SKILL DESCRIPTIONS

 

AS MORE REFERNCE MANUALS ARE RELEASED, THE DESCRIPTIONS AND USES OF SKILLS ARE EXPANDED. HERE ARE THE DESCRIPTIONS UP THROUGH COMPLETE ADVENTURER, AND SOME OF THE COOPERATIVE RULES THAT APPLY TO SKILL CHECKS.

 

AID ANOTHER: YOU CAN HELP ANOTHER CHARACTER ACHIEVE SUCCESS ON THEIR SKILL CHECK BY MAKING THE SAME KIND OF SKILL CHECK IN A COOPERATIVE EFFORT. IF YOU ROLL A 10 OR HIGHER ON YOUR CHECK, THE CHARACTER YOU ARE HELPING GETS A +2 BONUS TO THEIR CHECK. WHEN A CHARACTER HAS 5 OR MORE RANKS IN A SKILL THIS BONUS MAY INCREASE. FOR EVERY 10 POINTS ABOVE 10 THAT IS ROLLED THE BONUS INCREASES BY 1.

 

SKILL SYNERGY: CERTAIN SKILLS ARE COMPLEMENTARY TO EACH OTHER HERE IS A LIST OF SKILLS THAT ADD SYNERGY BONUSES TO EACH OTHER:

 

5+ RANKS IN:                                                          GIVES A +2 BONUS TO:

BLUFF                                                                     DIPLOMACY

BLUFF                                                                     DISGUISE CHECK TO ACT IN CHARACTER

BLUFF                                                                     INTIMIDATE

BLUFF                                                                     SLEIGHT OF HAND

CRAFT                                                                     RELATED APPRAISE CHECKS

DECIPHER SCRIPT                                                   USE MAGIC DEVICE WITH SCROLLS

ESCAPE ARTIST                                                      USE ROPE INVOLVING BINDING

HANDLE ANIMAL                                                    RIDE

HANDLE ANIMAL                                                    WILD EMPATHY

JUMP                                                                       TUMBLE

KNOWLEDGE:                                                        

(ARCANA)                                                                              SPELLCRAFT

(ARCHITECTURE AND ENGINEERING)                                SEARCH FOR SECRET DOORS OR COMPARTMENTS

(DUNGEONEERING)                                                 SURVIVAL UNDERGROUND

(GEOGRAPHY)                                                       SURVIVAL TO AVOID GETTING LOST AND AVOIDING HAZARDS

(HISTORY)                                                                              BARDIC KNOWLEDGE

(LOCAL)                                                                  GATHER INFORMATION

(NATURE)                                                                                SURVIVAL OUTDOORS

(NOBILITY AND ROYALTY)                                              DIPLOMACY

(RELIGION)                                                              TURN OT REBUKE UNDEAD

(THE PLANES)                                                         SURVIVAL ON OTHER PLANES

SEARCH                                                                  SURVIVAL FOLLOWING TRACKS

SENSE MOTIVE                                                       DIPLOMACY

SPELLCRAFT                                                          USE MAGIC DEVICE FOR SCROLLS

SURVIVAL                                                                              KNOWLEDGE (NATURE)

TUMBLE                                                                   BALANCE

TUMBLE                                                                   JUMP

USE MAGIC DEVICE                                                                SPELLCRAFT TO DECIPHER SCROLLS

USE ROPE                                                                               CLIMB WITH ROPES

USE ROPE                                                                               ESCAPE ARTIST WITH ROPES

 

IN ADDITION, CHARACTERSCAN USE THEIR SKILL SYNERGIES TO AID OTHERS IN THEIR CHECKS. A CHARACTER WITH 5+ RANKS ON HANDLE ANIMAL COULD AID ANOTHER CHARACTER WITH HIS RIDE CHECK (+2 BONUS).

 

 

 


APPRAISE:                             (INT, NO TRAINING)

YOU CAN APPRAISE COMMON AND WELL KNOWN ITEMS TO WITHIN 10% OF THEIR VALUE, AND RARE TO EXOTIC ITEMS CAN BE APPRAISED TO WITHIN 70% TO 130% OF IT’S VALUE. THIS SKILL CAN ALSO BE USED TO MAKE A QUICK ESTIMATION OF AN ITEMS VALUE.

A MAGNIFYING GLASS ADDS +2 TO THE CHECK.

A MERCHANT’S SCALE ADDS+2 TO THE CHECK.

IF YOU HAVE 5 RANKS IN A CRAFT SKILL RELATED TO THE ITEM BEING APPRAISED, ADD +2.

DWARVES GAIN A +2 RACIAL BONUS FOR ALL ITEMS MADE OF STONE OR METAL..

CHARACTERS WITH A RAVEN FAMILIAR GAIN A +3 BONUS

CHARACTERS WITH THE DILIGENT FEAT GAIN A +2 BONUS.

ALL OF THESE BONUSES STACK.

TYPE                       DC

COMMON                 12

RARE                       15

EXOTIC                    20

 

QUICK APPRAISE:

ITEM (EXAMPLE)                                                                                                                     DC

COMMON: TRADE GOODS, MUNDANE ITEMS, LIVESTOCK                                                 15

RARE: FINE CLOTHING, PRECIOUS METALS (UNWORKED), GEMS, ARTWORK                                   20

EXOTIC: UNUSUAL GEMS, SPELL COMPONENTS, JEWELRY, RELIGIOUS ITEMS                    25

UNIQUE: MASTERPIECE ARTWORK, ROYAL JEWELS, CROWNS OR OTHER ADORNMENTS                        30+

 

FAILURE RESULTS IN WIDELY SKEWED VALUES, ONCE AN ITEM HAS BEEN INCORRECTLY APPRAISED, NO FURTHER ATTEMPTS WILL SUCCEED. APPRAISAL TAKES ONE MINUTE AND USES A STANDARD MOVE. THE APPRAISE MAGIC VALUE FEAT ALLOWS YOU TO USE APPRAISE TO DETERMINE MAGIC PROPERTIES.

 

AUTOHYPNOSIS                    (WIS, TRAINED ONLY)

YOU HAVE TRAINED YOUR MIND TO GAIN MASTERY OVER YOUR BODY AND THE MINDS OWN DEEPEST CAPABILITIES.

TASK                                       DC

IGNORE CALTROP WOUND   18

MEMORIZE                               15

RESIST DYING                         20

RESIST FEAR                          FEAR EFFECT DC

TOLERATE POISON                 POISON DC

WILLPOWER                            20

 


BALANCE:                                              (DEX, NO TRAINING)

YOU CAN KEEP YOUR BALANCE WHILE WALKING A TIGHTROPE, A NARROW BEAM, A LEDGE OR AN UNEVEN FLOOR. A SUCCESSFUL CHECK MEANS YOU CAN MOVE AT HALF SPEED FOR 1 ROUND, A FAILURE MEANS YOU CAN’T MOVE, A FAILURE BY 5 OR MORE MEANS YOU FALL. IF YOU TAKE A –5 PENALTY YOU CAN MOVE AT NORMAL SPEED. IF YOU ARE WEARING HEAVY ARMOR YOU TAKE A –5 PENALTY.

IF YOU HAVE 10+ RANKS IN BALANCE, YOU CAN MAKE A BALANCE CHECK IN PLACE OF A STR OR DEX CHECK TO AVOID BEING TRIPPED. YOU TAKE A –10 PENALTY, IF YOU SUCCEED YOU ARE NOT TRIPPED. YOU MAY NOT ATTEMPT TO TRIP YOUR OPPONENT.

IF YOU TRY TO SPRINT ACROSS A NARROW SURFACE YOU TAKE A –20 PENALTY TO YOUR BALANCE CHECK.

IF YOU HAVE 5+ RANKS IN TUMBLING, YOU GAIN +2 FOR ALL SKILL CHECKS IN BALANCE.

IF YOU HAVE THE AGILE FEAT, YOU GAIN A +2 BONUS.

SURFACE                                                                                                                                                                DC

7-12 INCHES WIDE                                                                                                                                  10

2-6 INCHES WIDE                                                                                                                                    15

LESS THAN 2 INCHES                                                                                                                    20

UNEVEN FLOOR                                                                                                                                      10

LIGHTLY OBSTRUCTED (GRAVEL)                                                                                                               +2

SEVERELY OBSTRUCTED (CAVE IN/RUBBLE)                                                                                 +5

WET SURFACE                                                                                                                                        +2

ICY/GREASY SURFACE                                                                                                                                +5

SLOPED OR ANGLED                                                                                                                                  +2

MOSS, FUNGI, SLIGHTLY WET                                                                                                                       +2

MOVING THROUGH DENSE FOREST IN BRANCHES                                                                                             10

MOVING THROUGH MEDIUM FOREST IN BRANCHES                                                                                             15

MOVING THROUGH SPARSE FOREST IN BRANCHES                                                                                             25

MOVING OVER GRAVEL, LOOSE STONES, BRICKS                                                                                    10

MOVING OVER AWNING, DUNE FACE, SNOWDRIFT                                                                                 15

MOVING ON TOP OF VEHICLE ON SMOOTH ROAD                                                                                      18           

MOVING ON TOP OF VEHICLE ON ROUGH ROAD                                                                                         20

MOVING ON TOP OF VEHICLE ON POOR ROAD, TRAIL, UNIMPROVED SURFACE                                                22

MOVING ON SHIP’S DECK DURING STORM, GALLOPING HORSE, VEHICLE ON RUBBLE,LOGS, POTHOLES                25           

 

IF YOU ARE ATTACKED WHILE BALANCED, THE ATTACKER GAINS +2 TO HIT, A SUCCESSFUL HIT REQUIRES A SKILL CHECK TO AVOID FALLING.

