Post by Pentharis on Mar 12, 2012 15:44:08 GMT -8
Skills Master List
More can be added, if you need them. These skills can be picked by anyone, but generally only three non-racial abilities for a beginning character. After the first three, a character can learn the other skills throughout the text of the adventure.
NOTE: You may only switch out abilities during the game IF you have not used the abilities yet. If you have used night sight and you decide you want to trade it out, you can't unless it's specifically addressed somehow in the story (say, your character goes blind). If you really need to trade out a skill you've already used, take it up with the DM.
(I myself have had to trade in a Night Sight skill that didn't suit a character, but I hadn't used it yet, so I didn't worry too much about it. )
Berzerker Rage - Piss off a Berzerker and wind up with your head ripped off. This adds to strength, but while a Berzerker Rage is activated, it cannot be deactivated until the character's quarry is defeated, or until the character is knocked out. The character cannot use nonviolent magic or stealth skills until Berzerker Rage is deactivated. (Plague Doctors can still use their organ harvesting skills, but cannot use said organs on another player until berzerker rage has ended).
Night Sight - Characters can see in minimal light conditions. (Werewolves and night Vampires already have this ability naturally)
Ambidexterity- Dual wield effortlessly, or use an item in one hand and weapon in the other.
Ventriloquist- Voices can come from anywhere, and sometimes it's fun to imitate other players.
Pickpocket
Climb (walls/rope/trees)
Singing
Instrument Playing
Makeshift Weapons
Alchemy- Characters with alchemy can make potions or poisons with basic alchemy kits, or in the case of Plague Doctors, can cast "Working on a cure". better alchemy kits lead to better potions, but some potions may require special ingredients.
Disarm Trap (non-magic users)
Dispel magical trap (non-magic users)
Bluff
Distraction - Creates a distraction in the direction opposite the character is standing. Might take the form of a thrown object or magical illusion, depending on character.
Disguise self- Nobody knows who you are, unless they see through your disguise. Cannot disguise as other characters.
Spread rumour- Need to hide from the law? Use "Spread propaganda" in a group of townsfolk that aren't aware of your reputation, and your reputation may begin to improve. (Artist characters can use this on walls instead of townsfolk, to the same effect.)
Seduce - Doesn't work on robots or angels
*Lore- This ability naturally comes to gypsies, bards, and Merfolk, but there's no reason other classes can't learn it as well. This will tell all about various locations, famous figures, and important items you might need to understand.
Intimidating Shout/Howl/Roar/Screech- Intimidate your foes with a loud sound. (Same effect as a Sphynx's Riddle, but with a chance for the foe to flee in terror).
Clean Getaway- Need to run away, but don't want to leave the party? Use Clean Getaway to hide outside of the battle zone. This doesn't work if the enemy uses Persistance.
Persistance- Don't let the enemy get away! Hunt them down to the ends of the earth until they're dead or you're dead. This may make you entirely ignore being hit by other characters, however, so be sure you have your priorities straight when you cast it.
Feign death- Kinda screwed? Feign death! Does not work against Plague Doctors or Necromancers. Mind that some characters may attack you whether you're dead or not, just to make sure. (Vampires, Plague Doctors, characters in Berzerker Rage, particularly petty characters, etc.)
Borg Logic- Available only to True Neutral and robot characters, this is a bluff skill that can be used on anybody other than other robots and True Neutrals. Borg Logic lets you pick the most logical route to pick. If other True Neutrals or robots challenge your logic, nobody is convinced, and characters will debate between the logic of the two characters, even if neither option seems favourable.
Divine Intervention- In the event of a stalemate during a debate, this ability can call in the DM's judgement on the future options, allowing the questing party (and only the questing party) to see what would happen if any of these options were chosen.
Rock Paper Scissors Lizard Spock- In the event of a one-on-one fighting stalemate, the person with this cast on them automatically wins. (Can be cast on other people). Cannot be used in group battle situations.
Clip wings- Temporarily disrupt flying characters' ability to fly. Works on all flying species, wizards with flying amulets, etcetera.
Look what I made!/Preserve Organ- allows you to preserve once-live things from rotting. (Preserve Organ does not work on plants.)
Enchant Weapon- Because sometimes a sword should really be a sword on fire.
Logic is for Wimps- Allows for temporary Wonderlandian logic. (Fire can burn water, ice can freeze fire, water poured upside-down flows up, etc.) Cannot disrupt gravity of larger beings. Might cause madness if used frequently.
