Dungeons & Delvers: Skill Perks

In Dungeons & Delvers, when you level up you get to allocate a skill point. Formerly this could only be used to increase an existing skill (up to a maximum of +5), or to gain proficiency in a new skill, but while working on rogue talents we thought up another way to use them: Skill Perks!

Skill Perks build on skills, providing benefits and abilities that aren't quite good enough to warrant spending an entire talent, which is great for classes that don't get many in the first place (like barbarians, fighters, and paladins).

To gain a Skill Perk, your proficiency bonus (that is, the skill's bonus without including modifiers from an ability score, racial bonuses, talents, items, etc) must be equal to or higher than the modifier in parenthesis at the time you level up. If you meet that requirement, you just spend the skill point and get the Perk.

For example, if you want to take Kip-Up (see below), then your Acrobatics must have already been +2 when you leveled up. For bards, rogues, as well as any other class that people cook up that has the Bonus Skill class feature, you can't use both points to bump up your proficiency bonus and pick a perk on the same skill: it's one or the other during a level up.

Here's an example of a few skills and perks we've written for them:

ACROBATICS
  • Escape Artist (+3): You can attempt to break free of restraints or another creature’s grasp as a Swift Action.
  • Kip-Up (+2): You can stand up from prone as a Swift Action.
  • Roll With Impact (+2): When you take falling damage, reduce it by an amount equal to your Acrobatics proficiency bonus.
  • Surefooted (+3): When you would be knocked Prone, if an attack or effect allows a Dexterity check or Reflex save, roll twice and use the higher result. If no ability check or save is allowed, you can attempt one anyway (in some cases the GM might have to determine the DC). This skill perk doesn't apply if you would land Prone after falling from a great distance.
  • Tumble (+2): You can move through an enemy’s space as long as they are at least one size category larger than you. If they make an Opportunity Attack against you, you can make an Acrobatics check: the attack must be made against your Armor Class or Acrobatics check, whichever is higher.

ANIMAL HANDLING
  • Fearless Mount (+2): While you are riding a creature, it is immune to the Frightened condition. 
  • Mounted Combat (+2): While mounted, if you attack a creature that is smaller than your mount you gain a +1 bonus to the attack roll.
  • Mounted Defense (+2): While mounted, if a creature that is smaller than your mount attacks you, you gain a +1 bonus to your Armor Class.
  • Quick Mount (+1): It only takes a Swift Action to mount or dismount.

ARCANA
  • Arcane Defense (+3): When you take the Defend action, you gain an additional +1 bonus made to resist spells.
  • Arcane Senses (+3): You can sense if something is magical by touching or handling it.
  • Arcane Sight (+5): Requires Arcane Senses. You can use the wizard's Detect Magic talent, but only out to a range of 10 feet.
  • Dragon Lore (+2): You gain a +1 bonus on checks made to recall information about draconic creatures.
  • Elemental Lore (+2): You gain a +1 bonus on checks made to recall information about elemental creatures.
  • Planar Lore (+2): You gain a +1 bonus on checks made to recall information about other planes of existence.
  • Spellcraft (+2): You gain a +1 bonus on checks made to identify the effects of magic you observe.
  • Undead Lore (+2): You gain a +1 bonus on checks made to recall information about undead creatures. If you choose this same skill perk for Religion, the bonus increases to +2.

ATHLETICS
  • Bull Rush (+1): You gain a +1 bonus on ability and skill checks, and saving throws made to push creatures, or force your way past them.
  • Choke Hold (+2): Requires Wrestler. When you start a turn with a creature grabbed, you can use your Standard Action to inflict an automatic 1d4+Strength damage to them. If you are a monk then you inflict Unarmed Strike damage.
  • Fast Climber (+2): You gain a Climb speed of 10 feet. If you already have a Climb Speed, it is increased by 10 feet, up to your full walking Speed.
  • Swift Swimmer (+2): You gain a Swim speed of 10 feet. If you already have a Swim Speed, it is increased by 10 feet, up to your full walking Speed.
  • Wall Warrior (+3): You don’t suffer any penalties to your Armor Class while climbing, and can make attacks with one-handed melee or ranged weapons without penalty.
  • Wrestler (+1): You gain a +1 bonus to grab creatures, and maintain the grab. In addition, if you start a turn with a creature grabbed, you can use your Standard Action to Restrain them.
  • Pin (+2): Requires Wrestler. When you start a turn with a creature Restrained, you can attempt another Athletics check to also knock them Prone.

Announcements
You can now get a physical copy of Dungeons & Delvers: Black Book in whatever format you want (the PDF is also on sale on DriveThru)! We've also released the first big supplement for it, Appendix D, so pick that up if you want more of everything.

The first issue of The Delver, a magazine featuring fungal-themed content for both players and GMs (including an adventure in which myconids find religion), is available!

Our latest Dungeon World class, The Ranger, is now available.

Dwarven Vault is our sixth 10+ Treasures volume. If you're interested in thirty dwarven magic items (including an eye that lets you shoot lasers) and nearly a dozen new bits of dungeon gear, check it out!

By fan demand, we've mashed all of our 10+ Treasure volumes into one big magic item book, making it cheaper and more convenient to buy in print (which you can now do).

4 comments:

  1. Just checking in to say: Still very excited. lol. Keep on keeping on. This stuff looks cool.

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    Replies
    1. Good to hear it man! Revving up to get the KS going. Just wanna have almost all of the text ready to go before hand since we're going to need a bunch of art. Anything in particular you want us to talk about?

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  2. Nothing in particular. It all looks good. I'm going to DM, so anything from that side of the screen might be cool (the monster previews are great) but I have to say the class previews are great at helping me sell my group!

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    Replies
    1. The rogue preview should be ready this week. Trying to also wrap up another issue of the smaller, free Appendix D zine with some prehistoric stuff and a shaman class. Glad that you're group is digging what they're hearing about.

      I guess I should post some of the new GM-specific stuff. Hadn't really thought about it until you brought it up, heh.

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