 

BLUFF:                                    (CHA, NO TRAINING)

YOU HAVE THE ABILITY TO MAKE THE OUTRAGEOUS SEEM PLAUSIBLE, YOU ARE A CON-MAN AND A FAST TALKER. THIS SKILL IS MOSTLY UTILIZED TO MOMENTARILY DRAW ATTENTION AWAY FROM SOMEONE OR SOME THING, OR CONVINCE A BEING SOMETHING IS TRUE. BLUFF IS CHECKED AGAINST YOUR TARGETS SENSE MOTIVE SKILL. YOU CAN USE BLUFF TO DO THE FOLLOWING:

FEINT IN COMBAT: A SUCCESSFUL FEINT PUTS YOUR OPPONENT OFF BALANCE AND THEY LOSE ANY DEX BONUS THE NEXT RND.

CREATE DIVERSION TO HIDE: MOMENTARILY DISTRACT CREATURES AWARE OF YOU TO UTILIZE YOUR HIDE SKILL.

DELIVER A SECRET MESSAGE: TWO CHARACTERS WITH BLUFF SKILL CAN COMMUNICATE WITH EACH OTHER AND SHARE INFORMATION WITHOUT ACTUALLY TALKING ABOUT THE INFORMATION. THE DC IS 15 FOR A SIMPLE MESSAGE AND 20 FOR A COMPLEX MESSAGE. FAILURE OF4 OR LESS MEANS THE MESSAGE FAILED. FAILURE OF 5 OR GREATER MEANS THE MESSAGE IS COMPLETELY MIS INTERPRETED.

A RANGER GAINS A +2 BONUS USING THIS SKILL AGAINST HIS FAVORED ENEMY.

CHARACTERS WITH SNAKE FAMILIARS GAIN A +3 BONUS.

IF YOU HAVE THE PERSUASIVE FEAT, YOU GAIN +2 OB THIS SKILL.

IF YOU HAVE 5+ RANKS IN BLUFF, YOU GAIN BONUSES TO THE FOLLOWING SKILLS: INTIMIDATE+2, DISGUISE +2.

CIRCUMSTANCE                                                                                      SENSE MOTIVE MODIFIER

TARGET WEANTS TO BELIEVE YOU                                                    -5

BLUFF IS BELIEVABLE AND DOESN’T AFFECT TARGET                                  0

A LITTLE HARD TO BELIEVE OR PUTS TARGET AT SOME RISK                        +5

HARD TO BELIEVE OR ENTAILS RISK TO TARGET                                             +10

UNBELIEVABLE, TOO INCREDIBLE TO CONSIDER                                         +20

 

FAILED BLUFFS MAKE THE TARGET TOO SUSPICIOUS FOR ANY FURTHER ATTEMPTS.

 


CLIMB:                                   (STR, NO TRAINING)

A SUCCESSFUL CLIMB CHECK ALLOWS YOU TO MOVE AT ¼  SPEED UP, DOWN OR SIDEWAYS ON A SLOPE, WALL OR INCLINE. A FAILED CHECK MEANS NO MOVEMENT, A FAILURE OF 5+ MEANS YOU FALL. IF YOU ARE ATTACKED WHILE CLIMBING, THE ATTACKER GAINS +2, YOU LOSE ANY DEX BONUS ON YOUR ARMOR AND CANNOT USE A SHIELD. ANY SUCCESSFUL ATTACK REQUIRES A CLIMB CHECK TO AVOID FALLING. YOU CAN CLIMB AT ½ NORMAL MOVEMENT SPEED IF YOU TAKE A PENALTY OF –5. MEDIUM TO HEAVY ARMOR INCURRS A –5 PENALTY.

RAPID CLIMB: YOU CAN CLIMB MORE QUICKLY IF YOU TAKE A –20 PENALTY, SUCCESS MEANS NORMAL SPEED MOVEMENT.

COMBAT CLIMB: BY TAKING A –20 PENALTY TO YOUR CLIMB CHECK, YOU CAN RETAIN YOUR DEX BONUS.

CHARACTERS WITH 5+ RANKS IN ROPE USE GAIN +2 TO THEIR SKILL CHECK.

A CLIMBING KIT ADDS +2 TO YOUR CHECK.

A CHARACTER WITH A LIZARD FAMILIAR GAINS A +3 BONUS.

CHARACTERS WITH THE ATHLETIC FEAT GAIN A +2 BONUS

 

SURFACE                                                                                                                DC

SLOPE, WITH KNOTTED ROPE AND A WALL TO BRACE ON                              0

ROPE WITH WALL TO BRACE ON, VERTICAL CLIMB                                    5

ROUGH SURFACE WITH LEDGES TO REST ON                                 10

ADEQUATE HANDHOLDS AND FOOTHOLDS                (PITONS)                                 15

UNEVEN SURFACE WITH HANDHOLDS AND FOOTHOLDS                   20

ROUGH SURFACE                                                                                   25

OVERHANG OR CEILING WITH HANDHOLDS                                                           25

PERFECTLY SMOOTH FLAT SURFACE                                                                CANNOT BE CLIMBED

NARROW CHIMNEY (REDUCES DC BY 10)                                                           -10

CLIMBING CORNER YOU CAN BRACE ON (REDUCES DC BY 5)                       -5

SURFACE IS SLIPPERY (INCREASES DC BY 5)                                             +5

IN A TREE:

GRASPING NEARBY BRANCHES TO WALK ALONG NARROW BRANCH                0

TREE HAS PLENTY OF STURDY BRANCHES                                                             5

TREE HAS FEW OR FAIRLY WEAK BRANCHES                                             10

TREE HAS NO BRANCHES BUT IS SLIM ENOUGH TO WRAP ARMS AROUND 15

TREE HAS NO BRANCHES AND IS TOO LARGE TO WRAP ARMS AROUND 20

STOPPING A FALL                                                                                  TREE OR BRANCHES DC + 5

 

CONCENTRATION:                 (CON, NO TRAINING)

YOU ARE PARTICULARLY ADEPT AT CONCENTRATION, SO MUCH THAT YOU CAN CAST A SPELL EVEN WITH DISTRACTIONS. A FAILED CHECK STILL ALLOWS FOR ANOTHER CHECK NEXT ROUND BUT THE ORIGINAL SPELL IS RUINED. THIS SKILL IS ALSO USED TO AID IN ACTIONS THAT REQUIRE YOUR FULL ATTENTION AND WOULD OPEN THE PLAYER TO AN ATTACK OF OPPORTUNITY, SUCH AS: DISABLE DEVICE, HEAL, OPEN LOCK, USE ROPE. IT IS ALSO USED IN PSIONIC FOCUS AND CONTROL. PSIONIC FOCUS CAN BE MADE AT ANY POINT AND STORED FOR THAT DAY UNTIL IT IS USED. YOU MAY TAKE A 15 WHEN ATTEMPTING TO GENERATE YOUR FOCUS IF YOU ARE RELAXED AND INACTIVE. GENERATING YOUR FOCUS DURING MELEE OPENS YOU TO AN ATTACK OF OPPORTUNITY.

YOU CAN USE CONCENTRATION TO AVOID AN ATTACK OF OPPORTUNITY WHILE SPELL CASTING OR USING A SPELL-LIKE ABILITY BY ADDING THE SPELL LEVEL TO THE DC LISTED BELOW.

CHARACTERS WITH THE COMBAT CASTING FEAT, GAIN +4 TO THEIR CONCENTRATION SKILL CHECK.

DISTRACTION                                                                                          DC

INJURY OR FAILED SAVE DURING SPELL CASTING                                      10+ DAMAGE DEALT

DAMAGED DURING THE ACTION                                                                            10+DAMAGE DEALT

SUFFERING CONTINUOUS DAMAGE                                                 10+1/2 CONTINUOUS DAMAGE

DISTRACTING SPELL      / POWER                                                                  SPELLS/POWERS DC

GRAPPLING OR PINNED(NO SOMATIC SPELLS)                                  20

VIGOROUS MOTION                                                                                   10

VIOLENT MOTION                                                                                    15

AFFECTED BY EARTHQUAKE                                                                         20

BLINDING RAIN OR SLEET                                                                      5

HAIL, DUST OR DEBRIS                                                                    10

WEATHER BASED SPELL                                                                      SPELL DC

CASTER ENTANGLED                                                                                            15

MANIFEST POWER W/O DISPLAY                                                                         15 + POWER LEVEL

WEATHER CAUSED BY POWER                                                                              POWERS DC

PSIONIC FOCUS                                                                                      20

 


CRAFT:                                   (INT, NO ADDITIONAL TRAINING)

YOU HAVE BEEN TRAINED IN A CRAFT, TRADE OR ART. THE CRAFT SKILL SET IS MADE OF MANY DIFFERENT CRAFTS, RANKS FOR ONE CRAFT HAVE NO BEARING ON SKILLS FOR ANOTHER. YOU CAN MAKE A LIVING IN A CRAFT IF YOU HAVE 2+ RANKS IN IT. THE MAIN PURPOSE FOR THE CRAFT SKILL IS TO CREATE AN ITEM FOR A SPECIFIC PURPOSE. THE DC OF A GIVEN ITEM RELATES TO THE MATERIALS NEEDED, THE INTRICACIES OF CREATION, THE TIME INVOLVED AND THE CIRCUMSTANCES AROUND ITS’ CREATION. THE DM WILL ASSIGN DC VALUES TO ITEMS AS NECESSARY. PLAYER WITH CRAFT SKILLS IN ARMOR OR WEAPON CREATION CAN CREATE MASTERWORK ITEMS THAT GAIN SOME BONUSES EVEN THOUGH THEY ARE NOT MAGIC. IF YOU THINK YOUR CHARACTER WILL HAVE THE NEED TO CREATE AN ITEM IN THE FUTURE, YOU SHOULD TAKE THE CRAFT SPELL EARLY AND ADD RANK POINTS AS YOU INCREASE LEVELS. TALK TO THE DM FOR HELP IN A CRAFT TITLE.