Not Dead Yet- When you return as a zombie, you return with full mental faculties. Your only change is that you don't feel pain, don't heal naturally, and you might be in debt to whatever necromancer raised you. (This skill is given automatically to Hated Furies and Necromancers. Robots cannot get this skill because they cannot be zombified.
Reconstruction- A robot skill. If your head is still intact, you can reassemble your parts, if you've got the repair skill.
Repair- Repair robots and hardware.
Hack- Manipulate software (can take two to three hours to use, depending on software security. Technomancers/Hackers get this automatically, and can use it in half the time.)
I Made It Myself- Can build traps, hardware devices, or program software. Can be used as Repair, but takes twice the time.
Nobody Respects a Healer- Not healer-specific. When disrespected, this ability lets you get in one dazing hit. Does not work on pregnant women, children, or nonspeaking animals, or while tied/paralysed. A dazing punch will distract a character for a few moments while they get back their faculties, allowing a party to ready themselves for a fight, or get a little petty revenge on a character (which will probably end in both of you drinking at a bar). Any class/species can take this ability.
Karma Houdini- Oops. You accidentally threw a vial of acid at a god's face? no worries, with Karma houdini he just laughs it off. (Only works on characters with high Charisma, does not work when attack is deliberate, cannot be cast on another character.)
Sharpen Blade- Weapons kept up with Sharpen Blade don't need maintenance (but can still break!) Already granted to Plague Doctors as the spell "Pretty sure this is Sharp"
Super Sense- Increases one sense exponentially. Animal-type species (Sphynxes, Creatures, Werewolves, Merfolk, Centaurs, some mutants) can take one of these without adding to their abilities count. Vampires already have Super-smell. Characters who remove one sense can increase another without adding to their abilities list.
Lie Detector- Bluff skill or no bluff skill, if you're using lie detector, you'll know the truth. Does not work on Bizarro logic characters.
Commanding- You're a natural-born leader. I just hope you actually know how to lead.
Sense of direction- You don't need no stinking map, you know exactly where you're going!
Tracking- Can hunt down characters and beasts, within reason.
Riding- Horses, dragons, centaurs, griffins, or other rideable creatures can be found under Riding.
Train animal- Primarily a hunter trait but can be learned by other classes, you can learn to tame animals with this ability. Grunlochs can only tame farm or lizard-like animals, Fairies cannot tame animals any larger or more violent than dogs. Train Animal cannot be used on creatures of human inteligence.
Train Legendary- Only characters with Train Animal can get Train Legendary. Legendary animals include unicorns, small NPC dragons, talking animals, minotaurs, etc. Cannot train player characters.
Can I Keep It?- Allows a player to train some Non-hostile NPC animals (including legendary) for ten minutes. Can only be used once per in-game week, must have enough food of the right kind to feed animal with. Can be used by any class/race except Grunlochs. Animal cannot be trained/tamed afterword, ability only works once on any given animal.
Caffeine- Prevent any one character from sleeping. (Note, character will still get tired, and sleep for twice as long if prevented from sleeping at an encampment. Should only be used during a fight against sleep-using opponents.)
Channelling Another- Allows characters with natural casting ability to channel for other casters. (For example: A human mage breaks their wand, so a fairy channels their magic for them. Also works for bards: If a bard breaks their instrument, any character with singing ability can channel, but the song will only work at half power, or less if the character doesn't sing well). One of the two parties must have this ability for this to work, or involve a third party who -does- have this power.
I saw this once in a tavern- Allows a character to mimick the ability of another character once. Will only work half as well as the original, and does not work on magical abilities unless playing a magically-inclined character.
The Highest Form of Flattery- Briefly impersonate one aspect of one character for ten minutes. Can be used once per hour, and only on one aspect of the character. (Voice, appearance, smell, whatever.) Not the same as "Disguise Self"
Build Fireworks
Repair Weapon
Make Leather Armor
Make Cloth Armor
Make Steel Armor
Fishing
Basic Bandaging
Enlist Animal Aid
Enlist Plant Aid
Uncommon Transport- You may have just made a scooter, or chose to surf across the ocean. Not saying it's a good idea, but it can't hurt to try, right?
Drinking Prowess - Naturally given to Grunlochs and Dwarves
I Accidentally the Whole Thing- Confuse people and creatures with words or actions.
I hate bugs- Prevent bugs and disease-carrying rodents from getting at your party. Doesn't work on giant bugs, but may prevent plague or various kinds of diseases from reaching your party. To be cast on each individual party member.
