d20 UKG Publishing SFX Skills - Enochian Theurgy.pdf
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Written by
F. J. Eastman
Editor
Jeremy Peterson
Cover Art
Walt Robillard
Interior Art
Walt Robillard/John Milner
Layout
John Milner
Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and
other countries and are used with permission
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the
terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.
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Chapter One: SFX Skills
number of ranks in that skill. Skill uses or abilities that
are associated with a particular skill rank are not available
until a character has paid for and attained those ranks,
regardless of what his actual bonuses to skill checks may
be. Thus a character with 2 Ranks in an SFX Skill which
grants a rank-based benefi t at 3 Ranks cannot access that
benefi t, even if bonuses from high ability scores or feats
raise his fi nal skill check bonus above +3.
SFX Skills
SFX Skills differ rather widely from the ordinary skills
most characters utilize over the course of their careers.
Possessing ranks in SFX Skills refl ects an awakening
knowledge or growing mastery of forces outside the
experience of most men; magical spells, innate psychic
potential, and other abilities. Characters without the
appropriate SFX feat or feats, representing exceptional
training or natural ability, cannot learn or use SFX Skills at
all. During game play, SFX Skills function mechanically
much like ordinary skills, though they often have additional
parameters associated with them.
Actions
Using an SFX Skill usually takes an amount of time
noted in the skill’s description, unless modifi ed by a feat
or other outside effect. Most SFX Skills require at least
a standard action in combat. Other SFX Skills require a
full-round action or more. All SFX Skills are subject to
the normal rules regarding actions in combat. To use
an SFX Skill, the character must be able to speak (if the
skill has a verbal component), gesture (if it has a somatic
component), and manipulate some material (if it has a
material component) or focus (if any).
Class vs. Cross-Class
SFX Skills are class skills only for members of the
SFX Adept Advanced Class, or some other Advanced
or Prestige classes. Whether or not these classes are
available (or available for PCs) is up to the GM. For
characters of all other classes SFX Skills are cross-class
skills. Possessing the proper SFX feat does not allow
characters to learn SFX Skills as class skills. SFX feats
only permit the learning and use of SFX Skills.
Most SFX Skills requiring a standard action or more
to perform provoke Attacks of Opportunity, just as
any other skill. SFX Skill users are allowed to make a
Concentration check to use their skills on the defensive.
Skill Checks
Characters make skill checks with SFX Skills just as they
do with ordinary skills unless noted otherwise in the skill
description. The player rolls one d20 die and adds his
Rank in the SFX Skill, as well as adding (or subtracting) any
applicable ability modifi ers (as well as any circumstance
bonuses the GM may decide are applicable). The DC
of most SFX Skills are listed in the description of the
skill itself, while some skills automatically succeed (with
ranks determining some aspect of the skill effect). Users
can Take 10 on most SFX Skill attempts, following the
normal rules for Taking 10 with skills. Most SFX Skills
cannot be used by Taking 20, as there are costs associated
with their use and direct penalties for their failure. If a
user were able to Take 20 on an SFX Skill attempt, he
would be forced to pay all costs associated with that SFX
Skill x 20.
SFX Skills and Concentration
Using SFX Skills requires some amount of concentration
to successfully perform and maintain. Thus, SFX
Skill users may fi nd their skill checks interrupted or
foiled by injury and environmental distractions (see the
Concentration skill description). SFX Skill users are also
allowed to make a Concentration check as part of their
skill check action in order to use the skill on the defensive.
If a character’s Concentration check fails, the SFX Skill
check fails just as if the character had not met the DC:
The Strain and any other costs for the attempt are still
paid.
Characters can attempt to use various SFX Skills on one
another to disrupt each other’s skill checks. The DC of
the skill check is set as normal, or the normal save DC
of the SFX Skill, whichever is greater. SFX Skills that
normally do not allow a save should use the system for
Rank-Based Benefi ts
Some SFX skills have additional abilities or benefi ts
which become available when a user possesses a particular
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determining save DC laid out below.