TO DETERMINE THE COST AND TIME IT TAKES TO CRAFT AN ITEM, GET THE PRICE (SPS) FROM THE DM. YOU MUST PAY 1/3 OR THE PRICE FOR THE RAW MATERIALS AND THEN MAKE A CRAFT CHECK REPRESENTING ONE WEEKS WORK. IF YOU SUCCEED, MULTIPLY YOUR CHECK RESULT BY THE DC. IF THE TOTAL IS GREATER OR EQUAL TO THE PRICE OF THE ITEM IN SILVER PIECES THEN YOU HAVE COMPLETED THE ITEM. IF THE TOTAL IS LOWER THAN THE PRICE YOU HAVE NOT COMPLETED THE ITEM THAT WEEK. YOU MUST ROLL AGAIN THE NEXT WEEK UNTIL YOU FINISH IT. A FAILURE OF 4 OR LESS MEANS THERE WAS NO PROGRESS THAT WEEK. A FAILURE OF 5 OR MORE MEANS YOU HAVE RUINED HALF OF THE RAW MATERIALS AND MUST BUY NEW.

REPAIRING ITEMS: TAKE 1/5 OF THE ITEMS VALUE (SPS) AND MAKE A CHECK AGAINST THAT VALUE.

QUICK CREATION: YOU CAN VOLUNTARILY INCREASE THE DC BY ANY MULTIPLE OF 10 TO DECREASE THE AMOUNT OF TIME NEEDED TO CREATE AN ITEM. YOU MULTIPLY THIS HIGHER DC BY YOUR RESULT TO DETERMINE YOUR PROGRESS.

USING IMPROVISED OR POOR QUALITY TOOLS RESULTS IN A –2 PENALTY.

ARTISAN TOOL SETS ADD A +2 BONUS.

DWARVES ADD +2 TO THIS SKILL RELATING TO STONE OR METAL ITEMS.

IF YOU HAVE A LAB YOU ADD +2 TO YOUR CHECKS

YOU MAY VOLUTARILY ADD +10 TO THE ITEMS DC TO SPEED UP THE CREATION PROCESS.

IF YOU HAVE 5+ RANKS IN CRAFT, YOU GAIN +2 FOR APPRAISING ANY ITEM ASSOCIATED WITH THAT CRAFT.

ITEM                                                                                       CRAFT SKILL                      CRAFT DC

ACID                                                                                        ALCHEMY                                             15

ALCHEMIST FIRE, SMOKESTICK, TINDERTWIG                            ALCHEMY                                             20

ANTITOXIN, SUNROD, TANGLEFOOT BAG, THUNDERSTONE                ALCHEMY                                             25

ARMOR OR SHIELD                                                                 ARMORSMITHING                   10+AC BONUS

LONG/SHORT BOW                                                                                BOWMAKING                          12

COMPOSITE LONG/SHORT BOW                                                                BOWMAKING                          15

COMPOSITE LONG/SHORT BOW WITH HIGH STR RATING                BOWMAKING                          15+(2X RATING)

CROSSBOW                                                                            WEAPONSMITH                      15

SIMPLE MELEE OR THROWN WEAPON                                 WEAPONSMITH                      12

MARTIAL MELEE OR THROWN WEAPON                                 WEAPONSMITH                      15

EXOTIC MELEE OR THROWN WEAPON                                 WEAPONSMITH                      18

MECHANICAL TRAP                                                                                TRAPMAKING                        VARIES

VERY SIMPLE ITEM                                                                 VARIES                                   5

TYPICAL ITEM                                                                         VARIES                                   10

HIGH QUALITY ITEM                                                                         VARIES                                   15

COMPLEX OR SUPERIOR ITEM                                                       VARIES                                   20

ACIDIC FIRE                                                                             ALCHEMY                                             25

ALCHEMISTS LIGHTNING                                                              ALCHEMY                                             22

ALCHEMISTS FROST                                                                     ALCHEMY                                             22

BYESHK WEAPON                                                                  WEAPONSMITHING                                BASE+5

BYESHK ARMOR OR SHIELD                                                              ARMORSMITHING                   BASE+8

DRAGONSHARD ITEM                                                         VARIES                                   25

NOXIOUS SMOKESTICK                                                          ALCHEMY                                             BASE+5

OTHER BYESHK ITEM                                                                         VARIES                                  

POISONMAKING                                                                      POISONMAKING                     SEE PG 98 COMP ADVENTURER

 

DECIPHER SCRIPT                 (INT, TRAINING NEEDED)

THIS SKILL ALLOWS THE CHARACTER TO INTERPRET AND UNDERSTAND MYSTICAL, INFERNAL, ANCIENT AND EVEN PARTIAL WRITINGS. THE DM MAKES THE SKILL CHECK FOR YOU, IF YOU FAIL, THERE IS THE POSSIBILITY OF DRAWING THE WRONG CONCLUSION AS TO THE CONTENTS OF THE TEXT.

YOU MAY USE THIS SKILL TO CREATE A PRIVATE CIPHER. DECODING DC IS 10+YOUR SKILL RANKING.

IF YOU HAVE 5+ RANKS IN DECIPHER SCRIPT YOU GAIN +2 TO THE USE MAGIC DEVICE CHECK IN RELATION TO SCROLLS.

A CHARACTER WITH THE DILIGENT FEAT GAINS A +2 BONUS.

TEXT                                                        DC

SIMPLE, ARCHAIC, PARTIAL                  20

BASIC TEXT UNKNOWN LANGUAGE                25

INTRICATE, EXOTIC, VERY OLD                              30


DIPLOMACY                          (CHA, NO TRAINING)

YOU KNOW HOW THE RULES OF THE WEALTHY AND ROYALTY WORK AND YOU ARE ABLE TO USE THEM TO YOUR ADVANTAGE. A SUCCESSFUL SKILL CHECK WIL ALLOW YOU TO CONVINCE SOMEONE TO LET YOU GO IN A TENSE SITUATION, OR ALLOW YOU ENTRY INTO THE COURT. THIS IS NOT A MAGIC ABILITY SO IT ONLY WORKS SO FAR, AND FURTHER ATTEMPTS TEND TO ANGER THE TARGET. WHEN THIS SKILL IS USED IN NEGOTIATIONS, THE CHARACTER AND THE TARGET ROLL OPPOSED DIPLOMACY CHECKS TO SEE WHO GETS THE UPPER HAND.

YOU CAN USE THIS SKILL TO HAGGLE AND MEDIATE IN DISAGREEMENTS.

A ½ ELF GAINS A +2 BONUS FOR THIS SKILL.

5+ RANKS IN SENSE MOTIVE, BLUFF OR KNOWLEDGE (ROYALTY/NOBILITY) GAINS YOU A +2 BONUS

IF THE CHARACTER HAS THE NEGOTIATOR FEAT HE GAINS +2.

                                                                                NEW ATTITUDE

INITIAL ATTITUDE                HOSTILE                UNFRIENDLY                INDIFFERENT                FRIENDLY                             HELPFUL

HOSTILE                  <20                20                            25                            35                            50

UNFRIENDLY                <5                5                              15                            25                            40

INDIFFERENT                -                <1                            1                              15                            30

FRIENDLY                                -                -                               <1                            1                              20

HELPFUL                 -                -                               -                               <1                            1

 

DISABLE DEVICE:                 (INT, TRAINING NEEDED)

YOU CAN USE THIS SKILL TO JAM A LOCK, RIG A WAGON WHEEL TO FALL OFF, OR DISABLE A TRAP (ONCE IT HAS BEEN DETECTED). WHEN THIS SKILL IS USED, THE CHARACTER DOESN’T KNOW THE DC OF THE ITEM HE IS ATTEMPTING TO DISARM OR RIG, HE SIMPLY ROLLS. HE THEN NEEDS TO DECIDE IF HE FEELS HIS ATTEMPT WAS GOOD ENOUGH TO PROCEED. HE MAY RETRY IF HE FEELS HE FAILED. ONLY ROGUES CAN DISABLE MAGICAL DEVICES. IF A ROGUE BEATS A TRAP’S DC BY 10+ CAN STUDY THE TRAP AND BYPASS IT WITHOUT DISARMING IT.

YOU CAN TRY TO DO A QUICK DISABLE (FULL ROUND ACTION) BY ADDING 20 TO THE TRAP’S DC.

