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Racial Skill Ranks

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Feb 1st, 2018
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  1. ::Human::
  2. Quick to Master: Ranks 2-5 increase experience gained for classes by 5 percent per rank.
  3. ---New Passives---
  4. Multi-Cultural: Signifying that you were raised in a household or environment with more than one notable culture or that you were raised in multiple different locales. This, when combined with the human need to adapt, has granted you a propensity for picking up and utilizing many skills. When utilizing classes that do not belong to the same base class you receive 0.5 extra skill slot per rank (5 total ranks). This passive precludes you from the use of Ancestry.
  5. Ancestry: Born and raised to inherit the family business the entirety of your history has been based around picking up a certain set of skills. This, when combined with the human tendency to dedicate one's self to their chosen studies has granted you an almost unnatural proficiency for the job you've been raised to take up. You gain 1 extra talent point per rank (3 or 4 or 5 total ranks). This passive precludes you from the use of Multi-Cultural.
  6.  
  7. ::Kaelensia::
  8. :All:
  9. Golden Eyes: Ranks 2 and 3, increase chance of detecting traps in dungeons. Ranks 4 and 5, increase chance of detecting traps in battle (Environmental)
  10. Instinct (Excluding Phenex and Corbie): Rank 2, increased chance of escaping battle. Ranks 3 and 4, +2.5 percent global evasion increase per rank (only ranks 3 and 4 (total of 5 percent). Rank 5, low volume, player only, heartbeat sound effect? Or perhaps the removal of any Hesitation status.
  11. :Corbie:
  12. ---New Passives---
  13. Aerial Dancer: You innately have more control over the muscles that manipulate your wings and they are naturally more refined. When airborne you gain evade equal to 1 + 4/8/12/16/20 percent of your scaled SAN (Increased percentage is based on rank)
  14. Ancestral Precedent (Dominion on High): The blood of Old Grey Feathers runs strong in your veins. You have a right to the sky and you will not share it. Damage to airborne enemies when you are also airborne is increased by percentage based on rank. +1 percent per rank. (Five ranks total). Attacking Airborne enemies increases the duration of your airborne status?
  15. :Phenex:
  16. ---New Passives---
  17. Symbolic Life: Those in your presence seem to innately draw some form of inspiration from your races way of rebirth. Or maybe it's just those colorful wings? When in a party increase all party members per turn HP regen by 1 per rank. (Five ranks total).
  18. Brilliant Rebirth: Your ability to rise from the ashes tends be full of dramatic flare, literally. When Rise From the Ashes triggers you deal rank*5 unresistable light and fire damage to enemies within 3 range. (Five ranks total)
  19. :Lupine:
  20. ---New Passives---
  21. Ancestral Precedent (Relentless Pursuit): The blood of Old One-Eye runs strong in your veins. Your bite is often worse than your bark. Which is no more apparent than when someone tries to get you to heel. After recovering from the knockdown status your next basic attack or offensive skill gains rank*2 percent extra damage. (Five ranks total)
  22. :Felidae and Grimalkin:
  23. ---New Passives---
  24. Ancestral Precedent (Ferocious and Calm): The blood of Old Scar Fur runs strong in your veins. Just as the wild temperament of a feline runs rampant in your mind. When afflicted with the fear status you gain a bonus to hit equal to 3*rank, a bonus which is applied to evade when not effected by fear. (Five ranks total)
  25. :Grimalkin:
  26. ---New Passives---
  27. Silent Magus: Despite the distrust for magic shown in the culture that surrounds you you've always had a sort of facination with it. Be it the draw of the forbidden fruit or simply a strong streak of rebellion you chose to study your power in secret and in silence. You have a rank*20 percent chance to still be able to cast non-invocation spells when afflicted with silence, though at a higher FP cost.
  28. :Leporidae:
  29. ---New Passives---
  30. Ancestral Precedent (Deceptively Destructive): The blood of Old Chipears runs strong in your veins. Because of this you intend to show all the docs what's up. After using Rabbit Leap you gain critical equal to rank*4 (Five ranks total)
  31.  