I can cook- Food prepared by someone with this skill will not be poisonous, no matter what it's made of. (Whether or not it's appetizing is up to the ingredients.)
Canary Cry- If you've got pipes, let the baddies KNOW it! Any character with Terrifying Shout (or similar) or bard characters who use voice as a primary instrument can use this to cause damage to their foes. Has a chance of disorienting foes, and causes the same amount of damage as brass knuckles.
Discerning eye- Cannot be lied to, bluffed, or otherwise decieved.
Taunt- Draw the attack of all hostilities. You might want a medic handy.
Intravenous Medic- Use a healing class to make you invulnerable. Works until target or medic is killed. Fighting classes only.
Market Savy- (Graverobber trait automatically) This ability lets you get what you really deserve from sold objects, and good deals while shopping.
Herbal magic- (Shaman trait automatically) allows you to find alchemic and healing ingredients from nearby. Cannot be learned by characters born in the cyber-alliance or Aterra
Philosopher's stone- Allows you to find alchemic ingredients that don't come from plants. (Not the same as the item).
Sally Stitches- Allows preserved organs to be stitched into new creatures. (Must have Preserve Organ, or an ally that can use said ability. DM is responsible for approving Sally Stitches character sheets.)
Drinking Game- Any fight within a town can be resolved in a drinking game. Only suggested for characters with drinking prowess.
Divebomb- (racial Trait for any flying character, must be learnt for characters who don't naturally fly) any character in the air (flying or falling) with this trait can land feet-first on another character to do damage. In the case of flying characters, you can go back up to the sky. In the case of falling, you roll in the direction you were falling (in the case of straight-down falling, you roll in whatever direction you choose) whether or not you're dextrous.
Don't give a flying...- Fighting classes or strength-specialized classes can launch small or flying characters with or without clipped wings over walls or across large gaps. The safety of their landing depends on whether they have divebomb, or are dextrous enough to roll. Characters that can be thrown- Anything with hollow bones, fairies, Dwarves. In the event of landing on something, the thing landed on will take damage and make a loud noise regardless of the character's stealth. The accuracy of the throw depends on the thrower's dexterity.
Deadshot- thrown objects, long-ranged weapons, and thrown spells will hit their mark. Does not work if character is blinded, does not work for characters with blindess disability.
Echolocation- Negates blindness disability. Your character may not be able to see specifically, but he or she can freely navigate, or use long-range weapons (including Deadshot). Stealthy characters may slip past your character if they move silently.
Move silently- Regardless of ear strength, nobody can hear you move. Negates if you speak or walk over a sound trap without disarming.
Pull a Jesus- Walk on water. (Water mage class trait). Cannot be performed by fighter classes.
F**k you, box- Catlike characters and thieves with this trait can escape boxlike or cagelike traps. Cannot transfer this skill (but can aid other characters in other means, such as attempting to pick the locks or finding the button to open the doors, etc.)
NEW
StrawMan- Direct all attacks at you. You might want a healer handy.
Call for Aid- Call your patron deity for protection. Response is up to the DM's Discretion. The more religious the character, the better the response.
Sphinx's riddle- 50/50 chance of stopping your enemy in its tracks until it's injured. Only works on creatures of human-level intelligence.
Hypnotize- Same response as Sphinx's Riddle, but works on all creatures. Allows you to issue exactly ONE precise order to the hypnotized figure if they are beings that understand speech. Must be precise and literal, or may backfire.
Parkour- (Can only be used if one has "climb" and a high dexterity). This skill lets you get into places most others can't reach, and in the most stylish ways possible!
Summon Ally- CLASS SKILL ONLY. This skill goes to Sketch-artists (in the form of drawings), Necromancers (in the form of zombies), and select magical classes (In the form of golems or elementals). Summoned allies are brainless, and mindlessly follow orders they are given to the most literal form they are given.
Pick Lock
Invisible Man- ( Shadow Class, Masterful Magical Magician class, Light Elemental class, and Reaper Class Only) You're invisible to anyone you want to be invisible to. People with Lie Detector, Light mages, Necromancers, and people specifically looking for YOU are the only ones who can defeat your skills.
Just a Flesh Wound- (Reaper class, and Vengeful Fury class only) Instant-death attacks don't work on you. Period.
Salamander growth- (all classes) Re-grow lost limbs and health over time, at cost of spellcasting abilities while healing. (for non-magic users, lose the ability to use close-range attacks. This applies to non-magic users using any object that grants magical abilities of any kind.)
