Scholar - Skill Tree
Basic Skill Tree - Details & Upgrades
Tier 1 Skills - 1 turn cooldown
Medicinal Herbs & Salve: Heals 3 HP for one Party Member; must be in close proximity to Party Member in questionUpgrade #1: Heals 5 HP for one Party Member; must be in close proximity to Party Member in question
Upgrade #2: Heals 7 HP for one Party Member; must be in close proximity to Party Member in question Investigate Weakness: Determine 1 Armor Weakness of any Target and all of its kind in perpetuity
Upgrade #1: Determine up to 2 Armor Weaknesses of any Target and all of its kind in perpetuity
Upgrade #2: Determine up to 3 Armor Weaknesses of any Target and all of its kind in perpetuity Acidic Chemical Grenade: Hit 2 different Targets with 3 DMG, and two halved damage dice rolls the next turn (round up)
Upgrade #1: Hit 2 different Targets with 5 DMG, and two halved damage dice rolls the next turn (round up)
Upgrade #2: Hit 2 different Targets with 7 DMG, and two halved damage dice rolls the next turn (round up)
Tier 2 Skills - 2 turn cooldown
Antidote: Remove any adverse status effect on 1 Party MemberUpgrade #1: Remove any adverse status effect on up to 2 Party Members
Upgrade #2: Remove any adverse status effect on up to 3 Party Members Electrolyte Boost: Grant +3 Agility to another player for 1 turn; also increases max move distance by 2 for next movement
Upgrade #1: Grant +5 Agility to another player for 1 turn; also increases max move distance by 4 for next movement
Upgrade #2: Grant +7 Agility to another player for 1 turn; also increases max move distance by 6 for next movement Vitamin A Boost: Grant +3 Perception to another player for 1 turn
Upgrade #1: Grant +5 Perception to another player for 2 turns
Upgrade #2: Grant +7 Perception to another player for 3 turns Anti-Weapon Corrosives: Toss a vial of corrosive chemicals on 1 Target to decrease weapon damage modifier by -3 DMG; does not stack; crosses over into damage dice roll if applicable
Upgrade #1: Toss a vial of corrosive chemicals on 1 Target to decrease weapon damage modifier by -5 DMG; does not stack; crosses over into damage dice roll if applicable
Upgrade #2: Toss a vial of corrosive chemicals on 1 Target to decrease weapon damage modifier by -7 DMG; does not stack; crosses over into damage dice roll if applicable
Tier 3 Skills - 3 turn cooldown
Healing Inhalants: Heal 5 HP each of any number of allies in close proximity to each other from medium range(Requires - Antidote)
Upgrade #1: Heal 7 HP each of any number of allies in close proximity to each other from medium range
Upgrade #2: Heal 9 HP each of any number of allies in close proximity to each other from medium range Wound Stitching: All damage on a Party Member is reduced by 4 DMG for 3 turns
(Requires - Antidote, Electrolyte Boost)
Upgrade #1: All damage on a Party Member is reduced by 6 DMG for 3 turns
Upgrade #2: All damage on a Party Member is reduced by 8 DMG for 3 turns Electrolyte Power Drink: Allow 1 Party Member to attack roll twice in one turn, once; can be stored until use; does not stack (no skill slots can be used for either attack)
(Requires - Electrolyte Boost, Vitamin A Boost)
Upgrade #1: Allow up to 2 Party Members to attack roll twice in one turn, once; can be stored until use; does not stack (no skill slots can be used for either attack)
Upgrade #2: Allow up to 3 Party Members to attack roll twice in one turn, once; can be stored until use; does not stack (no skill slots can be used for either attack) Find Geological Weakness: Determine the weakness of a piece of terrain or architecture, granting advantage on any subsequent attempt to destabilize it
(Requires - Vitamin A Boost, Anti-Weapon Corrosives)
Upgrade #1: Determine the weakness of a piece of terrain, architecture, or vehicle, granting advantage on any subsequent attempt to destabilize it
Upgrade #2: Determine the weakness of a piece of terrain, architecture, vehicle, or any manmade device, granting thrice-advantage on any subsequent attempt to destabilize it Immobilizing Foam: An expanding foam that temporarily keeps 1 Target from moving for 1 turn
(Requires - Anti-Weapon Corrosives)
Upgrade #1: An expanding foam that temporarily keeps 2 Targets from moving for 2 turns
Upgrade #2: An expanding foam that temporarily keeps 3 Targets from moving for 3 turns
Tier 4 Skills - 4 turn cooldown
Smoke Bomb: All Targets in affected area roll disadvantage while smoke bomb is in effect for 4 turns(Requires - Healing Inhalants) Field Surgery: Bring a dying Party Member back to the fight at half health, including Armor
(Requires - Healing Inhalants, Wound Stitching) Precise Weakness: Pick a known weakness of a Target and exploit it such that from then on, every attack towards that weakness will do 2 Armor Break points instead of the standard 1; can switch which weakness is targeted; can only use this ability to target one weakness per enemy
(Requires - Wound Stitching, Electrolyte Power Drink) Cluster O' Shrapnel: All Targets in affected area are dealt 15 DMG each, with enemies just outside affected area dealt the same if D20 beats a 10; D20 modifiers allowed
(Requires - Electrolyte Power Drink, Find Geological Weakness) Gunpowder Explosive: All Targets in affected area are thrown back away from you and dealt 12 DMG each; can also create openings in walls and terrain; automatically destabilizes any surface that has had the ability "Find Geological Weakness" used on it
(Requires - Find Geological Weakness, Immobilizing Foam) Napalm Grenade: All Targets in affected area are dealt 10 DMG each, and a damage dice roll while napalm grenade is in effect for 4 turns
(Requires - Immobilizing Foam)
Specialization Skill Tree - Details
Scholar of Law & Economics - Specialization Skills
Level 1 - Expert in Matters of State: +5 Intelligence in all matters of law and economicsLevel 2 - A Student's Perception: +2 Perception in all matters
Level 3 - Supply & Demand: Your knowledge of economics and haggling grants you a 25% discount on all merchants' wares
Level 4 - Outlawyer the Courts: Your knowledge of the law grants you +7 Intelligence when avoiding legal consequences for your actions or while in court
Level 5 - Market Manipulation: Your knowledge of economics is exceptional, allowing you to crash the market of a given city for a brief time
Scholar of Mathematics & Astronomy - Specialization Skills
Level 1 - STEM Expert: +5 Intelligence in all matters of mathematics and astronomyLevel 2 - Navigation by the Stars: As long as you can see the stars, you know where you are and which direction to go to reach your destination
Level 3 - Physics Master: +5 Coordination in all matters
Level 4 - It is Mine to Watch: In High Million, many of the celestial bodies are sentient and move according to the winds of destiny. Scholar can now gain a general knowledge of what the future holds as long as the night sky is visible; +7 Intelligence when it comes to predicting meteorological events.
Level 5 - Architectual Analysis: Immediately know the weaknesses of a structure and where the likely entrances and exits are, including secret passageways and tunnels
Scholar of History & Arts - Specialization Skills
Level 1 - Humanities Expert: +5 Intelligence in all matters of history and artLevel 2 - A Bookworm's Perception: +5 Perception when searching for a particular book or scroll
Level 3 - Cultural Insight: +2 Insight in all matters
Level 4 - High Society Fluency: +5 Charisma when navigating high society
Level 5 - Theater Kid: - You now have the ability to disguise yourself and change your voice to blend in almost anywhere
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