Variant: Nonlethal Damage
The standard method for tracking Strain with SFX Skills involves
a variant form of nonlethal damage that differs from the standard
nonlethal rules found in the d20 Modern Rulebook in that it
accrues over time, much like normal hit-point damage.
Saving Throws
SFX Skills that affect other creatures often allow a saving
throw to negate or reduce their effects. This is generally
a Will or Fortitude saving throw, and unless otherwise
noted the DC of the save is equal to 10, plus half the
character’s ranks in the SFX Skill (rounded down), plus
the skill’s key ability score modifi er.
Dealing Nonlethal Damage
Certain attacks deal nonlethal damage. Other effects, such as
heat or being exhausted, also deal nonlethal damage. When you
take nonlethal damage, keep a running total of how much you’ve
accumulated. Do not deduct the nonlethal damage number from
your current hit points. It is not “real” damage. Instead, when your
nonlethal damage equals your current hit points, you’re staggered,
and when it exceeds your current hit points, you fall unconscious.
It doesn’t matter whether the nonlethal damage equals or exceeds
your current hit points because the nonlethal damage has gone up
or because your current hit points have gone down.
Strain
Using SFX Skills is invariably taxing. Each use of an
SFX Skill weakens its user in some way, which is known
as Strain. Strain is usually expressed in one of several
different forms, one of which is chosen by the GM at the
beginning of game play.
If you take nonlethal damage from a single attack that is equal
to or exceeds your Massive Damage Threshold, you must make
a Fortitude save (DC 15). If you succeed at this save you are
Stunned for one round. If you fail this save you are rendered
unconscious for 1d4+1 rounds.
Strain as Nonlethal Damage
Strain can be represented as differing amounts of a
variant type of nonlethal damage (See Sidebar). This
nonlethal damage is usually listed in the SFX Skill
description as an unmodifi ed positive number. Strain as
nonlethal damage will be used as the default in SFX Skill
descriptions and other notation used throughout this and
other SFX Skill publications.
Nonlethal Damage with a Weapon that Deals
Lethal Damage
You can use a melee weapon that deals lethal damage to deal
nonlethal damage instead, but you take a -4 penalty on your attack
roll.
Lethal Damage with a Weapon that Deals
Nonlethal Damage
You can use a weapon that deals nonlethal damage, including an
unarmed strike, to deal lethal damage instead, but you take a -4
penalty on your attack roll.
If a character takes nonlethal damage in a single round
from Strain equal to, or exceeding, his Massive Damage
Threshold he must immediately make a Fortitude saving
throw (DC 15). If he succeeds at this saving throw he
is Stunned for one round and Fatigued, if he fails this
saving throw he immediately falls unconscious for 1d4+1
rounds and awakens Fatigued. A Fatigued character who
would become Fatigued again becomes Exhausted. If
the Strain from using an SFX Skill causes the user to
become unconscious the skill effect still occurs as under
the skill description, but cannot be maintained (if the skill
can normally be maintained).
Staggered and Unconscious
When your nonlethal damage equals your current hit points, you’re
staggered. You can only take a standard action or a move action
in each round. You cease being staggered when your current hit
points once again exceed your nonlethal damage.
When your nonlethal damage exceeds your current hit points, you
fall unconscious. While unconscious, you are helpless.
Healing Nonlethal Damage
You heal nonlethal damage at the rate of 1 hit point per hour per
character level.
The Strain of some SFX Skill use is determined by the
circumstances of the skill roll. Certain feats may also
affect the amount of Strain caused by using SFX Skills.
The character takes the Strain regardless of whether the
SFX Skill check is successful, and the damage happens
When a spell or a magical power cures hit point damage, it also
removes an equal amount of nonlethal damage.
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each time a skill is retried, as well.
Feats and Occupations
Controlling access to SFX skills is most easily done via
SFX Feats. The standard method for accessing the SFX
Feats themselves, however, is by taking the SFX Aptness
feat. By requiring two feats to access the powers associated
with SFX Skills, a GM can introduce the concept of
magical abilities to his campaign without making them
common, even among Heroic Classed NPCs and Player
Characters.