  32. ::Corrupted::
  33. :All:
  34. ---New Passives---
  35. Starbound: Those truly sensitive to the hanging star tend to be even more innately mercurial in their temperament than normal corrupted. When Iahsus is Red, Orange, or Yellow you regenerate 4*rank FP - your scaled SAN (to a minimum of 0). When Iahsus is Purple or Normal this does not apply.
  36. :Umbral:
  37. Fade Out: Ranks 2-3, Increases the duration of your hidden status by 2 per rank (Only ranks 2 and 3). Rank 4, During night hours attacking does not remove this status. Rank 5, You gain 20 evade vs all attacks (player and monster) during night hours (Only when using Fade Out).
  38. ---New Passives---
  39. Branded by Night: The Mark that reveals you as an Umbral is not only present on a single part of your body but actually covers a significant area of your skin. While this mark will certainly make you stand out, at least during the day, it will make your magic stand out even more at night. The effects of Noctis Arcana extend to the strength of your spells as well, granting them additional power equal to Rank*2. (Five ranks total)
  40. :Shaitan:
  41. Mind Scorch: Rank 2-4, you gain +15 hit for two rounds after someone attempts to apply fear or hesitation to you. Rank 5, you gain +15 critical for two rounds after someone attempts to apply charm to you.
  42. ---New Passives---
  43. Armored Assailant: Some Shaitans have thicker or more widespread carapace than others, offering them extra protection against physical trauma. Something that tends to prove frequently useful considering their storied tendency for violence. +1 point of physical armor per rank (Five ranks total)
  44. :Oracle:
  45. Preordinance: Rank 2-4, you reduce the chance of enemies spotting you or your party in dungeons. Rank 5, you can see your opponent's attack forecast.
  46. ---New Passives---
  47. Sight Beyond Sight: Either through focused effort or natural proficiency your precognitive abilities have reached a level of potency and range that makes you a valuable advisor in many matters. Of course even knowledge of things yet to come can only ward off so much danger when one's enemy is fate itself. Increase party members status resistance by 5 per rank. (Five ranks total)
  48. :Papilion:
  49. Invite Insanity: Increase the infliction rate of Butterfly Illusions by 5 per rank. (Five ranks total)
  50. ---New Passives---
  51. Glamourous Geometry: "Was that always there?" "Possibly." ". . . Is it actually there right now?" "Maybe, maybe not." "You're not very helpful." "When did I say I was here to help?" There always seems to be something off when a Papilion's around. Or something on that isn't supposed to be. Every round a new environmental obstacle (rocks, pitfalls, glyphs, etc) appears within X range of you. (X = rank). (Five ranks total)
  52. :Vampire:
  53. Stillness, Darkness: Ranks 2-5, healing effects from non-vampire skills are increased by 5 percent per rank.
  54. ---New Passives---
  55. Exsanguinating Touch: Older vampires, having spent innumerable more years drinking from the living than their neophyte counterparts, understand that in order to play the long con one must learn the true value of blood. As well as how to acquire it clandestinely. You have a rank*3 percent chance to gain essence from any successful basic attack equal to fifteen percent of the damage dealt. (Five ranks total)
  56. Merche Funebre: Experienced vampires understand that sometimes there are benefits to openly revealing one's status as a walking corpse. Especially when those around to witness it won't live long enough to speak of it. This toggle skill allows the vampire to take up a far more mortally challenged appearance (Complete with even paler skin, blackened nails, putrid breath, and hanging skin (or whatever else a player can come up with)). Mechanically making their health ring appear empty and npc enemies to have a much lower chance of attacking them.
  57. :Elf:
  58. Healer's Legacy: Ranks 2-4, reduce the duration of potion sickness caused by you by 1. Ranks 5, reduce the duration of potion sickness caused by you by a further 1.
  59. ---New Passives---
  60. Remember Paradise: You knew when you left that you would never be able to return to the idyllic lands that were your home, but that doesn't stop you from a bit of homesickness. It also doesn't stop you from doing whatever you can to bring a bit of home wherever you are. Ranks 2-4, extend the duration of sanctuary tiles you make by 1. Rank 5, extend th duration of sanctuary tiles you make by a further 1.
