants a +6 or better.

Some Techniques can be Improved, Advanced, or Master. Some have specific requirements in order to get them, such as a high Dexterity, or other techniques.

Non-Combat Classes *These classes may only be used if Trained, meaning that class or subclass has ranks.

  • Strength classes
    • Jump
    • Climb
    • Swim
    • Lift
    • Play [Sport]
  • Dexterity classes
    • Balance
    • Tumble*
    • Hide
    • Sneak
    • Sleight of hand*
    • Escape artist*
    • Drive [Vehicle]
    • Pilot [Vehicle]
    • Ride [Animal]
  • Constitution classes
    • Concentration
    • Hold Breath
    • Tolerance [chemical/condition] (alcohol, iocane powder, the flu, dehydration, etc)*
  • Intelligence Classes
    • Knowledge of [Science / Study]
    • [Specific languages]*
    • Search
    • Research
    • Investigate
    • Navigation
    • Mechanics
    • Electronics
    • Architecture
    • Chemistry
    • [Craft, Repair, Disable other Device/Medium]
  • Wisdom Classes
    • Survival
    • Gambling
    • Listen
    • Spot
    • Sense Motive
    • Treat Injury
    • Meditation
    • Animal Handling
  • Charisma Classes
    • Barter
    • Bluff
    • Intimidate
    • Diplomacy
    • Gather info
    • Disguise
    • Craft [Art]
    • Perform [Medium] (Act, dance, sing, comedy, etc)
    • Play [Instrument]*
Combat Proficiencies

  • Light Armor (leather, kevlar, etc)
    • Medium Armor (ceramic, chainmail, etc)
      • Heavy Armor (full plate, led-lined etc)
  • Shields (bucklers, wood shields)
    • Medium Shields (body shields, riot shield, etc)
      • Heavy Shields (tower shields, etc)
  • Clubs (wood clubs, nightsticks, improvised objects, etc)
    • Maces (hammers, small flails, etc)
      • Warhammers (heavy flails, etc)
  • Blades (daggers, bayonets, etc)
    • Swords (short swords, longswords, katanas, etc)
      • Great Swords (dai-katanas, claymores, etc)
  • Axes (hatchets, wood axes)
    • Battle Axes (war axe, tomahawk, etc)
      • Great Axes (heavy battleaxe, etc)
  • Poles (spears, pikes, staves, etc)
    • Long Poles ( halberds, forks, naganata, etc)
      • Heavy Pikes (heavy halberds, etc)
  • Bows (slingshots, short bows, dartguns)
    • Long Bows (English bows, compound bows, etc)
      • Crossbows
  • Firearms (simple weaponshand guns, shotguns, rifles)
    • Advanced Firearms (assault rifles, mortars, RPGs, machine guns)
      • Heavy Weapons (cannons, artillery, missile launchers, etc)
  • Throw (sling, atlatl, improvised items, etc)
    • Knives (daggers, shuriken, etc)
      • Heavy Thrown Weapons (tomahawks, javelins, discus, etc)
Combat Techniques
  • Hand-To-Hand: Improve non-lethal hand-to-hand damage to 1d6
    • Combat Martial Arts - Hand-to-hand does 1d6 lethal damage, Atk +3 required
    • Advanced Hand-to-Hand: Improve non-lethal h2h damage to 1d8
      • Advanced Combat M. Arts - H2H does 1d8 Lethal damage, Atk +6 and Combat MA required.
      • Master Hand-to-hand: Improve non-lethal hand-to hand damage to 1d10
        • Master Combat M. Arts - H2H does 1d10 Lethal damage, Atk +9 and Adv. Combat MA required.
    • Knockout Punch: Critical hit for H2h combat is a natural 19-20, 13 Str required
      • Advanced Knockout: Critical hit for H2H is 18-20, 15 Str Required
        • Master Knockout: Critical hit for H2h is 17-20, 17 Str required
  • Combat Reflexes: Make up to 1 + Dex Bonus Attacks of Opportunity per round
    • Counter-attack: Take an attack of opportunity when an opponent misses you, Dex 13 required
  • Defensive Martial Arts - +1 to dodge melee attacks
    • Advanced Defensive MA - +2 to dodge melee attacks, Dex 13 Required
      • Master Defensive MA - +4 to dodge melee attacks, Dex 15 Required
    • Combat Throw - +2 to Str/Dex on trips and grapples
      • Advanced Combat Throw - Free trip when opponent misses, Atk +3 required
    • Elusive Target - -4 to ranged attacks against you in melee, Dex 13 required
    • Unbalance Opponent - Opponent does not receive Str bonus to melee attacks against you, only damage, Atk +6 required
  • Dodge - +1 dodge bonus to single opponent, Dex 13 required
    • Advanced Dodge - +2 dodge to 1 target or +1 to 2 targets, Dex 15 required
      • Master Dodge - +3 dodge to 1 target, +2 to 2, or +1 to 3, Dex 17 require
    • Mobile Target - -4 penalty to attacks of opportunity against you, Dex 13 required
      • Spring Attack - Move, attack, move again. Atk +4 required
  • Marksmanship techniques: (must be able to use firearms or bows)
    • Long Shot - increase ranged weapons reach by 50%
    • Dead Aim - +2 to attack if spent a full round aiming
    • Precise Shot - Negate -4 penalty on firing ranged weapons into melee
      • Bounce Shot - Ignore cover, -2 to attack, -1 to damage
    • Quick Draw - Draw weapon as free action, Atk +1 Required
      • Quick Load - Reload weapons as free or move action instead of move or full round
    • Point Blank Shot - +1 to attack and damage on ranged attack up to 30'
    • Double-tap - -4 to attack, double damage for semi-auto weapons, Dex 13 required
    • Two Arrows - -4 to attack, double damage for bow weapons, Dex 13 required
    • Burst Fire - -4 to attack, double damage on full-auto ranged weapons
    • Strafe - Area of effect for Automatic weapons can be 20' by 5'
  • Power Attack - Subtract from melee attack to add to damage, Str 13 required
    • Cleave - Extra attack after dropping and opponent
      • Improved Cleave - Cleave repeatedly while dropping opponents
  • Dual Wield - Penalties for dual wielding are reduced to -2/-6, Dex 13 required
    • Advanced Dual Wield - DW penalties are -0/-4, Dex 15 required
      • Master Dual Wield - DW Penalties are -0/-2, Dex 17 required.

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