When using nonlethal damage to represent Strain, keep
in mind that characters will generally increase their ability
to cast a number of spells in succession as they gain levels
(and thus gain Hit Points), nonlethal damage will heal at
a greater rate as levels increase, as well.
Strain as Ability Damage
Strain can also be represented as Ability Damage. The
most common type of Ability Damage associated with
Strain is Strength, though if a GM wishes to make SFX
use in his campaign more lethal, he can use Constitution.
Ability damage accrued in this fashion will affect characters
as normal, and will heal normally as well. When using
Ability Damage to represent Strain, note that a character
will, in general, be able to cast slightly more spells in a
short period at very early levels, but the amount of
Strain they can withstand will never increase (or increase
very slowly). Ability damage heals at a slower rate than
nonlethal damage, and characters will only be able to cast
a few spells a week, as opposed to a few spells a day.
If a GM would like magical ability to be more common
in his campaign, however, the SFX Aptness requirement
can be removed from SFX feats, or only require the feat
once. This allows characters to take SFX feats without as
much initial outlay, and allows characters to take multiple
SFX feats more easily, creating “dabbler” characters who
have access to the skills of several magical traditions.
SFX Aptness (General)
The character has an aptitude for some form of SFX.
This aptitude can be an inborn talent, the result of
exposure to some external stimuli, or the result of study.
Alternates: Variable Strain
To make Strain more unpredictable, you can replace the fl at
Strain number found in SFX Skill descriptions with a die roll.
In general, it is suggested that the maximum number on the die,
divided by 2, should be equal to the normal Strain used for the
skill (see Table 1.A).
Benefi t
: The character has access to one (1) SFX feat
of his or her choice. This SFX feat need not be taken
at the same time as SFX Aptness, and can be taken at
any time there-after.
Normal
: SFX feats are unavailable to characters
without levels in the SFX Adept advanced class.
Strain
Die
Spell Burn
2
d4
1d
3
d6
1d
Special
: This feat may be taken multiple times; each
time it is taken it allows access to one (1) more SFX
feat of the character’s choice.
6
d12
2d
9
d20
3d
10
d20
3d
12
d20
4d
Dabbler (General)
You have an interest in some aspect of occult power,
and have picked up a little bit of ability in it. You have
the potential to learn and use one SFX Skill.
Table 1.A
Strain to Spell Burn
Strain numbers can be converted to the Spell Burn system found
in BadAxe Game’s Grim Tales campaign toolkit. As most Strain
numbers are divisible by 3, a d6-based Spell Burn system integrates
easily into an SFX Skills system with minimal adjustments. Simply
use the number of dice whose average result is closest to the
original Strain number (as seen on Table 1.A)
Benefi t
: You may substitute Dabbler for SFX
Aptness and one other SFX feat as prerequisites for
learning one SFX Skill. You cannot access any other
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SFX Skills.
Skills
: Choose three of the following skills as
permanent class skills. If a skill you select is already
a class skill, you receive a +1 competence bonus on
checks using that skill. Concentration, Decipher
Script, Gather Information, Knowledge (arcane lore,
art, behavioral sciences, earth and life sciences, history,
physical sciences, tactics, or theology and philosophy),
Research, or add a new Read/Write Language or a new
Speak Language.
Special
: You can take this feat more than once. Each
time, it applies to a different SFX Skill.
Note
: Dabbler does not make the selected skill a class
skill, merely allows you to obtain ranks in it.
Arcane Scholar
Arcane Scholars are individuals who have dedicated their
lives to the discovery and study of occult phenomena and
learning, spending their time pouring through ancient
tomes or religious tracts to learn all they can about the
world’s hidden things.
Bonus Feat
: Select either Dabbler or Educated.
Wealth Bonus
: +1.
Prerequisite
: Age 20+.
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