  61. Wide-Eyed Ignorance: Let's face it, you don't know a damn thing about the outside world. But maybe that can be useful? There's a lot to learn after all. Increase the amount of experience gained from non-combat activities (Picking locks, disarming traps, cleaning scars, treating patients, etc) by rank*4 percent. (Five ranks total)
  62. :Zeran:
  63. Superiority: Extend the range of the Not Facing Superiority effect by 1*rank. (Five Ranks total)
  64. ---New Passives---
  65. Noblesse Oblige: Helping the inferior is the true duty of the superior. And who -isn't- inferior to you? Increase experience gained by party members by rank*2 percent. (Five ranks total)
  66. Victor's Right: Any true Zeran knows that the point of any battle is to claim the Victor's Right afterwards. And you will not be denied yours by something as foolish as injury or fatigue. If you win a battle regain HP and FP equal to rank*2 percent.
  67. :Lich:
  68. Arcane Order: Increase the duration of enchant class spells used on you by 1 at Ranks 2-4 and by a further 1 at Rank 5.
  69. ---New Passives---
  70. High Volatility: Perhaps it's something about your focus itself or perhaps it was the ritual that transformed you into a Lich but for some reason your focus is quite a bit more volatile than most. While this might make it a bit more difficult to find enchanted material capable of retaining its integrity when you wear it, it also makes it difficult for anything else that touches you as well. At least when things can touch you anyway. When wearing an unarmored torso item increase the amount of durability your opponent's weapons lose by 1 for ranks 1-4 and a further 2 for rank 5.
  71. Focus Channeler: Being an entity made of focus, Liches are far more in tune with their supply than most, and you have an even greater affinity than is common for the rest of your 'race'. This adds a racial skill that allows Liches to impart their own focus to other beings for a specific cost. The efficiency of this is based on rank. The target receives focus equal to rank*20 percent of the cost of the skill. (Five ranks total)
  72. :Reaper and Apertaurus:
  73. Soul Guide: Perhaps Reapers and Apertaurus could be given the ability to 'see' or 'feel' spirits that people have been possessed by or have taken into themselves? Maybe a visual overlay ontop of the 'possessed' characters or a notification upon entering a map that someone has spirits? If the former then the ranking could be used to determine how far the sight ranges and if the latter it could determine accuracy in some way.
  74. ---New Passives---
  75. Ancient Culture: Having lived in seclusion for most of your life, sequestered away from the world with only a fairly reclusive race and the departed to learn from your ideas of what's 'normal' and 'appropriate' are fairly skewed. However while the 'new' things of the world at large might throw you for a loop the older things like ritualism and magical and religious rites are common fair for you. Extend the effects of prayer statuses by rank*2. (Five ranks total)
  76.  
  77. Death's Old Friend: What's to be feared of Death when the afterlife was in your backyard growing up? Most Reapers are fairly aware of what to expect when Death comes calling, but you barely think of it as anything more than a trip home with how familiar it's always felt to you. Lower the chance of Fear of Death applying by rank*20 percent. (Five ranks total)
  78. :Apertaurus:
  79. Labyrinthine Origins: Be it a trick of genetics or simply a benefit of experience you are far more used to traversing cramped, winding maze-like corridors than many others could ever hope to be. Based on rank you have a higher chance of unlocking doors and chests as well as disarming traps. (Five ranks total)
  80. :Glykin:
  81. Golden Blood: Increase hourly HP regen by rank*(scaled San/2). (Five ranks total)
  82. ---New Passives---
  83. Martyr's Duty: Just as Glycon died to protect the forebearers of the Glykin race you believe it is your duty to follow in those gilded serpentine tracks and sacrifice so that those around you might be just as protected. This grants a skill that allows you to rip off one of your own scales to give to an ally within one range, who then ingests it, in battle in order to grant the immunity to poison that you yourself benefit from, though for a far lesser period of time. This doesn't work on vampires for obvious reasons. The duration of the immunity is equal to rank*5 and can be carried through multiple battles. (Five ranks total). This precludes you from taking Golden Pride.
  84. Golden Pride: Screw Zerans. What did Zera ever do for anyone? At least Glycon actually helped the world at large. People should really show respect and learn to listen to those that know what's good for them. You have a sense of pride and superiority that could perhaps rival a Zeran's, and you have absolutely no problem letting -everyone- know about it. Monsters have a higher chance of targetting you for attacks per rank and for every enemy within 1 range you gain 1 bonus power to your weapons per rank. (Five ranks total). This precludes you from Martyr's Duty.