More can be added, if you need them. These skills can be picked by anyone, but generally only three non-racial abilities for a beginning character. After the first three, a character can learn the other skills throughout the text of the adventure.
NOTE: You may only switch out abilities during the game IF you have not used the abilities yet. If you have used night sight and you decide you want to trade it out, you can't unless it's specifically addressed somehow in the story (say, your character goes blind). If you really need to trade out a skill you've already used, take it up with the DM.
(I myself have had to trade in a Night Sight skill that didn't suit a character, but I hadn't used it yet, so I didn't worry too much about it. )
Berzerker Rage - Piss off a Berzerker and wind up with your head ripped off. This adds to strength, but while a Berzerker Rage is activated, it cannot be deactivated until the character's quarry is defeated, or until the character is knocked out. The character cannot use nonviolent magic or stealth skills until Berzerker Rage is deactivated. (Plague Doctors can still use their organ harvesting skills, but cannot use said organs on another player until berzerker rage has ended).
Night Sight - Characters can see in minimal light conditions. (Werewolves and night Vampires already have this ability naturally)
Ambidexterity- Dual wield effortlessly, or use an item in one hand and weapon in the other.
Ventriloquist- Voices can come from anywhere, and sometimes it's fun to imitate other players.
Pickpocket
Climb (walls/rope/trees)
Singing
Instrument Playing
Makeshift Weapons
Alchemy- Characters with alchemy can make potions or poisons with basic alchemy kits, or in the case of Plague Doctors, can cast "Working on a cure". better alchemy kits lead to better potions, but some potions may require special ingredients.
Disarm Trap (non-magic users)
Dispel magical trap (non-magic users)
Bluff
Distraction - Creates a distraction in the direction opposite the character is standing. Might take the form of a thrown object or magical illusion, depending on character.
Disguise self- Nobody knows who you are, unless they see through your disguise. Cannot disguise as other characters.
Spread rumour- Need to hide from the law? Use "Spread propaganda" in a group of townsfolk that aren't aware of your reputation, and your reputation may begin to improve. (Artist characters can use this on walls instead of townsfolk, to the same effect.)
Seduce - Doesn't work on robots or angels
*Lore- This ability naturally comes to gypsies, bards, and Merfolk, but there's no reason other classes can't learn it as well. This will tell all about various locations, famous figures, and important items you might need to understand.
Intimidating Shout/Howl/Roar/Screech- Intimidate your foes with a loud sound. (Same effect as a Sphynx's Riddle, but with a chance for the foe to flee in terror).
Clean Getaway- Need to run away, but don't want to leave the party? Use Clean Getaway to hide outside of the battle zone. This doesn't work if the enemy uses Persistance.
Persistance- Don't let the enemy get away! Hunt them down to the ends of the earth until they're dead or you're dead. This may make you entirely ignore being hit by other characters, however, so be sure you have your priorities straight when you cast it.
Feign death- Kinda screwed? Feign death! Does not work against Plague Doctors or Necromancers. Mind that some characters may attack you whether you're dead or not, just to make sure. (Vampires, Plague Doctors, characters in Berzerker Rage, particularly petty characters, etc.)
Borg Logic- Available only to True Neutral and robot characters, this is a bluff skill that can be used on anybody other than other robots and True Neutrals. Borg Logic lets you pick the most logical route to pick. If other True Neutrals or robots challenge your logic, nobody is convinced, and characters will debate between the logic of the two characters, even if neither option seems favourable.
Divine Intervention- In the event of a stalemate during a debate, this ability can call in the DM's judgement on the future options, allowing the questing party (and only the questing party) to see what would happen if any of these options were chosen.
Rock Paper Scissors Lizard Spock- In the event of a one-on-one fighting stalemate, the person with this cast on them automatically wins. (Can be cast on other people). Cannot be used in group battle situations.
Clip wings- Temporarily disrupt flying characters' ability to fly. Works on all flying species, wizards with flying amulets, etcetera.
Look what I made!/Preserve Organ- allows you to preserve once-live things from rotting. (Preserve Organ does not work on plants.)
Enchant Weapon- Because sometimes a sword should really be a sword on fire.
Logic is for Wimps- Allows for temporary Wonderlandian logic. (Fire can burn water, ice can freeze fire, water poured upside-down flows up, etc.) Cannot disrupt gravity of larger beings. Might cause madness if used frequently.
