Misc > Extra Skills
This setting uses the same skills as in standard Pathfinder, except for Spellcrafting, which works differently. There are three other homebrew skills that can be taken in this setting.
Craft : Runes is a new skill used to create runed (enchanted) items and runestones. More information on creating runed items and runestones here.
The relevant attribute for this skill is Intelligence. Craft : Runes is a Trained Skill only.
Spellcraft is used for creating and identifying spell effects. It also identifies the properties of magic items.
The DC for identifying a spell is the same as the DC for casting it + 5.
The relevant attribute for this skill is normally Intelligence (eg when identifying). When a caster needs to roll a Spellcraft check to cast a spell, they can either use INT or their class's own Casting Attribute, whichever is higher, for the ability modifier.
Spellcraft is also used to counter enemy spellcasting. A character capable of channelling Chi points can Ready an Action to Counterspell. They must target an enemy they can see when doing so.
If the target of your counterspell tries to cast a spell, make a Spellcraft check to identify the spell as above. This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.
To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself; if you are able to cast the same spell, you can cast it (with the usual CP cost and Spellcraft check requirement) to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results. If you cannot cast the spell, for example if you do not have an appropriate runestone or cast 'spells' using a special ability such as Channelling, the DC for the spellcraft check is equal to the casting DC of the spell +10.
If you are capable of casting a Negate spell, you can use Negate instead of the core rune of the spell being countered.
Hojojutsu is a traditional Bushi martial art involving the restraining of somebody using cord or rope. A character with Hojojutsu as a Class Skill can attempt to restrain a target in the middle of combat (during their turn). Hojojutsu can only be used if a character has trained in it.
A character using Hojojutsu must declare it and make a Touch Attack roll against the target they want to tie up. The target then gets to make an attack of opportunity. Should the attack of opportunity deal any damage, the Hojujutsu attempt fails. However, if the attack of opportunity fails to hit, the target is bound and considered Helpless. The user then makes a Hojojutsu check against a DC of 15 + the target creature's hit dice. If the check fails, the target is Entangled but not Restrained, and can remove the Entangled condition with a standard action. If the check is successful, this will be the DC necessary for the target to free themselves using the Escape Artist skill.
Hojojutsu may be used instead of attempting to grapple a target in order to restrain them; it completely overrides the Grapple rules. To use Hojojutsu, a character requires rope in their inventory.
A character proficient in Hojojutsu is considered skilled enough to use rope in a variety of other situations :
- Craft : Runes (Int)
Craft : Runes is a new skill used to create runed (enchanted) items and runestones. More information on creating runed items and runestones here.
The relevant attribute for this skill is Intelligence. Craft : Runes is a Trained Skill only.
- Spellcraft (Int)
Spellcraft is used for creating and identifying spell effects. It also identifies the properties of magic items.
The DC for identifying a spell is the same as the DC for casting it + 5.
The relevant attribute for this skill is normally Intelligence (eg when identifying). When a caster needs to roll a Spellcraft check to cast a spell, they can either use INT or their class's own Casting Attribute, whichever is higher, for the ability modifier.
Spellcraft is also used to counter enemy spellcasting. A character capable of channelling Chi points can Ready an Action to Counterspell. They must target an enemy they can see when doing so.
If the target of your counterspell tries to cast a spell, make a Spellcraft check to identify the spell as above. This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.
To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself; if you are able to cast the same spell, you can cast it (with the usual CP cost and Spellcraft check requirement) to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results. If you cannot cast the spell, for example if you do not have an appropriate runestone or cast 'spells' using a special ability such as Channelling, the DC for the spellcraft check is equal to the casting DC of the spell +10.
If you are capable of casting a Negate spell, you can use Negate instead of the core rune of the spell being countered.
- Craft:Scrolls (TBA)
- Hojojutsu (Dex)
Hojojutsu is a traditional Bushi martial art involving the restraining of somebody using cord or rope. A character with Hojojutsu as a Class Skill can attempt to restrain a target in the middle of combat (during their turn). Hojojutsu can only be used if a character has trained in it.
A character using Hojojutsu must declare it and make a Touch Attack roll against the target they want to tie up. The target then gets to make an attack of opportunity. Should the attack of opportunity deal any damage, the Hojujutsu attempt fails. However, if the attack of opportunity fails to hit, the target is bound and considered Helpless. The user then makes a Hojojutsu check against a DC of 15 + the target creature's hit dice. If the check fails, the target is Entangled but not Restrained, and can remove the Entangled condition with a standard action. If the check is successful, this will be the DC necessary for the target to free themselves using the Escape Artist skill.
Hojojutsu may be used instead of attempting to grapple a target in order to restrain them; it completely overrides the Grapple rules. To use Hojojutsu, a character requires rope in their inventory.
A character proficient in Hojojutsu is considered skilled enough to use rope in a variety of other situations :
DC
5 10 10 15 |
Action
Tie a firm knot Tie a special knot (such as one that slips, slides slowly, or loosens with a tug) Tie a rope around oneself one-handed Splice two ropes together Bind a character out of combat |