"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys
above. She called her Provider's name, and all could feel the power she commanded.
[name3] summoned his wards, but all that watched knew his efforts were in vain.
The next name she offered was his, and the misery of [name3] was legend."
translated from Dekàlan fragment found in ruins of Ilduùn
Other Sources
The Dungeon Dimension
The Sleeping Imperium
Vaults of Pandius
 |
|
New Skills
Here are listed new (and revised rules for
old) skills available for use in the World of Teréth
End game setting. Skills with a ">" notation
are core skills with a New Use. You do not have to train
in specific uses of a skill unless specifically stated.
- Animal Empathy > Read
Animal [Cha, Trained Only] (AEGMp49)
- Appraise > Review Contract
[Int] (AEGMp49)
- Balance > Juggle [Dex] (AEGMp49)
- Balance > Kip Up [Dex] (AEGMp49)
- Balance > Shipboard Balance
[Dex] (AEGMp49)
- Balance > Take a Charge
[Dex] (AEGMp49)
- Bluff > Hide Background
[Cha] (AEGMp50)
- Bluff > Forgotten Face
[Cha] (AEGMp50)
- Chirurgery [Int, Trained Only]
(Teréth End)
- Concentration > Puzzle Solving
[Int] (AEGMp50)
- Craft: Embalming [Int, Trained Only] (SCNpp...)
INCOMPLETE
- Craft: Explosives [Int,
Trained Only] (AEGMp50)
- Craft: Trapmaking [Int]
(AEGMpp50,51)
- Diplomacy > Bureaucracy
[Cha] (AEGMpp51,52)
- Diplomacy > Greasing Palms
[Cha] (AEGMp51)
- Diplomacy > Renegotiation
[Cha] (AEGMp52)
- Disguise > Blend In [Cha] (AEGMp51)
- First Aid [Wis] (HGp32)
- Forgery > Forge
Signet Rings and Seals [Int] (AEGMp52)
- Gather Information > Background
Checks [Int] (AEGMp52)
- Heal [Wis] (PHBp69,
HGp32)
- Hide > Conceal Item [Dex]
(AEGMp53)
- Innuendo > Sign Language
[Wis, Trained Only] (AEGMp53)
- Knowledge: Mortuary Custom [Int, Trained Only] (SCNpp...)
INCOMPLETE
- Lucid Dreaming [Wis] (Teréth
End)
- Pick Pocket > Plant Object
[Dex] (AEGMp53)
- Profession: Artillerist (BNAp4)
- Profession: Detonator [Wis, Trained
Only] (AEGMpp53,54)
- Profession: Navigation (BNAp4)
- Profession: Pilot (BNApp4,5)
- Profession: Sailor (BNAp5)
- Profession: Teacher (Teréth
End)
- Read/Scribe (Teréth End)
- Sea Legs (BNAp5)
- Sense Motive > Job Pricing
[Wis] (AEGMp54)
- Sign Language (AEGMp68)
- Smell (Teréth End)
- Spellcraft > Disrupt Magic
[Int] (AEGMp54)
- Spellcraft > Magical Weakness
[Int] (AEGMp54)
- Survival > Intuit Depth
[Wis] (AEGMp53)
- Survival > Intuit Distance
[Wis] (AEGMp53)
- Survival > Make Camp [Wis]
(AEGMpp54,55)
- Survival > Mimic [Wis, Trained
Only] (AEGMp55)
|
A
Animal Empathy
> Read Animal (Cha; Trained Only)
You can determine what an animal needs by its sounds and body
language. Check: A successful DC 20 Animal
Empath skill check (higher for exotic animals) may determine:
whether the animal is suffering, why it has strayed, its condition
or the condition of its master, etc. Special:
Animals under a magical charm you gain a +2 circumstance
bonus to read the animal. (AEGMp49,
OGC)
Appraise >
Review Contract (Int)
By reading and analyzing a legal contract, you can determine
whether the agreement is balanced between parties. Check:
A successful DC 20 Appraise skill check reveals the
finer points and implications of a contract. Getting
a patron to change a contract may require the Diplomacy skill.
