General Abilities

GENERAL ABILITIES

Some abilities are not tied to your race, class, or skill, these abilities are represented as general abilities. While some are more useful to certain types of characters than others, a general rule these represent abilities outside of the normal scope of your character’s race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting general abilities, you can customize and adapt your character to be uniquely yours.

ABILITIES

Acrobatic: 3CP You are skilled at leaping, jumping, and flying. You gain+2 bonus on Acrobatics and Fly checks. Ranked 1 Rank   3CP   +2 2 Rank   6CP   +4 3 Rank  12CP   +6 4 Rank  24CP   +8 5 Rank  48CP  +10

Alertness: 3CP You often notice things that others might miss. You gain +2 bonus on Perception and Sense Motive checks. Ranked 1 Rank   3CP   +2 2 Rank   6CP   +4 3 Rank  12CP   +6 4 Rank  24CP   +8 5 Rank  48CP  +10

Animal Affinity: 3CP You are skilled at working with animals and mounts. You gain +2 bonus on Handle Animal and Ride checks. Ranked 1 Rank   3CP   +2 2 Rank   6CP   +4 3 Rank  12CP   +6 4 Rank  24CP   +8 5 Rank  48CP  +10

Athletic: 3CP You possess inherent physical prowess. You gain +2 bonus on Climb and Swim checks. Ranked 1 Rank   3CP   +2 2 Rank   6CP   +4 3 Rank  12CP   +6 4 Rank  24CP   +8 5 Rank  48CP  +10

Deceitful: 3CP You are skilled at deceiving others, both with the spoken word and with physical disguises. You gain +2 bonus on Bluff and Disguise checks. Ranked 1 Rank   3CP   +2 2 Rank   6CP   +4 3 Rank  12CP   +6 4 Rank  24CP   +8 5 Rank  48CP  +10

Deft Hands: 3CP You have exceptional manual dexterity. You gain +2 bonus on Disable Device and Sleight of Hand checks. Ranked 1 Rank   3CP   +2 2 Rank   6CP   +4 3 Rank  12CP   +6 4 Rank  24CP   +8 5 Rank  48CP  +10

Persuasive: 3CP You are skilled at swaying attitudes and intimidating others into your way of thinking You get a +2 bonus on Diplomacy and Intimidate skill checks. Ranked 1 Rank   3CP   +2 2 Rank   6CP   +4 3 Rank  12CP   +6 4 Rank  24CP   +8 5 Rank  48CP  +10

Self-Sufficient: 3CP You know how to get along in the wild and how to effectively treat wounds. You gain +2 bonus on First Aid and Survival checks. Ranked 1 Rank   3CP   +2 2 Rank   6CP   +4 3 Rank  12CP   +6 4 Rank  24CP   +8 5 Rank  48CP  +10

Stealthy: 3CP You are good at avoiding unwanted attention and slipping out of bonds. You gain +2 bonus on Escape Artist and Stealth checks. Ranked 1 Rank   3CP   +2 2 Rank   6CP   +4 3 Rank  12CP   +6 4 Rank  24CP   +8 5 Rank  48CP  +10

Endurance: 6CP Harsh conditions or long exertions do not easily tire you. You gain +4 bonus to AC vs nonlethal damage.

Diehard: 12CP Prerequisites: Endurance You are especially hard to kill. Not only do your wounds automatically stabilize when critically injured, but you can remain conscious and continue to act even at death’s door.

Weapon Proficiency: 5CP (Editing Mechanics. admin) Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. You gain a +2 bonus to attack rolls. All new characters start with one weapon at first rank for free. Ranked 1 Rank   5CP   +2 2 Rank  10CP   +4 3 Rank  20CP   +6 4 Rank  40CP   +8 5 Rank  80CP  +10 +1 attack per round

Armor Proficiency, Light: 24CP You are skilled at wearing light armor. Light armor provides a +3 to AC. All classes except Martial Artist start with this. A class that takes this proficiency may use its class skills without penalty for wearing light armor.

Armor Proficiency, Medium: 24CP You are skilled at wearing medium armor. Medium armor provides a +6 to AC. All classes but Arcanist, Diviner, and Martial Artist start with this. A class that takes this proficiency may use its class skills without penalty for wearing medium armor.

Armor Proficiency, Heavy: 24CP You are skilled at wearing heavy armor. Heavy armor provides a +9 to AC. Only the Fighter class starts with this. A class that takes this proficiency may use its class skills without penalty for wearing heavy armor.

Animal Companion: 24CP This ability allows you to gain an animal companion much like a druid or hexer. This ability is not available for Druid or Hexer classes.