Richter’s Skill Rank Bonuses

1)     Herb Lore

a.      Novice: Can detect one trait from picked herbs.

b.     Initiate: Can detect two traits from picked herbs.  Can avoid one negative trait when ingesting

c.      Apprentice: Can detect three traits from picked herbs.  Can avoid two negative traits when ingesting

2)     Pierce the Veil

a.      Novice: Can see hidden traps

b.     Initiate: Can see hidden compartments

c.      Apprentice: In addition to seeing hidden traps and compartments, you can now find hidden doors and a have a chance to detect magical concealments. 

3)     Trade

a.      Novice: Can create standing trade agreement with those who have ‘Loyal’ disposition and higher.  Can “smell” a deal, gets stronger with higher ranks.

b.     Initiate:  Can create standing trade agreement with those who have ‘Interested’ disposition and higher.   “Feel the market” – You can get an idea of what will sell well in a given market, gets stronger with higher ranks.

4)     Portal Construction

a.      Novice: Can travel only between two points on the same ley line.

b.     Initiate: Can create portals to allow travel between any two points on the same type of ley line.

c.      Apprentice: Can create a portal with multiple exit points.  This can only be built at a Place of Power.  The number of destination points is determined by the number of ley lines present.

5)     Enchanting

a.      Novice: Can add an enchantment to an item while it is being created.

b.     Initiate: You now will gain more charges when recharging with a soul stone.  Items you enchant now have their enchantment potential increased by +5.  For each new rank in Enchanting that you achieve, enchantment potential will increase by another five points.  You can now add enchantments to already created items, albeit with an 80% penalty to effectiveness.

c.      Apprentice: You can now enchant scrolls based on spells that you already know.  Items that you enchant with a finite number of charges will now have +10 charges.  For each new rank you obtain in Enchanting, you will get another +10 charges.  You can now add enchantments to already created items, albeit with a 60% penalty to effectiveness.  You may now use two soul stones on one enchantment.

d.     Journeyman: You have advanced from Apprentice to Journeyman in: Enchanting.  You can now create magic books based on spells that you already know or if you are in the presence of someone else who is willing to have you scribe their knowledge.  You can now create skill books based upon skills that you already have or if you are in the presence of someone else who is willing to have you scribe their knowledge.  You can now add enchantments to already created items, albeit with a 40% penalty to effectiveness.  You can now help other craftsmen enchant items they are creating.  The resulting enchantment will be based upon your skill level. 

6)     Tracking

a.      Novice: You can now follow tracks and spoor to find your quarry.

b.     Initiate: Your sense of smell is now heightened.  You can track an enemy by scent if you have a piece of clothing or an item they were recently in contact with.

7)     Archery

a.      Novice: Increased ability to wield a bow

b.     Initiate: 25% chance to retrieve special arrows after they have been shot.  This is cumulative with successive ranks. 

8)     Small Blades

a.      Novice: Increased ability to wield small blades

b.     Initiate: You now enjoy a -5% penalty for each hand while dual wielding.  This benefit is cumulative with increasing ranks.

9)     Light Armor

a.      Novice: Movement speed penalty of 3% per piece of armor (including shield).  Can wear Light Armor

b.     Initiate: Movement speed penalty decreased from 3% per piece to 2% per piece.  Decreased casting penalty from wearing light armor.  Stamina drain from exertions while wearing armor reduced.  You have learned to move in your armor gaining the Perk: Synergy.  Synergy gives a +20% defense bonus to light armor as long as you are wearing only light armor.  Synergy stacks with each successive level.

10)   Grace in Combat

a.      Novice: If wearing all light armor, dodge increased by 10%.  This is a subskill of Light Armor. 

b.     Initiate: +5% Movement Speed if wearing all Light Armor. 

11)   War Leader

a.      Novice: Maximum party size of 6.  These party members will share all experience from kills and quests equally.  Party members will also benefit from any badges or promotions that are acquired.  Any friendly forces within your Sphere of Influence will still benefit from attack and defense bonuses from your skill rank in War Leader.  At your current rank of Novice, your Sphere of Influence is 50 yards.

b.     Initiate:  Maximum party size increased to 10.  You may now have two other war leaders create their own war parties under your command.  These war leaders must be of a lesser skill rank than you.  Your sphere of influence is increased from 50 to 100 yards.  New Badges are available for purchase.  New skilled positions are available.  Field promotions are now possible for heroic efforts.  +200 to Fighting Spirit.  You can now access the real-time numbers for the health, mana, and stamina of everyone in your war party.

12)   Traps

a.      Novice: You can set traps that will harm unwary enemies.

b.     Initiate: You can set traps with proximity triggers in addition to simple pressure triggers.

13)   Trap Disarm

a.      Novice: You have learned how to disable the mechanisms of traps.  Through careful application of your new subskill, you can make the world a safer place.  This is a subskill of Traps.

b.     Initiate: You may now retrieve some of the traps you disarm for your future use. 

14)  Pierce the Veil

a.      The Land is full of hidden secrets.  Traps to snare the unwary; hidden treasures; booty, both pirate and otherwise.  From this moment on, you will be able to find that which others have concealed. 

b.     Initiate: In addition to hidden traps, you can now find hidden compartments. 

15)  Fire Magic

a.   Novice: Can cast Fire Magic.

b.   Initiate: +5% to Spell Strength and Resistance in regards to Fire Magic.

16)  Self-Awareness

a.        Novice: The journey to know oneself is a path without an end, but each step brings you closer to your truth. The mental training you have begun has long been honored by mystics and madmen. Each skill level grants +2% to mental and emotional control.

b.     Initiate:  Control within will be mirrored by control without.  20% less likely to betray nonverbal cues to others.  This is cumulative with further ranks.