  85. :Wyverntouched:
  86. Poison Bite: Increase the chance to inflict poison with this skill by rank*5. (Five ranks total)
  87. ---New Passives---
  88. Spitting Lizard: Why just bite when you can spit? Or throw, at the very least. For some reason you generate copious amounts of poison that you regularly need to drain into bottles. Bottles that you like to get use out of. This gives you a skill that lets you throw bottles of poison around the battlefield, creating poison tiles wherever they might land. Target a tile within five range and create a poison tile there with a level equal to rank*10 percent of your poison attack. (Five ranks total).
  89. Wyrm Brain: Your temperament more closely resembles the reptilian side of the family. Meaning your quite territorial. And bitey. Very, very bitey. After successfully using poison bite on an enemy you automatically focus on them, making you track their movements. This status lasts for rank rounds. (Five ranks total).
  90. :Hyattr:
  91. Dragon Hover: Ranks 2-5. Extends the duration of the airborne status by rank and causes actions that would normally end the status to instead decrease its duration by 1.
  92. Channel Destruction: You gain a 'Destruction Energy (Dragon)' status which lasts for rank rounds and increases your STR and WIL by 2 + 1 per 10 Scaled San. Furthermore. The cinder tiles left by your fire breath deal damage equal to 5 + (rank*10 percent) of your fire attack instead of half of your Scaled San. (Five ranks total)
  93. ---New Passives---
  94. Conquerer's Kin: There is no better feeling than laying claim to a territory and doing with it as you please. And as one of Hyatt's powerful descendents you love nothing more than acquiring that feeling over and over again. After fully clearing a dungeon of a level equal to or greater than half your character level you gain the 'Conquest' status, which increases your Sanctity by an amount equal to the rank of this passive. (Five ranks total) This only applies if you are the party leader upon completing the dungeon.
  95. :Naga:
  96. Wrap: Extend the effective range of the skill by 1 at Rank 3 and 1 more at Rank 5. This also pulls the target in by an amount equal to the range increase. Some snakes be long.
  97. ---New Passives---
  98. Sidewinder: How do you knock down something that wasn't technically standing to begin with? Reduce the amount of momentum it takes for a Naga to recover from the Knockdown status by 1 at Rank 1, 2 at Rank 3, and 3 at Rank 5.
  99. Subterranean Origin: Those that are born under shadowed circumstances often welcome the return of the protective cloak of mystery that darkness offers. When blinded the Naga gains a bonus to evade equal to rank*10 due to perceptions and a sense of survival refined in the bowels of the world. (Five ranks total)
  100. :Mechanation:
  101. ---New Passives---
  102. Military Class: Even aside from model type some Mechanations are built with very specific purposes in mind. Among those purposes protection, enforcing, and combat roles can often be principle. Those simulacra with bodies predisposed to these violent fates tend to be a bit more resilient than their less militant counterparts. They gain armor and magic armor equal to this passive's rank. This precludes you from the use of both Medical Class and Servile Class.
  103. Medical Class: Even aside from model type some Mechanations are built with very specific purposes in mind. While biology might not be the most immediate concept attributed to these artificial entities there is something to be said for having a caretaker that isn't susceptible to transmittable diseases and that can dedicate themselves far more thoroughly to patient care than any mortal that might need regular sleep or sustenance. They gain 1 extra item slot at Rank 1, 2 at Rank 3, and 3 at Rank 5. This precludes you from the use of both Military Class and Servile Class.
  104. Servile Class: Even aside from model type some Mechanations are built with very specific purposes in mind. And acting as servants to actually living beings is a very common purpose indeed. Whether it be as a servant to a house, a personal attendant, or simply an employee that need not be paid these Mechanations tend to be very good at their jobs. After all, it is what they were born to do. They gain an extra level of crafting in Alchemy at Rank 1, Toolmaking at Rank 3, and Cooking at Rank 5.
  105. :Redtail:
  106. Fox God's Fortune Cookie: Increase the duration of the effects caused by eating a cookie. The effect is extended by 1 at Rank 1, 2 at Rank 3, and 3 at Rank 5.