ATTEMPTING TO DISABLE A DEVICE WITHOUT A SET OF THIEF TOOLS INCURS A PENALTY OF –2.

MASTERWORK THIEF TOOLS ADDS A BONUS OF +2

A CHARACTER WITH NIMBLE FINGERS FEAT GAINS A +2 BONUS.

DEVICE                    TIME                         DC                           EXAMPLE

SIMPLE                    1 RND                      10                            JAM A LOCK

TRICKY                    1d4 RND                  15                            RIG A WAGON WHEEL

DIFFICULT                                2d4 RNDS                       20                            DISARM A TRAP, RESET A TRAP

WICKED                   2d4 RNDS                       25                            DISARM COMPLEX TRAP,CLEVERLY SABOTAGE COMPLEX DEVICE

MAGIC                     1d4 RND                  25+SPELL LVL      TRAP WITH LIGHTNING BOLT TRIGGER

IF THE CHARACTER ATTEMPTS TO LEAVE NO TRACE ADD 5 TO DC.

 

DISGUISE:                                               (CHA, NO TRAINING)

USE OF THIS SKILL ALLOWS YOU TO CHANGE YOURS OR ANOTHERS APPEARANCE. YOU CAN BE 10% TALLER, SHORTER, THINNER, OR FATTER. THE DM ROLLS YOUR SKILL CHECK, AS YOU HAVE NO IDEA HOW WELL THE DISGUISE WILL WORK UNTIL YOU TRY IT. CREATURES THAT MEET OR SEE THE DISGUISED PC, GET A SPOT SKILL CHECK, ALSO ROLLED BY THE DM, TO SEE THROUGH THE DISGUISE.

A DISGUISE KIT ADDS +2 TO SKILL CHECK.

IF YOU HAVE 5+ RANKS IN BLUFF YOU GET +2 IN DISGUISE.

MAGIC THAT ALTERS THE RECIPIENT’S FORM ADDS +10 TO THE SKILL CHECK.

IF YOU HAVE THE DECEPTIVE FEAT YOU GAIN A +2 BONUS.

DISGUISE                                                 MODIFIER

MINOR DETAILS ONLY                      +5

DIFFERENT SEX                                       -2

DIFFERENT RACE                                    -2

DIFFERENT AGE                                      -2 (PER AGE CATEGORY DIFFERENT)

DRAGONMARKED                                   -10

 

IF YOU ARE ATTEMPTING TO IMPERSONATE SOMEONE, THE ANYONE THAT KNOWS THAT PERSON, GETS A BONUS TO THEIR SPOT SKILL.

FAMILIARITY                                           MODIFIER

RECOGNIZES ON SIGHT                      +4

FRIENDS OR ASSOCIATES                          +6

CLOSE FRIENDS                                      +8

INTIMATE                                                 +10


ESCAPE ARTIST:                   (DEX, NO TRAINING)

USE THIS SKILL TO SLIP BONDS OR MANACLES, WRIGGLE THROUGH TIGHT SPACES, ELUDE CONSTRAINING OR ENTANGLING SPELLS AND ESCAPE THE GRIP OF A MONSTER THAT ENSNARES YOU.

YOU CAN ATTEMPT A ‘QUICK ESCAPE’ BY INCREASING THE DC BY 10.

A CHARACTER WITH 5+ RANKS IN USE ROPE, GETS +2 ON THIS SKILL WHEN ESCAPING FROM ROPES.

IF YOU HAVE THE AGILE FEAT YOU GAIN A +2 BONUS.

RESTRAINT                                                                             DC

ROPES                                                                                     BINDERS USE ROPE CHECK AT +20

NET, MAGIC ENTANGLE                                                              20

SNARE SPELL                                                                         23

MANACLES                                                                             30

TIGHT SPACE                                                                          30

MASTERWORK MANACLES                                                             35

GRAPPLER                                                                              GRAPPLER’S GRAPPLE CHECK

 

FORGERY:                                               (INT, NO TRAINING)

THIS SKILL COMES IN HANDY TO RELEASE IMPRISONED FRIENDS AND SELL FAKE DOCUMENTS. THE FORGER MUST HAVE APPROPRIATE WRITING MATERIALS, LIGHT, SEALING WAX AND TIME TO COMPLETE THIS SKILL. IF THE ATTEMPTED DOCUMENT TYPE HAS BEEN SEEN BEFORE BY THE CHARACTER, HE GAINS A +8 BONUS. IF THE PAPER NEEDS A SIGNATURE AND THE CHARACTER HAS SEEN IT BEFORE HE GAINS +4. THE DM WILL MAKE THE SKILL CHECK FOR THE PLAYER, AS HE DOESN’T KNOW HOW GOOD THE FORGERY IS UNTIL SOMEONE SEES IT. ANYONE LOOKING AT THE DOCUMENT MAKES A FORGERY ROLL AGAINST THE FORGERS USING THE FOLLOWING MODIFIERS:

THE DECEITFUL FEAT GAINS YOU A +2 BONUS.

FORGED CREDENTIALS ADD A +2 BONUS TO BLUFF, INTIMIDATE AND DIPLOMACY WHEN USING THEM.

CONDITION                                                                              MOD

TYPE UNKNOWN TO READER                                             -2

TYPE SOMEWHAT KNOWN TO READER                  0

TYPE WELL KNOWN TO READER                                  +2

HANDWRITING NOT KNOWN                                   -2

HANDWRITING SOMEWHAT KNOWN                   0

HANDWRITING INTIMATELY KNOWN                   +2

READER ONLY CASUALLY SCANS DOCUMENT                -2

FORGE ARCANE MARK                                      -10

 

GATHER INFORMATION:                (CHA, NO TRAINING)

USE THIS SKILL FOR MAKING CONTACTS IN AN AREA, FINDING LOCAL GOSSIP, RUMOURMONGERING AND COLLECTING GENERAL INFORMATION. A FEW DRINKS AND A NIGHT OUT, WITH A SKILL CHECK OF 10 WILL RESULT IN GENERAL INFORMATON. ANYTHING MORE SPECIFIC OR INTERESTING REQUIRE MORE WORK.

½ ELVES GAIN +2 ON THIS SKILL.

THE INVESTIGATOR FEATS ADDS A +2 BONUS.

5+ RANKS IN KNOWLEDGE (LOCAL) GAINS A +2 BONUS.

IMPORTANCE LEVEL                                     DC                EXAMPLE

GENERAL INFORMATION                         10                LOCAL GOSSIP

DETAILED                                                                15                WHERE IS THE RUINED TEMPLE OF …

SPECIFIC                                                  25                TELL ME ABOUT THIS MAP / SWORD…

 


HANDLE ANIMAL:                  (CHA, TRAINING NEEDED)

YOU WILL USE THIS SKILL TO PUSH, TRAIN, TEACH AND REAR WILD OR DOMESTICATED ANIMALS. DEPENDING ON THE TASK AND CREATURE TYPE, THE DC VARIES.

A CHARACTER WITH ANIMAL AFFINITY FEAT GETS A +2 FOR THIS SKILL.

A CHARACTER WITH A 5+ RANK IN HANDLE ANIMAL GETS +2 FOR RIDE SKILL

DRUIDS AND RANGERS GAIN A +4 BONUS.

TASK                                                                       DC

HANDLE ANIMAL                                                    10

PUSH AN ANIMAL                                                   25

TEACH AN ANIMAL A TRICK                                   15 OR 20

TRAIN AN ANIMAL FOR GENERAL PURPOSE                15 OR 20

REAR A WILD ANIMAL                                   15+HD CREATURE

 

GENERAL PURPOSE                                DC                GENERAL PURPOSE                                DC

COMBAT RIDING                     20                HUNTING                                 20

FIGHTING                                 20                PERFORMANCE                       15

GUARDING                              20                RIDING                                     15

HEAVY LABOR                       15                ADVANCED FIGHTING                20

DEFENSIVE GUARDING                20                THIEVERY                                             20

RESCUE                                   15                HELPMATE                              20

HERDING                                 20

 

FAILURE IN DEALING WITH WILD ANIMALS, RESULTS IN THE FAILURE OF ALL FUTURE ATTEMPTS.

 

ANIMAL TRICKS                                                    DC

AMBUSH                                                                 20

ASSIST ATTACK                                                     20

ASSIST DEFEND                                                      20

ASSIST TRACK                                                       20

ATTACK                                                                  20

BULL RUSH                                                             20

COME                                                                      15

DEFEND                                                                   20

DISARM                                                                   20

DOWN                                                                     15

FETCH                                                                     15

GUARD                                                                    20

HEEL                                                                        15

HOLD                                                                       20

HOME                                                                      20

HUNT                                                                       15

MARK                                                                      20

OVERRUN                                                                               20

PERFORM                                                                                15

SEEK                                                                       15

STALK                                                                     20

STAY                                                                      15

SUBDUE                                                                  20

TRACK                                                                    20

WARN                                                                     20

WORK                                                                     15

 


HEAL:                                      (WIS, NO TRAINING)

YOU SIMPLY SEEM TO UNDERSTAND THE WAY A BODY WORKS INSTINCTIVELY AND HOW TO REPAIR IT WHEN IT IS BROKEN. IN THE CASE OF POISONED OR DISEASED CREATURES UNDER THE CARE OF A HEALER, ANY SAVING THROWS (AFTER THE INITIAL FAILURE) ARE REPLACED BY THE HEALERS SKILL ROLL IF IT IS HIGHER THAN WHAT THE CHARACTER ROLLED.

