8.14
- go back to ancestry powers (specific, e.g. Dragon, Fey)
- skills: 3 choices or so per stat, slot one per +1, once you have it, you got it
- dodge is a move action, but we go back to 5eA style initiative
- no more AC, except Armor Defense
Skills
For each point of bonus in an ability score (base score only), gain 1 skill tied to that ability score, or advance an existing skill by 1 rank.
Strength
Athletics
For each rank, gain +2 movement.
Rank 1:
- Charge: at-will, std; you move up to twice your movement speed in a straight line, and make a melee attack at the end of it. If you move at least 2 squares, you gain advantage to hit.
- Gain a Jump movement type equal to half your movement speed.
- Gain a Swim movement type equal to half your movement speed.
Rank 2:
- Gain a Climb movement type equal to half your movement speed.
- tbd
Melee
For each rank, gain +1 hit power with melee weapons.
Rank 1:
- Power Attack: at-will, std, melee; you provoke an attack of opportunity, then make a melee attack with +100% damage.
Rank 2:
- Knockdown: at-will, std, melee; normal melee attack, but if you hit, target must make a Strength save or be knocked prone.
- Knockback: at-will, std, melee; normal melee attack, but if you hit, target must make a Strength save or be pushed back 1 square per rank.
Block
You can use a melee weapon or shield to block attacks. The Block action requires the same action as an attack, and removes damage from the incoming attack equal to the weapon's attack roll.
Rank 1:
- tbd
Dexterity
Agility
Coordination
Gain +1 critical rating per rank.
Rank 1:
- Called Shot
- Rapid Aim
Rank 2:
- Precise Shot
- etc
Reflex
Gain a Dodge Defense equal to 10 + Dex modifier + 2 per rank above 1.
Rank 1:
- Evasion: at-will, reaction to incoming harm; roll Dexterity, DC 10 + 5 per square of distance to the nearest safe square. On success, you leap to the safe square, evading the attack. On failure, you remain in place and suffer the effect as normal.
- Aid Ally: at-will, reaction to an ally about to be harmed; roll Dexterity, DC 10 + 5 per square of distance to the ally. On success, you leap to the ally's side and offer them aid, either granting advantage to a save or defense roll, or imposing disadvantage on an attack against them. On failure, you remain in place and the ally suffers the effect as normal.
Rank 2:
- Uncanny Dodge: you can use Dodge, Dodge Defense, Evasion, and Aid Ally even if you are unaware of the attack.
Constitution
Fortitude
Toughness
Gain +10 hit points per rank.
Rank 1:
- Soak: at-will, reaction to damage; roll a Con check against the DC of the attack. On success, you suffer the damage as subdual damage, not lethal.
- Shrug it Off: recharge 33%, reaction to effect requiring a Con save; roll with advantage. On success, the effect ends (even if it doesn't normally end on a save). On failure, you suffer the effect as normal.
Rank 2:
- Indomitable: when you pass a Con save against an effect, you become immune to that effect for 3 rounds.
?
Intelligence
Knowledge
Rank 1:
- Scan: at-will, swift, ranged; scan a creature or object within 30 feet, and gain information about it. The information gained depends on the DC of the check, and can include things like creature type, abilities, resistances, vulnerabilities, and more.
- Idea: some sort of roll to achieve Inspiration
Rank 2:
- Backdoor: roll to discover a weakness in a system, creature, or object, gaining some sort of advantage or bonus against it.
Investigation/Research
Linguistics
- Rank 1: Lots of languages
- Rank 2: I speak Jive
Wisdom
Perception
Gain +1 hit power with ranged attacks per rank.
Rank 1:
- Blindsense
Rank 2:
- Track (a la wow)
Rank 3:
- Blindsight
Discipline
Something to do with Concentration and metamagic.
???
Mental defense?
Charisma
Dominance
Leadership
Persuasion
Ancestry Powers
Defense and Initiative
Proficiencies
- Armor
- Martial Weapons
- Thaumaturgy (rank 1-5)