  107. ---New Passives---
  108. Redtail Roulette: Those Redtails truly dedicated to the ways of luck have something extra in their cookie baskets. A set of six vials containing mysterious concoctions of origins that might not even be known to the Redtails themselves. These vials can be used on allies or enemies and can impart five beneficial effects and one truly disasterous one. They can be thrown at targets within rank range. (Five ranks total). The possible effects are a fifty percent restoration of health, a fifty percent restoration of focus, a reduction of the time for negative status effects, an increase of the time for positive status effects, or an application of level 100 poison and immobilization for 3 rounds.
  109. Loaded Dice: You believe that luck isn't just something that happens to you it's something you make happen. Lady Luck favors the bold and you're prepared for courtship. At least, you hope you are. A 0 momentum skill that lets you 'reroll' the number of light spirits you've generated once every three rounds and extend the amount of time those spirits stay at that number. At Ranks 1-4 your fortune level stays the same for 1 round. At Rank 5 your fortune level stays the same for 2 rounds.
  110. :Doriad:
  111. Song of Nature: Further increase the range increase applied to already existent flowers by 1 for Rank 1, 2 for Rank 3, and 3 for Rank 5
  112. ---New Passives---
  113. Nature's Bounty: Being a child of the forest yourself other plants tend to look upon you favorably and are quite a bit more willing to reveal themselves to you. Increase the chance of finding usable plants for alchemy in forest dungeons by rank. (Five ranks total) This precludes you from taking Nature Over Nurture.
  114. Nature Over Nurture: For one reason or another the forest you were born in wasn't exactly the most hospitable or well cared for. And that is reflected quite openly in your own demeanor and personality. You have a Sanctity percent chance to extend the duration of any negative status that lasts for 3 or more rounds by an additional 1 round. This precludes you from taking Nature's Bounty.
  115. :Dullahan:
  116. ---New Passives---
  117. Headless Haunting: Being an entity that resides inside of your armor you tend to be fairly okay so long as it stays mostly intact. As such having certain limbs accosted in certain ways doesn't tend to bother you so much. You gain a resistance to being stunned equal to rank*20 percent. (This does not apply to being Soul Burned) (Five ranks total)
  118. Mad Soul: Being a soul bound to a suit of armor wasn't exactly the plan, and it doesn't exactly sit well with you either. In fact, it pisses you off quite a bit. Especially after the strain of it starts to weigh on you even more heavily than normal. For one round after Soul Burned expires you gain rank*2 Strength and rank/2 Move (rounded down). (Five ranks total)
  119. Unending War: Well, you're a suit of armor now. Forever. Not much to be done about it. Sadly this really limits the number of professions you can take up. But at least you've probably already got experience with the one that now suits you best, and the one that you're probably going to be doing for the rest of forever. Gain experience in the Soldier Class and all of its promoted classes rank*20 percent faster.
  120. :General:
  121. (These are passives that can be taken by most any race for those people that don't quite feel that what's available for their race fits their character or those that just want something else.)
  122. ---New Passives---
  123. Normal: You're a normal whatever you are. Not really much to say about it. Or you. In the world of the exceptional you just don't really stand out. Extend the duration of incognito and similar effects by rank when in a party since it's just impossible for others to not be noticed before you. (Five ranks total)
  124. Giant: You are huge. Like, unnecessarily huge. You stand head and shoulders above the rest. You can touch most ceilings by barely extending your arms. Goblin Giants aren't sure what to think about you. Doorways are your mortal enemies. How's the weather up there? Increase icon size by rank*10 percent. (Five ranks total)
  125. Munchkin: You are tiny. Doll sized. When you knock on a door people think they've been pranked. Goblins aren't sure what to think about you. People probably love picking you up. Restaurants automatically offer you a high chair. How's the weather down there? Decrease icon size by rank*10 percent. (Five ranks total)
  126. Old: You've seen some shit. And if these whippersnappers would just shut up and listen you could tell them plenty of things about lots of stuff. Increase experience gained by party members after battle and from out of battle activities by rank percent. (Five ranks total)
  127. Jack of All Trades: You know how to do a bit of this, a bit of that, and a few other things too. Decrease the maximum possible level of all craft skills to 3 (Not counting racial bonuses) but allow all craft skills to reach level 3. (One rank)
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