IF YOU HAVE 5+ RANKS IN PROFESSION (HERBALIST) YOU GAIN +2 FOR THIS SKILL CHECK.

THE SELF SUFFICIENT FEATS GAINS A +2 BONUS.

A HEALERS KIT ADDS A +2 BONUS.

TASK                                       DC                           DURATION OF CARE

FIRST AID                                                15                            TEMPORARY, STOPS BLEEDING AND HP LOSS, NO HEALING

LONG TERM CARE                  15                            1 OR MORE DAYS, HEAL AT 2X SPEED, 3X IF COMPLETE REST

TREAT CALTROP WOUND   15                            SUCCESSFUL ROLL ALLOWS FOR FULL MOVEMENT

TREAT POISON                       POISON’S DC           UNTIL POISON IS PURGED

TREAT DISEASE                      DISEASES DC        UNTIL PURGED

 

YOU CAN USE THE HEAL SKILL TO DETERMINE WHAT KILLED A CREATURE:

CAUSE OF DEATH                                  DC

PHYSICAL WOUNDS                                 0

ENVIRONMENTAL                                   5

SPELL WITH VISIBLE EFFECTS                    10

POISON                                                   15

SPELLS WITH NO VISIBLE EFFECTS                20

 

HIDE:                                       (DEX, NO TRAINING)

USE THIS SKILL TO SINK INTO THE SHADOWS OR DISAPPEAR INTO A CROWD. ANY CREATURE NEAR YOU ROLLS THEIR SPOT SKILL CHECK AGAINST YOUR HIDE. YOU CAN HIDE AND MOVE AT ½ AT NO PENALTY, NORMAL SPEED INVOKES A –5 PENALTY AND RUNNING INVOKES A –20 PENALTY. THE CREATURES SIZE ADDS EITHER A BONUS OR A PENALTY.

SIZE                         BONUS                    SIZE                         BONUS

FINE                         +16                          LARGE                    -4

DIMINUTIVE                +12                          HUGE                       -8

TINY                        +8                            GARGANTUAN       -12

SMALL                    +4                            COLOSSAL           -16

 

IF YOU ARE OBSERVED YOU CANNOT HIDE, HOWEVER IF YOU HAVE THE BLUFF SKILL, A SUCCESSFUL BLUFF WILL ALLOW YOU TO HIDE NORMALLY, HOWEVER THE HIDING SPOTT MUST BE WITHIN 1’/HIDE RANK FOR IT TO SUCCEED.

SNIPING: IF YOU HAVE ALREADY HIDDEN AT LEAST 10’ FROM YOUR TARGET, YOU CAN MAKE ONE RANGED ATTACK AND HIDE AGAINYOU TAKE A –20 PPENALTY TO CONCEAL YOURSELF AFTER THE SHOT.

MOVE BETWEEN COVER: IF YOU ARE ALREADY HIDDEN (COVER, CONCEALMENT) AND YOU HAVE 5+ RANKS IN HIDE, YOU CAN USE A HIDE CHECK TO MOVE FROM COVER TO COVER. FOR EVERY 5 RANKS, YOU CAN MOVE 5’ BETWEEN COVER, FOR EVERY 5’ OF OPEN SPACE YOU TAKE A –5 PENALTY.

TAIL SOMEONE: YOU MUST STAY AT LEAST 60’ AWAY AND MAKE A HIDE CHECK EVERY 10 MINUTES WITH THESE MODIFIERS:

YOUR QUARRY                                                                                      DC MODIFIER

IS SURE HE IS NOT BEING FOLLOWED                                                  -5

HAS NO REASON TO THINK HE IS BEING FOLLOWED                                  0

IS WORRIED ABOUT BEING FOLLOWED                                                             +10

IS WORRIED ABOUT BEING FOLLOWED AND KNOWS YOU ARE AN ENEMY                +20

IF YOU ARE INVISIBLE YOU GAIN A +40 BONUS.

IF YOU ARE IMMOBILE YOU GAIN A +20 ON HIDE CHECKS

IF YOU HAVE THE STEALTHY FEAT YOU GAIN A +2 BONUS.

 

INTIMIDATE:                           (CHA, NO TRAINING)

USE THIS SKILL TO BACK A BULLY DOWN OR FORCE INFORMATION FROM A PRISONER. INTIMIDATION INCLUDES BODY LANGUAGE AND VERBAL THREATS.

INTIMIDATION DC IS BASED ON 1d20 + TARGETS LEVEL (HD) + TARGET WISDOM MODIFIER + BONUSES AGAINST FEAR

YOU CAN INTIMIDATE AN OPPONENT BEFORE BATTLE, IF YOU DO SO, HE TAKES A –2 PENALTY TO HIT FOR THE MELEE..

IF YOU HAVE 5+ RANKS IN BLUFF YOU GAIN +2 FOR THIS SKILL.

THOSE IMMUNE TO FEAR CANNOT BE INTIMIDATED.

GAIN OR LOSE +4 FOR EACH SIZE CATEGORY YOU ARE LARGER OR SMALLER THAN YOUR TARGET.

THE PERSUASIVE FEAT ADDS A +2 BONUS.


JUMP:                                     (STR, NO TRAINING)

YOU WERE AN ACTIVE CHILD AND PERFECTED THE ART OF JUMPING. THE JUMP ABILITY IS BASED OFF A RUNNING START OF 20’. IF YOU ARE GOING SLOWER THAN 30’/RND YOU TAKE A –6 PENALTY FOR EACH 10’/RND YOU ARE SLOWER. IF YOU MOVE FASTER, YOU GAIN +4 FOR EACH 10’/RND YOU ARE FASTER.

JUMPING DOWN: IF YOU INTENTIONALLY JUMP DOWN YOU TAKE LESS DAMAGE THAN FROM FALLING. THE DC TO JUMP DOWN FROM A HEIGHT IS 15, IF YOU SUCCEEED, YOU TAKE DAMAGE AS IF YOU FELL 10’ LESS.

IF YOU HAVE 5+ RANKS IN TUMBLE YOU GAIN +2 TO THIS SKILL CHECK.

IF YOU HAVE THE RUN FEAT ADD A +4 BONUS

IF YOU HAVE THE ACROBATIC FEAT ADD +2.

TYPE OF JUMP                                        DC

RUNNING JUMP (SPEED 30’)                             1 POINT PER FOOT

STANDING JUMP                                     2 POINTS PER FOOT

RUNNING HIGH JUMP                       4 POINTS PER FOOT

STANDING HIGH JUMP                       8 POINTS PER FOOT

HOP UP (WAIST HEIGHT)                   10

 

CREATURE SIZE                VERTICAL REACH

COLOSSAL                128’

GARGANTUAN                64’

HUGE                       32’

LARGE                    16’

MEDIUM                   8’

SMALL                    4’

TINY                        2’

DIMINUTIVE                1’

FINE                         ½’

 

KNOWLEDGE:                         (INT, TRAINING NEEDED)

LIKE THE CRAFT AND PROFESSION SKILLS, KNOWLEDGE ENCOMPASSES MANY DIVERSE SKILLS. KNOWLEDGE ACTUALLY REPRESENT A STUDY OF SOME BODY OF LORE, POSSIBLY ACADEMIC OR EVEN SCIENTIFIC. THE FOLLOWING ARE TYPICAL FIELDS OF STUDY:

ARCANA: ANCIENT MYSTERIES, MAGIC TRADITIONS, ARCANE SYMBOLS, CRYPTIC PHRASES.

ARCHITECTURE AND ENGINEERING: BUILDINGS, AQUADUCTS, BRIDGES, FORTIFICATIONS.

DUNGEONEERING: ABERRATION, CAVERNS, OOZES, SPELUNKING

GEOGRAPHY: LANDS, TERRAINS, CLIMATE, PEOPLES, CUSTOMS.

HISTORY: ROYALTY, WARS, COLONIES, MIGRATIONS, FOUNDING OF CITIES.

LOCAL: LEGENDS, PERSONALITIES, INHABITANTS, LAWS, TRADITIONS.

NATURE: PLANTS, ANIMALS, SEASONS, CYCLES, WEATHER.

NOBILITY AND ROYALTY:LINEAGES, HERALDRY, CUSTOMS, FAMILY TREES, MOTTOS, PERSONALITIES, LAWS.

THE INNER AND OUTER PLANES: GEOGRAPHY OF THE PLANES, INHABITANTS, RELATED MAGIC.

RELIGION: GODS AND GODDESSES, MYTHIC HISTORY, ECCLESIASTIC TRADITIONS, HOLY SYMBOLS.

PSIONICS: ANCIENT MYSTERIES, PSIONIC: ABILITIES, TRADITIONS, RACES AND SYMBOLS, ASTRAL CONSTRUCTS, CRYPTIC PHRASES.

THERE CAN BE OTHERS, THE DM HAS FINAL SAY IF THE CHARACTER CAN HAVE IT. THERE ARE NO RETRIES IN THIS SKILL, YOU EITHER KNOW IT OR YOU DON’T.

TYPICALLY THIS SKILL IS USED TO IDENTIFY MONSTERS AND THEIR SPECIAL POWERS AND VULNERABILITIES.