Not Dead Yet- When you return as a zombie, you return with full mental faculties. Your only change is that you don't feel pain, don't heal naturally, and you might be in debt to whatever necromancer raised you. (This skill is given automatically to Hated Furies and Necromancers. Robots cannot get this skill because they cannot be zombified.
Reconstruction- A robot skill. If your head is still intact, you can reassemble your parts, if you've got the repair skill.
Repair- Repair robots and hardware.
Hack- Manipulate software (can take two to three hours to use, depending on software security. Technomancers/Hackers get this automatically, and can use it in half the time.)
I Made It Myself- Can build traps, hardware devices, or program software. Can be used as Repair, but takes twice the time.
Nobody Respects a Healer- Not healer-specific. When disrespected, this ability lets you get in one dazing hit. Does not work on pregnant women, children, or nonspeaking animals, or while tied/paralysed. A dazing punch will distract a character for a few moments while they get back their faculties, allowing a party to ready themselves for a fight, or get a little petty revenge on a character (which will probably end in both of you drinking at a bar). Any class/species can take this ability.
Karma Houdini- Oops. You accidentally threw a vial of acid at a god's face? no worries, with Karma houdini he just laughs it off. (Only works on characters with high Charisma, does not work when attack is deliberate, cannot be cast on another character.)
Sharpen Blade- Weapons kept up with Sharpen Blade don't need maintenance (but can still break!) Already granted to Plague Doctors as the spell "Pretty sure this is Sharp"
Super Sense- Increases one sense exponentially. Animal-type species (Sphynxes, Creatures, Werewolves, Merfolk, Centaurs, some mutants) can take one of these without adding to their abilities count. Vampires already have Super-smell. Characters who remove one sense can increase another without adding to their abilities list.
Lie Detector- Bluff skill or no bluff skill, if you're using lie detector, you'll know the truth. Does not work on Bizarro logic characters.
Commanding- You're a natural-born leader. I just hope you actually know how to lead.
Sense of direction- You don't need no stinking map, you know exactly where you're going!
Tracking- Can hunt down characters and beasts, within reason.
Riding- Horses, dragons, centaurs, griffins, or other rideable creatures can be found under Riding.
Train animal- Primarily a hunter trait but can be learned by other classes, you can learn to tame animals with this ability. Grunlochs can only tame farm or lizard-like animals, Fairies cannot tame animals any larger or more violent than dogs. Train Animal cannot be used on creatures of human inteligence.
Train Legendary- Only characters with Train Animal can get Train Legendary. Legendary animals include unicorns, small NPC dragons, talking animals, minotaurs, etc. Cannot train player characters.
Can I Keep It?- Allows a player to train some Non-hostile NPC animals (including legendary) for ten minutes. Can only be used once per in-game week, must have enough food of the right kind to feed animal with. Can be used by any class/race except Grunlochs. Animal cannot be trained/tamed afterword, ability only works once on any given animal.
Caffeine- Prevent any one character from sleeping. (Note, character will still get tired, and sleep for twice as long if prevented from sleeping at an encampment. Should only be used during a fight against sleep-using opponents.)
Channelling Another- Allows characters with natural casting ability to channel for other casters. (For example: A human mage breaks their wand, so a fairy channels their magic for them. Also works for bards: If a bard breaks their instrument, any character with singing ability can channel, but the song will only work at half power, or less if the character doesn't sing well). One of the two parties must have this ability for this to work, or involve a third party who -does- have this power.
I saw this once in a tavern- Allows a character to mimick the ability of another character once. Will only work half as well as the original, and does not work on magical abilities unless playing a magically-inclined character.
The Highest Form of Flattery- Briefly impersonate one aspect of one character for ten minutes. Can be used once per hour, and only on one aspect of the character. (Voice, appearance, smell, whatever.) Not the same as "Disguise Self"
Build Fireworks
Repair Weapon
Make Leather Armor
Make Cloth Armor
Make Steel Armor
Fishing
Basic Bandaging
Enlist Animal Aid
Enlist Plant Aid
Uncommon Transport- You may have just made a scooter, or chose to surf across the ocean. Not saying it's a good idea, but it can't hurt to try, right?
Drinking Prowess - Naturally given to Grunlochs and Dwarves
I Accidentally the Whole Thing- Confuse people and creatures with words or actions.
I hate bugs- Prevent bugs and disease-carrying rodents from getting at your party. Doesn't work on giant bugs, but may prevent plague or various kinds of diseases from reaching your party. To be cast on each individual party member.
