Hello All... so I've taken the liberty of collecting some of my favorite ideas that folks posted on the heroic abilities thread... I've collected them, modified them in several cases to bring them into line with Dragonbane "balance" based upon my "game sense" as well as my personal preferences.
Thanks to Short Fey, ClarkHam and Ghost Warlok for the vast majority of these. If you see something in here you posted that I've changed, please don't take that personal. It's just my take on game balance (and maybe you'll like it better)
I've taken great care to ensure all these offerings were (imho) in line with "like or similar" abilities as presented in the game. Let know your thoughts and i truly appreciate everyone's input and creativeness.
ANTIQUARIAN
Requirement: Bartering 12
Willpower Points: 2
When you determine the value of an item after having drawn it from the treasure desk, such as a ring, necklace, goblet, gem, etc., you may attempt a bartering roll. On a success, you may determine the value of the item twice and select the better result.
AXE FIGHTER
Requirement: Axes 12
Willpower Points: 2
Nothing splits a shield like a mighty axe. You may attack an enemy’s shield, with bane. If you hit, treat the damage as if you rolled a dragon. If you roll a dragon, you may attempt to knock the opponent prone. If the shield breaks, any remaining damage is dealt to the target (armor applies as normal).
FAMOUS
Requirement: —
Willpower Points: 2
When you attempt to use PERSUASION on an NPC, you can activate this ability to get a boon on your roll. Your request must still be reasonable. Activating this ability does not count as an action.
HAMMER FIGHTER
Requirement: Hammers 12
Willpower Points: 3
On a successful attack with your hammer (see hammers, p.35) you may attempt to topple your opponent. This means you can damage the opponent and attempt to topple them. You decide to use this after you have hit, but before rolling damage.
IMMOVABLE
Requirement: Acrobatics 12
Willpower Points: 3
You can activate this ability (not an action) to resist being toppled or shoved by an attack.
MAN-AT-ARMS
Requirement: Any melee weapon skill: 12
Willpower Points: -
You know how to use your armor for maximum effect and add 1 point to the armor rating of any armor you wear (excluding helmets).
MEDICUS
Requirement: Healing 12
Willpower Points: 3
You are adapt in tending to the injured. You can activate this ability when you are performing a Healing roll during a Stretch Rest. You may heal up to two patients instead of one, not including yourself, provided you have at least two bandages to use or have access to Surgical Instruments (page 79). You only roll for the action once – if it succeeds, both patients are healed with 2d6 instead of a d6.
NIMBLE
Requirement: Acrobatics 12
Willpower Points: 3
You can activate this ability when moving in order to move past enemies blocking your way, assuming you have enough movement to do so. You still draw free attacks from enemies whose space you attempt to pass through (p.43)
PACK RAT
Requirement: —
Willpower Points: —
You can carry an additional 3 items without becoming over-encumbered.
RECOVERY
Requirement: Bushcraft: 12
Willpower Points: 1
As a free action you can call upon your natural reserves to bolster yourself when the chips are down to recover 1D6 hit points. Once you use this ability you must complete a stretch rest before you can use it again. You cannot use this ability when you are at 0 hit points.
RESILIENT
Requirement: -
Willpower Points: -
When rolling for a critical injury, you get a boon on the roll. If you fail the roll, you may subtract D4 from the result which can go below 1 (thus potentially negating any effect).
STALWART
Requirement: -
Willpower Points: -
When rolling death saves, you roll with a boon.
SHARPSHOOTER
Requirement: Bows or Crossbows 12
Willpower Points: 3
You are a master archer and when you take the time to aim for a weak spot on your target, you may re-roll any 1’s or 2’s on the weapons damage. You must keep the new result. This cannot be combined with Twin Shot.
SHIELD FIGHTER
Requirement: Any melee weapon skill: 12
Willpower Points: 3
You have learned to use your shield along with your weapon. Upon a successful attack with your primary (non-shield) weapon, you may take an immediate second attack, at bane, with your shield. Decide to activate this ability after rolling damage with your primary weapon. Use of this ability requires a weapon.
SIXTH SENSE
Requirement: Awareness 12
Willpower Points: 2
Activating this ability does not count as an action. When you are subject to a sneak attack you negate the attacker’s boon and may attempt to dodge or parry the attack. You must still use an action to do so.
SPEAR FIGHTER
Requirement: Spears 12
Willpower Points: 3
Once per round as a free action you may immediately attack an enemy who moves adjacent to you. The attack is done with a bane.
SPRINTER
Requirement: Acrobatics 12
Willpower Points: 2
You can activate this ability to add 10m to your movement for the round. If you use your action to Dash when using this ability, you add +20m to your move.
SWORD FIGHTER
Requirement: Swords 12
Willpower Points: 3
Once per round as a free action you may make a counterattack after a successful parry. The counterattack is done with a bane.
TACTICIAN
Requirement: Myths & Legends 12
Willpower Points: 2
Use your action to activate this ability. You grant an ally who can see and hear you a free attack against an opponent within their reach or a ranged attack against a single opponent.