IF YOU HAVE 5+ RANKS IN SURVIVAL YOU GAIN +2 FOR KNOWLEDGE (NATURE)

IF YOU HAVE 5+ RANKS IN KNOWLEDGE (PSIONICS) YOU GAIN A +2 BONUS TO PSICRAFT

IF YOU HAVE 5+ RANKS IN AUTOHYPNOSIS YOU GAIN A +2 BONUS TO KNOWLEDGE (PSIONOCS)

TYPE                                                       DC

ID MONSTER                                            10 + MONSTER HD

EASY FACT                                            10

BASIC FACT                                            15

REALLY TOUGH FACTS                     20-30


LISTEN:                                   (WIS, NO TRAINING)

USE THIS SKILL TO HEAR APPROACHING ENEMIES, DETECT SOMEONE SNEAKING UP ON YOU, OR EAVESDROPPING ON A CONVERSATION. THE DC DEPENDS ON THE LEVEL OF QUIET AROUND THE NOISE. IF A CREATURE IS ATTEMPTING TO SNEAK OR NOT BE HEARD, THIS SKILL IS ROLLED AGAINST THEIR MOVE SILENTLY.

A CHARACTER WITH 5+ RANKS IN ALERTNESS GAINS +2 FOR THIS SKILL CHECK.

A FASCINATED CREATURE SUFFERS A –4 PENALTY

ELVES GAIN +2 ON THIS SKILL.

½ ELVES GAIN +1 ON THIS SKILL

IF A CHARACTER IS ASLEEP, THEY MAY MAKE A LISTEN CHECK AT A –10 PENALTY TO SEE IF THE NOISE WOKE THEM UP.

SOUND                                                                    DC

BATTLE                                                                   -10

PEOPLE TALKING                                                    0

CREATURE, MED ARMOR, SNEAKING                                5

UNARMORED, SNEAKING                                               10

WHISPERING                                                           15

HUNTING ANIMAL                                                   20

PER 10’ FROM LISTENER                                                +1

LISTENER DISTRACTED                                           +5

THROUGH A DOOR                                                 +5

THROUGH STONE WALL                                      +15

 

MOVE SILENTLY:                  (DEX, NO TRAINING, ALL CLASSES)

USE THIS SKILL TO SNEAK UP ON SOMEONE OR SLINK AWAY UNNOTICED. THIS SKILL IS ROLLED AGAINST WHOEVER YOU ARE AVOIDINGS LISTEN SKILL. IF YOU MOVE MORE THAN ½ SPEED, YOU GAIN A –5 PENALTY, IF YOU TRY TO RUN YOU INVOKE A –20 PENALTY.

OWNERS OF CAT FAMILIARS GAIN +3 FOR THIS SKILL.

THE STEALTHY FEAT ADDS A +2 BONUS FOR THIS SKILL

SURFACE                                                                MODIFIER

SCREE, UNDERGROWTH, BOG, RUBBLE                -2

DENSE UNDERGROWTH, HEAVY SNOW                -5

 

OPEN LOCK:                           (DEX, TRAINING REQUIRED)

YOU CAN OPEN LOCKS OF ALL SORTS, THE EFFORT ONLY REQUIRES A TOOL OF THE CORRECT TYPE.

YOU CAN ATTEMPT A ‘QUICK UNLOCK’ BY ADDING 20 TO THE DC.

USING A MASTERWORK THIEVES KIT ADDS A +2 BONUS

IMPROVISED TOOLS INCUR A –2 PENALTY

THE NIMBLE FINGERS FEAT ADDS +2 TO THIS SKILL

LOCK TYPE                DC

VERY SIMPLE                20

AVERAGE                               25

GOOD                      30

AMAZING                                40

 

PERFORM:                                              (CHA, NO TRAINING)

YOU ARE SKILLED IN SEVERAL TYPES OF ARTISTIC EXPRESSION AND KNOW HOW TO PUT ON A SHOW. SKILLS CAN INCLUDE ACTING, SINGING, MUSICAL INTRUMENTS, COMEDY. EACH DIFFERENT ABILITY NEEDS A SKILL RANK BEFORE YOU CAN DO IT.

THE FOLLOWING ARE THE PERFORM CATEGORIES AND SAMPLES OF THE PERFORMANCES:

ACT: COMEDY, DRAMA, MIME

COMEDY: BUFFOONERY, LIMERICKS, JOKE TELLING

DANCE: BALLET, WALTZ, JIG, FREESTYLE

KEYBOARD INSTRUMENTS: HARPSICORD, PIANO, PIPE ORGAN

ORATORY: EPICS, ODES, STORYTELLING

PERCUSSION INSTRUMENT: BELLS, CHIMES, DRUM, GONG

STRING INSTRUMENT: FIDDLE, HARP, LUTE, MANDOLIN

WIND INSTRUMENTS: FLUTE, PAN PIPES, RECORDER, TRUMPET

SING: BALLAD, CHANT, MELODY

IN ADDITION YOU CAN ENTERTAIN PEOPLE WITH SLEIGHT OF HAND, TUMBLING, TIGHTROPE, AND SPELLS (ILLUSIONS USUALLY)

MASTERWORK MUSIC INSTRUMENTS GIVE A +2 BONUS.

PERFORMANCE                                                                                                                                                       DC

ROUTINE PERFORMANCE TO EARN MONEY, YOU EARN 1d10 CPS/DAY                                                                 10

ENJOYABLE PERFORMANCE IN CITY, EARN 1d10 SPS/DAY                                                                                 15

GREAT PERFORMANCE IN CITY, EARN 3d10 SPS/DAY                                                                                                 20

MEMORABLE PERFORMANCE IN CITY EARN 1d6 GPS/DAY, MAY GAIN PATRONS                                                      25

EXTRAORDINARY PERFORMANCE, IN CITY EARN 3d6 GPS/DAY, MAY GAIN GODS ATTENTION                                             30


PROFESSION:                         (WIS, TRAINING NEEDED)

YOU ARE TRAINED IN A LIVELIHOOD OR A PROFESSIONAL ROLE, LIKE CRAFT PROFESSION IS ACTUALLY A NUMBER OF DIFFERENTSKILLS UNDER ONE HEADING. WHILE CRAFT REPRESENTS SKILL IN CREATING OR MAKING AN ITEM, PROFESSION, REPRESENTS AN APTITUDE IN A VOCATION REQUIRING A BROADER RANGE OF LESS SPECIFIC KNOWLEDGE. A GOOD ANALOGY: CRAFT REPRESENTS THE MANUFACTURING SECTOR, PROFESSION REPRESENTS THE SERVICE SECTOR. ANY SKILL CHECKS ARE SET BY THE DM.

 

PSICRAFT                                              (INT, TRAINED ONLY)

USE THIS SKILL TO ID POWERS AS THEY MANIFEST OR POWERS ALREADY IN PLACE

ID A POWER MANIFESTING                                          15+ POWER LEVEL

DETERMINE DISCIPLINE INVOLVED                               15 + POWER LEVEL

ID POWER STONE                                                   15 + POWER LEVEL

ID POWER IN USE                                                    20 + POWER LEVEL

ID CREATED PSIONIC MATERIALS                             20 + POWER LEVEL

MAKE SV, ID POWER                                                    25 + POWER LEVEL

ID PSYCHIC TATTOO                                                  25

DIAGRAM TO ENHANCE POWER                                   20

UNDERSTAND STRANGE OR UNIQUE POWER                30+

 

RIDE:                                       (DEX, NO TRAINING)

EACH RANK YOU ATTAIN IN THIS SKILL ALLOWS YOU TO RIDE DIFFERENT TYPES OF CREATURES. IF YOU CHOOSE RIDING LIZARD, YOU CAN RIDE ALL TYPES OF RIDING LIZARD. IF YOU CHOOSE PEGASUS, YOU CAN RIDE MEDIUM SIZED FLYING MOUNTS. ONCE YOU HAVE THE RIDE SKILL YOU HAVE THE ABILITY TO RIDE ALMOST ANYTHING BUT IF YOU ARE NOT RANKED IN IT, YOU INVOKE A –2 PENALTY.

IF YOU HAVE A MILITARY SADDLE YOU GAIN +2

IF YOU HAVE ANIMAL AFFINITY FEAT, YOU GAIN +2 (WHEN DEALING WITH ANIMALS)

IF YOU ARE RIDING BAREBACK, YOU INVOKE A –5 PENALTY.

IF YOU HAVE 5+ RANKS IN HANDLE ANIMAL YOU GAIN +2

RIDING TASK                                                                           DC

GUIDE WITH KNEES                                                                 5

STAY IN SADDLE                                                                    5

FIGHT USING WAR TRAINED CREATURE                                              10

TAKE COVER IN SADDLE                                                  15

SOFT FALL                                                                             15

LEAP OBSTACLES                                                                  15

SPUR MOUNT                                                                          15

FIGHT USING NON WAR TRAINED CREATURE                              20

FAST MOUNT OR DISMOUNT (NO HEAVY ARMOR)                     20

 

SEARCH:                                 (INT, NO TRAINING)

YOU HAVE THE KNACK OF LOCATING SECRET DOORS, SIMPLE TRAPS, HIDDEN COMARTMENTS AND OTHER DETAILS NOT READILY APPARENT. THE SPOT SKILL LETS YOU NOTICE A HIDDEN ROGUE, THE SEARCH SKILL ALLOWS A CHARACTER TO DISERN IRREGULARITIES AND SMALL DETAILS THROUGH OBSERVATION. SEARCH DOES NOT ALLOW YOU TO FIND COMPLEX TRAPS. A CHARACTER THAT HAS THIS SKILL CAN USE IT TO FIND TRACKS IF THE DC IS 10 OR LESS. ROGUES HAVE SPECIAL ALLOWANCES IN THIS SKILL, ONLY THEY CAN DETECT TRAPS OF DC20 OR HIGHER..