I can cook- Food prepared by someone with this skill will not be poisonous, no matter what it's made of. (Whether or not it's appetizing is up to the ingredients.)
Canary Cry- If you've got pipes, let the baddies KNOW it! Any character with Terrifying Shout (or similar) or bard characters who use voice as a primary instrument can use this to cause damage to their foes. Has a chance of disorienting foes, and causes the same amount of damage as brass knuckles.
Discerning eye- Cannot be lied to, bluffed, or otherwise decieved.
Taunt- Draw the attack of all hostilities. You might want a medic handy.
Intravenous Medic- Use a healing class to make you invulnerable. Works until target or medic is killed. Fighting classes only.
Market Savy- (Graverobber trait automatically) This ability lets you get what you really deserve from sold objects, and good deals while shopping.
Herbal magic- (Shaman trait automatically) allows you to find alchemic and healing ingredients from nearby. Cannot be learned by characters born in the cyber-alliance or Aterra
Philosopher's stone- Allows you to find alchemic ingredients that don't come from plants. (Not the same as the item).
Sally Stitches- Allows preserved organs to be stitched into new creatures. (Must have Preserve Organ, or an ally that can use said ability. DM is responsible for approving Sally Stitches character sheets.)
Drinking Game- Any fight within a town can be resolved in a drinking game. Only suggested for characters with drinking prowess.
Divebomb- (racial Trait for any flying character, must be learnt for characters who don't naturally fly) any character in the air (flying or falling) with this trait can land feet-first on another character to do damage. In the case of flying characters, you can go back up to the sky. In the case of falling, you roll in the direction you were falling (in the case of straight-down falling, you roll in whatever direction you choose) whether or not you're dextrous.
Don't give a flying...- Fighting classes or strength-specialized classes can launch small or flying characters with or without clipped wings over walls or across large gaps. The safety of their landing depends on whether they have divebomb, or are dextrous enough to roll. Characters that can be thrown- Anything with hollow bones, fairies, Dwarves. In the event of landing on something, the thing landed on will take damage and make a loud noise regardless of the character's stealth. The accuracy of the throw depends on the thrower's dexterity.
Deadshot- thrown objects, long-ranged weapons, and thrown spells will hit their mark. Does not work if character is blinded, does not work for characters with blindess disability.
Echolocation- Negates blindness disability. Your character may not be able to see specifically, but he or she can freely navigate, or use long-range weapons (including Deadshot). Stealthy characters may slip past your character if they move silently.
Move silently- Regardless of ear strength, nobody can hear you move. Negates if you speak or walk over a sound trap without disarming.
Pull a Jesus- Walk on water. (Water mage class trait). Cannot be performed by fighter classes.
F**k you, box- Catlike characters and thieves with this trait can escape boxlike or cagelike traps. Cannot transfer this skill (but can aid other characters in other means, such as attempting to pick the locks or finding the button to open the doors, etc.)
NEW
StrawMan- Direct all attacks at you. You might want a healer handy.
Call for Aid- Call your patron deity for protection. Response is up to the DM's Discretion. The more religious the character, the better the response.
Sphinx's riddle- 50/50 chance of stopping your enemy in its tracks until it's injured. Only works on creatures of human-level intelligence.
Hypnotize- Same response as Sphinx's Riddle, but works on all creatures. Allows you to issue exactly ONE precise order to the hypnotized figure if they are beings that understand speech. Must be precise and literal, or may backfire.
Parkour- (Can only be used if one has "climb" and a high dexterity). This skill lets you get into places most others can't reach, and in the most stylish ways possible!
Summon Ally- CLASS SKILL ONLY. This skill goes to Sketch-artists (in the form of drawings), Necromancers (in the form of zombies), and select magical classes (In the form of golems or elementals). Summoned allies are brainless, and mindlessly follow orders they are given to the most literal form they are given.
Pick Lock
Invisible Man- ( Shadow Class, Masterful Magical Magician class, Light Elemental class, and Reaper Class Only) You're invisible to anyone you want to be invisible to. People with Lie Detector, Light mages, Necromancers, and people specifically looking for YOU are the only ones who can defeat your skills.
Just a Flesh Wound- (Reaper class, and Vengeful Fury class only) Instant-death attacks don't work on you. Period.
Salamander growth- (all classes) Re-grow lost limbs and health over time, at cost of spellcasting abilities while healing. (for non-magic users, lose the ability to use close-range attacks. This applies to non-magic users using any object that grants magical abilities of any kind.)