prep for ToH
follow-up from hexhall
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@@ -69,12 +69,17 @@ Immediately after taking or inflicting damage, can use a free action to try and
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### Class Skills
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- **Alertness**: When surprised during initiative, may make a skilled WIS check to act during the first turn.
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- **Begin Blood Rage**: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a [Blood Rage](#blood-rage).
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- **Enter Blood Rage**: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a [Blood Rage](#blood-rage).
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- Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
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- **Free Climb**: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed.
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- Failure indicates falling from half-way, taking 1d6 damage / 10'.
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- **Mighty Action**: Describe intended outcome, make a skilled check as indicated by GM.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
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- Usually takes the form of an odor, with more powerful magic smelling more foul.
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- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
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- Can't be done while engaged in melee combat.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
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@@ -66,6 +66,11 @@ An adventurer who possesses a special bond with one (or more) animal companions.
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- **Companion Sight**: From 5th level, make skilled WIS check to see through the eyes of an animal companion.
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- Once established, must [concentrate](/rules/magic.html#concentration) to maintain sight.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
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@@ -50,7 +50,10 @@ An adventurer that specializes in battle and combat.
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### Class Skills
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- **Feat of Strength**: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try).
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- **Mighty Action**: Describe intended outcome, make a skilled check as indicated by GM.
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- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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@@ -59,7 +59,10 @@ Holy (or unholy) warrior-priests who serve one or more deities.
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- Fumbling the check causes [Doubt](#doubt).
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- Can only be used successfully once per day.
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- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
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- **Inspirational Act**: Describe intended outcome and make a skilled check as indicated by GM.
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- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
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- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
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- **Ritual Casting**: Some rituals require a skilled check.
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@@ -59,7 +59,10 @@ An honor-bound warrior that excels at mounted combat.
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### Class Skills
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- **Chivalric Act**: Describe intended outcome and make a skilled check as indicated by GM.
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- **Chivalric Attack**: Describe intended outcome and make a skilled check as indicated by GM.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: grab fair maiden, jump over table, set her down safely, and strike nearest opponent.
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- **Heraldic Lore**: Make a skilled INT check to recognize standards, symbols, or names associated with liege, their allies, or their enemies.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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@@ -55,7 +55,10 @@ An adventurer that specializes in infiltration and retrieval.
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### Class Skills
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- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
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- **Cunning Attack**: Describe intended outcome, make a skilled check as indicated by GM.
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- On a complete success, the attack roll gains advantage.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains disadvantage.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
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