IF YOU HAVE 5+ RANKS IN KNOWLEDGE (ARCHITECTURE) YOU GAIN +2 FOR SECRET DOORS AND HIDDEN COMPARTMENTS

ELVES GAIN A +2 BONUS (IF THEY PASS WITHIN 5’ OF A SECRET DOOR THEY AUTOMATICALLY ROLL)

½ ELVES GAIN A +1 BONUS

THE INVESTIGATOR FEAT GIVES A +2 BONUS

DWARVES GAIN +2 FOR TRAPS AND DOORS MADE OF STONE

TASK                                                                                       DC

RANSACK CHEST FULL OF JUNK FOR CERTAIN ITEM                         10

NOTICE TYPICAL SECRET DOOR OR SIMPLE TRAP                          20

NOTICE WELL HIDDEN SECRET DOOR                                      30

FIND DIFFICULT NON MAGIC TRAP (ROGUE ONLY)                       21+

FIND MAGIC TRAP (ROGUE ONLY)                                       25 + SPELL LEVEL

FIND FOOTPRINT                                                                     VARIES

 


SENSE MOTIVE:                     (WIS, NO TRAINING)

USE THIS SKILL TO TELL WHEN SOMEONE IS BLUFFING OR LYING, DECIPHER SECRET MESSAGES IN SPEECH, AND DETECT IS SOMEONE IS MAGICALLY INFLUENCED.. A SUCCESSFUL CHECK ALLOWS YOU TO SEE THROUGH THE BLUFF. USING THIS SKILL ALLOWS YOU TO NOTICE IF CREATURES ARE ENCHANTED OR THERE IS A SECRET PLAN OR CONSPIRACY IN ACTION.

YPU CAN USE THIS SKILL TO ASSESS THE CHALLENGE AN OPPONENT IS GIVING YOU. YOU ROLL SENSE MOTIVE VS THEIR BLUFF. A SUCCESSFUL CHECK MEANS YOU KNOW THEIR CHALLENGE RATING AS IT RELATES TO YOU. THE COMBAT INTUITION FEAT GRANTS A +4 BONUS FOR THIS USE.

THE NEGOTIATOR FEAT ADDS +2

SENSE MOTIVE TASK                                       DC

HUNCH                                                    20

SENSE ENCHANTMENT                       25 TO 15

DISCERN SECRET MESSAGE                               VARIES

 

SLEIGHT OF HAND:                     (DEX, TRAINING REQUIRED)

YOU CAN CUT A PURSE AND HIDE IT ON YOUR PERSON, PALM AN UNATTENDED ITEM, HIDE A LIGHT WEAPON IN YOUR CLOTHING, ETC. SLEIGHT OF HAND CHECKS GO AGAINST THE OBSERVERS SPOT CHECK, OR SEARCH CHECK IF THEY ARE FRISKING YOU. SLEIGHT OF HAND CAN BE USED TO ENTERTAIN A CROWD IN PLACE OF PERFORM.

DEFT HANDS FEAT ADDS A +2 BONUS

5+ RANKS IN BLUFF GRANTS A +2 BONUS TO SLEIGHT OF HAND

ACTION                                                   DC

PALM ITEM                                              10

STREET MAGIC                                       10

BEING FRISKED                                       -4

PICK POCKET / CUT PURSE                     20

 

SPEAK LANGUAGE:                           (NONE, TRAINING REQUIRED)

THIS DOESN’T WORK LIKE OTHER SKILLS, YOU START WITH 2 LANGUAGES, RACIAL AND COMMON. YOU CAN THEN LEARN UP TO YOUR INTELLIGENCE MODIFIER MORE LANGUAGES IF YOU STUDY THEM. YOU ‘LEARN’ A LANGUAGE BY SPENDING A SKILL POINT IN IT. THERE ARE NO RANKS IN THIS SKILL. ALL LITERATE CREATURES CAN READ AND WRITE IN THE LANGUAGE THAT THEY SPEAK. BARBARIANS MUST SPEND 2 SKILL POINTS TO READ AND WRITE ALL LANGUAGES THEY SPEAK. COMMON LANGUAGES ARE LISTED ON PAGE 46-47.

 

SPELLCRAFT:                        (INT, TRAINING NEEDED)

USE THIS SKILL TO IDENTIFY SPELLS AS THEY ARE CAST OR ALREADY IN PLACE.

IF YOU HAVE 5+ RANKS IN USE MAGIC DEVICE, YOU GAIN A +2 BONUS ON SCROLLS.

IF YOU HAVE 5+ RANKS IN KNOWLEDGE (ARCANA) GAIN +2

MAGICAL APTITUDE FEAT ADDS +2

TASK                                                                                                                                                       DC

WHILE USING READ MAGIC, ID A GLYPH OF WARDING                                                                                                13

ID A SPELL BEING CAST, YOU NEED TO BE ABLE TO SEE SOMATIC AND MATERIAL COMPONENTS                         15+SPELL LVL

LEARN A SPELL FROM A SPELLBOOK OR SCROLL (SPELLCASTER ONLY)                                                     15+SPELL LVL

PREPARE A SPELL FROM A BORROWED SPELL BOOK (1 TRY PER DAY)                                                       15+SPELL LVL

DETERMINE THE SCHOOL OF MAGIC WITH DETECT MAGIC                                                                     15+SPELL LVL

WHILE USING READ MAGIC, ID A SYMBOL                                                                                                 19

ID A SPELL THAT’S ALREADY IN PLACE, THERE MUST BE VISIBLE, MATERIAL OR AURAL EVIDENCE                20+SPELL LVL

ID MATERIALS CREATED OR SHAPED BY MAGIC, IE: IRON WALL IS RESULT OF SPELL                                                20+SPELL LVL

DECIPHER A WRITTEN SPELL (ON SCROLL) WITHOUT READ MAGIC                                                     20+SPELL LVL

AFTER ROLLING A SAVE AGAINST SPELL CAST AT YOU, ID SPELL                                                        25+SPELL LVL

ID A POTION                                                                                                                                            25

UNDERSTAND EFFECT OF WILD SURGE OR MAGIC STREAM                                                                  30+

ABERRANT DRAGONMARK                                                                                                                       18

LEAST DRAGONMARK                                                                                                                       15

LESSER DRAGONMARK                                                                                                                       20

GREATER DRAGONMARK                                                                                                                       25

SIBERYS DRAGONMARK                                                                                                                       30

Identify basic property of magic item                                                                    50+caster lvl

Identify all properties of magic item                                                                                70 + Caster lvl

Quick identification of alchemical substances and potions                                      50


SPOT:                                     (WIS, NO TRAINING)

USE THIS SKILL TO NOTICE ROGUES LYING IN WAIT, BANDITS IN THE SHADOWS OR GIANT CENTIPEDES IN THE TRASH HEAP. TYPICALLY SPOT IS ROLLED AGAINST ANOTHER CREATURES HIDE CHECK. SPOT CAN BE USED TO SEE THROUGH DISGUISES, READ LIPS, AND MANY OTHER ACTIONS.

THE ALERTNESS FEAT ADDS A +2 BONUS.

A FASCINATED CREATURE SUFFERS A –4 PENALTY

ELVES GAIN +2

½ ELVES GAIN +1

MASTERS OF A HAWK / OWL FAMILIAR GAIN +3 IN DAYLIGHT / NIGHTTIME CHECKS

CONDITION                                              PENALTY

INVISIBLE CREATURE                              20+

PER 10’ FROM CHARACTER                -1

SPOTTER DISTRACTED                -5

 

SURVIVAL:                                             (WIS, NO TRAINING)

USE THIS SKILL TO FOLLOW TRACKS, HUNT GAME, GUIDE A PARTY SAFELY, IDENTIFY SIGNS OF CERTAIN BEASTS, PREDICT WEATHER, AVOID QUICKSAND AND OTHER NATURAL PITFALLS. YOU KNOW HOW TO KEEP YOURSELF AND OTHERS SAFE AND FED IN THE OUTDOORS.

IF YOU ARE MOVING THROUGH POOR CONDITIONS OR DIFFICULT TERRAIN YOU CAN USE THIS SKILL TO INCREASE YOUR PATIES SPEED:

15-24: SPEED INCREASED BY ¼

25+: SPEED INCREASED BY ½

(YU CANNOT MOVE FASTER THAN YOUR BASE MOVE)

ONLY RANGERS CAN TRACK IF THE DC IS HIGHER THAN 10.

5+ RANKS IN SURVIVAL IMBUES YOU WITH THE ABILITY TO DISCERN TRUE NORTH.

SELF SUFFICIENT FEAT ADD +2

5+ RANKS IN SEARCH ADDS +2

5+ RANKS IN ANY KNOWLEDGE SPHERE ADDS +2 TO CHECKS ASSOCIATED WITH THEM.

