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- The Return will have a system for improving and upgrading your characters. After significant events in the game, such as overcoming a particularly difficult challenge, the party will gain Enlightenment, a deeper knowledge and understanding of themselves and the world around them. This will translate into each party member gaining an Enlightenment Point (EP).
- Enlightenment Points are much like Skill Points, but can be used for more purposes. In effect, one EP translates to 1 Skill Point, which may be spent on any class skill the character may have available. 2 and 3 point skills will translate into a 2 or 3 EP cost, respectively. However, EP may also be used to spec one's character into other areas:
- You may spend your EP to simply increase your modifiers to skills you already have, with each EP being worth either a +1 roll bonus, a -1 DC, or a +1 crit range. You may also decrease the recharge of a skill by 1 for 1 EP, or add a tag to one (automatic, passive and so forth) for 3 Points.
- You may also invest your EP in new racials that you have available, or multiclass skills. You may only take multiclass skills that are accessible to your starting class, but are able to expand your list of available skills from there. For example, if you start as a Templar (Cleric/Knight), you may invest in any multiclass that combines either Cleric or Knight, and from there, branch out into multiclasses that include whichever other class you picked. In the example provided, the character would start as a Templar, and would then be able to take a multiclass skill from Lifebinder (Cleric/Necromancer), which would in turn open up Necromancer multiclasses such as Spiritualist (Necro/Monk). Multiclasses are worth 2 EP, while racials from your chosen race are 1 EP. You may take a racial from another race for 2 EP.
- Finally, you may also invest your EP into creating entirely new talents for your character. However, consult the DM if you are planning to do this, as depending on the strength of the talent you are creating, the Enlightenment cost may vary from 1-3 Points, or even more depending on if it can be applied both in and out of combat.
- In summary:
- Skills:
- 1 Point Skill: 1 EP
- 2 Point Skill: 2 EP
- 3 Point Skill: 3 EP
- Racial Skill (your race): 1 EP
- Racial Skill (another race): 2 EP
- Multiclass Skill: 2 EP
- Modifiers:
- +1 Bonus: 1 EP
- -1 DC: 1 EP
- +1 Crit Range: 1 EP
- Skill Recharge Down: 1 EP
- Tag Addition: 3 EP
- New Talent: Varies, consult DM
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