CONDITION                                                                                                                                                                              DC

GET ALONG, MOVE ½ SPEED WHILE HUNTING/FORAGING. FEED/WATER 1 PERSON PER POINT OVER 10 ROLLED                10

+2 TO FORT VS SEVERE WEATHER ½ SPEED, +4 IF STATIONARY. GIVE ABILITY TO 1 PERSON/POINT OVER 15 ROLLED                15

AVOID GETTING LOST, AVOID NATURAL HAZARDS                                                                                                               15

PREDICT WEATHER 24 HOURS IN ADVANCE, EACH 5 POINTS OVER 15 ADD ADDITIONAL DAY                                        15

FOLLOW TRACKS                                                                                                                                                  VARIES

TRAIL SIGNS:

SIMPLE MESSAGE                                                                                                                                                   10

COMPLEX MESSAGE                                                                                                                                                               15

FINDING TRAIL SIGNS                                                                                                                                      10

TRAIL SIGN MODIFIERS:

EVERY 24 HOURS SINCE SIGN WAS MADE                                                                                                                      +1

EVERY HOUR OF RAIN SINCE SIGN WAS MADE                                                                                                             +1

FRESH SNOW SINCE SIGN WERE MADE                                                                                                                      +10

POOR VISIBILITY:

OVERCAST OR MOONLIT NIGHT                                                                                                                                      +6

MOONLIGHT                                                                                                                                                            +3

FOG OR PRECIPITATION                                                                                                                                        +3

 

SWIM:                                     (STR, NO TRAINING)

USING THIS SKILL LAND BASED CREATURES CAN SWIM, DIVE, NAVIGATE UNDERWATER OBSTACLES, ETC. YOU MAKE A CHECK EACH ROUND YOU ARE IN THE WATER. A SUCCESSFUL CHECK ALLOWS YOU TO MOVE ¼ SPEED AS A MOVE EQUIVALENT ACTION OR ½ YOUR SPEED AS A FULL RND ACTION. IF YOU FAIL BY 5 OR MORE YOU BEGIN TO PANIC AND WILL DROWN IF YOU FAIL THE NEXT ROLL AND NO-ONE HELPS YOU. YOU CAN HOLD YOUR BREATH FOR A NUMBER OF ROUNDS EQUAL TO YOUR CONSTITUTION, IF YOU DO NOTHING BESIDES MOVE OR FREE ACTIONS. ANY ATTACK OR STANDARD ACTION RESULTS IN THE LOSS OF ONE ROUND. AFTER CONSTITUTION ROUNDS IS UP YOU MUST MAKE A DC CHECK OF 10, AND ADD 1 FOR EACH SUCCESSIVE ROUND, IF YOU FAIL YOU BEGIN TO DROWN. EACH HOUR YOU SWIM, YOU MAKE A DC20 SWIM CHECH OR TAKE 1d6 NON LETHAL DAMAGE FROM FATIGUE. SWIMMING IN ARMOR DOUBLES THE PENALTY FOR THAT ARMOR.

IF YOU TAKE A –10 PENALTY YOU CAN INCREASE YOUR SPEED TO YOUR NORMAL MOVEMENT.

THE ATHLETIC FEAT ADDS +2

THE ENDURANCE FEAT GIVES A +4 ON THE CHECK AGAINST FATIGUE DAMAGE

WATER                                    DC

CALM                                      10

ROUGH                                    15

STORMY                                 20

 


TUMBLE:                                                (DEX, TRAINING NEEDED)

YOU CAN DIVE, ROLL, SOMERSAULT, FLIP AND SO ON. YOU CAN’T USE THIS SKILL IF YOU HAVE BULKY ARMOR ON. YOU CAN LAND SOFTLY WHEN YOU FALL OR TUMBLE PAST AN AUDIENCE, YOU CAN ALSO ENTERTAIN AUDIENCES. YOU CAN INCUR A –10 PENALTY TO GO THROUGH ENEMIES AT NORMAL SPEED.5+ RANKS IN TUMBLE GIVES A +3 BONUS TO FIGHTING DEFENSIVELY AND +6 TO TOTAL DEFENCE.

FREE STAND: WITH A DC 35 TUMBLE CHECK, YOU CAN STAND UP FROM A PRONE POSITION AS A FREE ACTION.

IGNORE FALL DAMAGE: FOR EVERY 15 POINTS OF YOUR TUMBLE CHECK RESULT, YOU CAN TREAT THE FALL AS IF IT WERE 10’ SHORTER.

SPRINTING TUMBLE: YOU CAN TUMBLE PAST OR THROUGH AN OPPONENTS SQUARE WHILE RUNNING BY ACCEPTING A –20 PENALTY.

THE ACROBATIC FEAT GIVES A +2 BONUS

IF YOU HAVE 5+ RANKS IN JUMP YOU GAIN +2

IF YOU HAVE 5+ RANKS IN TUMBLE YOU GAIN +2 IN BALANCE.

TASK                                                                                                                                       DC

TREAT A FALL IS IF IT WERE 10’ SHORTER FOR DAMAGE                                                 15

TUMBLE AT ½ SPEED, AVOIDING ATTACKS OF OPPORTUNITY (EACH ADDITIONAL ENEMY+2)                15

TUMBLE AT ½ SPEED, AS ABOVE, IN ENEMY RANGE                                                                   25

LIGHT GRAVEL, BOG, SCREE, UNDERGROWTH                                                                     +2

CAVERN FLOOR, DENSE RUBBLE, DENSE UNDERGROWTH                                                     +5

WET FLOOR                                                                                                                            +2

ICY FLOOR                                                                                                                                              +5

SLOPED OR ANGLED                                                                                                                  +2

 

USE MAGIC DEVICE:                  (CHA, TRAINING NEEDED)

THIS SKILL ALLOWS YOU TO ACTIVE MAGIC DEVICES IN CLUDING SCROLLS, THAT YOU OTHERWISE WOULDN’T BE ABLE TO USE. IF YOU ARE USING A DEVICE OR SCROLL THAT HAS LEVEL RESTRICTION, YOUR SPELL LEVEL IS YOUR ROLL – 20. IF THE RESULT IS HIGHER THAN THE RESTRICTION, IT WILL WORK. IF YOU FAIL YOUR ROLL BY 10+ THE DEVICE OR SCROLL WILL MIS-FIRE.

YOU GAIN +2 IF YOU HAVE ACTIVATED THE DEVICE BEFORE.

MAGIC APTITUDE ADDS A +2 BONUS

IF YOU HAVE 5+ RANKS IN DECHIPHER SCRIPT YOU GAIN+2 WHEN DEALING WITH SCROLLS.

IF YOU HAVE +5 RANKS IN SPELLCRAFT YOU GAIN +2.

TASK                                                       DC

DECIPHER A WRITTEN SPELL                      25+SPELL LVL

USE A SCROLL                                       20+CASTER LEVEL

USE A WAND                                          20

EMULATE A CLASS FEATURE                 20

EMULATE ABILITY SCORES                  CHECK ROLL –15=ABILITY SCORE EMULATED

EMULATE RACE                                      25

EMULATE ALIGNMENT                             30

ACTIVATE BLINDLY                                  25

 

USE PSIONIC DEVICE                   (CHA, TRAINED ONLY)

USE THIS SKILL TO ACTIVATE PSIONIC DEVICES, INCLUDING POWER STONES AND DORJES.

TASK                                                       DC

ACTIVATE BLINDLY                                  25

ADDRESS A POWER STONE                       25 + POWER LEVEL

EMULATE AN ABILITY SCORE                      ABILITY CHECK, SCORE IS CHECK – 15, IF YOU HAVE HIGH ENOUGH SCORE DON’T ROLL

EMULATE AN ALIGNMENT                             30

EMULATE A CLASS FEATURE                 20

EMULATE A RACE                                  25

USE A DORJE                                          20

USE A POWER STONE                                     20 + MANIFESTER LEVEL

 


USE ROPE:                              (DEX, NO TRAINING, ALL CLASSES)

WITH THIS SKILL, YOU CAN MAKE FIRM KNOTS, UNTIE TRICKY KNOTS AND BIND PRISONERS. THIS SKILL IS USUALLY ROLLED AGAINST ANOTHER CREATURES ESCAPE ARTIST CHECK. WHEN USING A GRAPLING HOOK, IT IS DC10 +2 FOR EVERY 10’ OF ROPE. A FAILURE BY4 OR LESS RESULTS IN THE GRAPPLE MISSING. FAILURE OF 5 OR GREATER MEANS THE GRAPPLE HELD BUT WILL WORK LOOSE IN 1d4 ROUNDS

DEFT HANDS FEAT ADDS +2 BONUS

A SILK ROPE ADDS +2

GAIN +10 TO ROLLS AGAINST ESCAPE ARTIST WHEN OPPONENT IS TIED UP AND TRYING TO ESCAPE.

IF YOU HAVE 5+ RANKS IN ESCAPE ARTIST YOU GET +2 ON THIS SKILL. TO BIND SOMEONE

TASK                                                                                       DC

TIE A FIRM KNOT                                                                     10

SECURE A GRAPPLING HOOK                                                  10

TIE A SPECIAL KNOT                                                                       15

TIE A ROPE AROUND YOURSELF ONE HANDED                  15

SPLICE TWO ROPES TOGETHER                                                  15