Special: Five or more ranks of the Knowledge:
Local skill gives a +2 synergy bonus for reviewing contracts
in that area. (AEGMp49,
OGC)
|
B
Balance > Juggle
(Dex)
Juggling requires hand-to-eye coordination, muscle memory
and balance. Special: Five or more
ranks of the Balance skill gives a +2 synergy bonus for Perform:
Juggling. (AEGMp49,
OGC)
Balance > Kip
Up (Dex)
You can stand from a prone position with great speed. Check:
A successful DC 25 Balance skill check allows a character
to stand from a prone position as a free action. Special:
Five or more ranks of the Tumble skill gives a +2 synergy
bonus to quick standing. When using the Tumble synergy
bonus, the character springs acrobatically to his feet. (based
on AEGMp49, OGC)
Balance >
Shipboard Balance (Dex)
Keeping one's balance on the pitching deck of a ship requires
experience and balance. Special: Five
or more ranks of the Balance skill gives a +2 synergy bonus
for Sea Legs. (based on AEGMp49,
OGC)
Balance > Take
a Charge (Dex)
By maintaining a low center of gravity, you are able to better
resist a charge. Special: Five or
more ranks of the Balance skill gives a +2 synergy bonus to
your Strength check when resisting a Bull Rush. (AEGMp49,
OGC)
Bluff >
Hide Background (Cha)
This skill is used to conceal personal information gleaned
from Gather Information skill checks. The result of
your Bluff skill check becomes the DC required to find out
about you, if it is higher than the standard target DC. Special:
Five or more ranks of the Perform: Acting skill gives a +2
synergy bonus toward Hide Background, as well as Gather Information
since you are familiar with the methods used while searching.
(based on AEGMp50,
OGC)
Bluff > Forgotten
Face (Cha)
You are able to convince people that they know you from some
distant point in the past. This is accomplished with
a successful Bluff skill check versus a DC equal to their
Sense Motive result. In order to use this, the target
must not have an overriding reason to distrust the character.
It is also helpful for the character not to use specific
details. Special: Five or more ranks of
the Knowledge: Local and Disguise skills give a +2 synergy
bonus toward Forgotten Face. (based on AEGMp50,
OGC)
|
C
Chirurgery
(Int; Trained Only)
You can treat injuries and wounds. The Chirurgery skill
is not taught in most areas of Teréth End as the secrets
of anatomy are largely unexplored (scientifically). Check:
Treat Injury (DC 20) cures 1d4 hit points once per day.
A Chirurgeon's Kit grants +2 to the check and heals
1d6 hit points once per day. Retry: Each
retry adds +2 to the DC. Special: Chirurgery
requires a base Heal rank of 7 and is a cross-class skill
for all classes except Clerics with the Healing domain and
Expert chirurgeons. If you have 5 or more ranks in Chirurgery,
you get a +2 synergy bonus on Torture. (© 2000, D.Stanley,
not OGC)
Concentration
> Puzzle Solving (Int)
On a successful Concentration skill roll (DC determined by
the DM) you may discover a missing piece to a puzzle. On
an Extraordinary Success (rf. PHBp61) you
solve the puzzle outright. Retry: None. Special:
Five or more ranks of the Alchemy or Decipher Scipt skills
gives a +2 synergy bonus toward Puzzle Solving. These
bonuses stack. (based on AEGMp50,
OGC)
Craft:
Explosives (Int, Trained Only)
You are trained in the manufacture of explosives using refined
minerals. Your products can be made for combat, mining
and sapping. Supplies for making
explosives are not easy to come by in the Fourth Age but some
people do make them available. The cost in materials
is typically 1/3 to 1/2 the cost of the completed item. The
crafter needs a recipe for the type of explosive he wishes
to make, which will include the DC. Manufacture of the
explosive requires caution and time equal to one day for every
3 difficulty classes of the mixture. Quantity has no
bearing so long as the crafter has the appropriate equipment
and hired help. Check: If the skill
check fails then not much of the material was made in that
time period. If the skill check fails by 5 or more,
make an unmodified 2d10 roll and refer to the Explosives Accident
Table.
Explosives Accident Table
2d10 Roll
|
Results
|
2-5
|
Poof; Fire and smoke; half of
raw materials lost
|
6-9
|
Poor Explosion; fire and smoke;
damage and blast radius halved, raw materials ruined,
equipment lightly damaged, Reflex save for no damage;
|
10-15
|
Moderate Explosion; fire and
smoke; damage and blast radius halved, Reflex save for
half damage; raw materials are ruined, equipment heavily
damaged
|
16-19
|
Full Explosion; fire and smoke;
damage and radius full, Reflex save for half damage;
raw materials are ruined, equipment destroyed
|
20
|
Ground Zero; fire and smoke;
damage and radius full, no Reflex save to avoid damage;
raw materials are ruined, equipment destroyed, building
compromised
|
Retry: The crafter can make additional
attempts with any surviving materials. Special:
Five or more ranks of the Alchemy skill gives a +2 synergy
bonus toward Craft: Explosives. Regions:
Oth, Order of Iron Death. (based on AEGMp50,
OGC)
Craft:
Trapmaking (Int)
You can design and build basic traps that do not require engineering
(i.e. pressure plates, drop-away floors, tilting hallways,
etc.). Check: The outcome of your
Craft: Trapmaking skill roll is the DC required to detect
the trap. A result lower than 10 indicates that the
trap is non-functioning. A result of 5 or less, the
trap is sprung on the trapmaker for regular damage (if any). For
every 5 points above DC 10, an attacking trap (i.e. crossbow
trigger, etc.) gains a +1 to its attack bonus. (based
on AEGMp50, OGC)
|
D
Diplomacy >
Bureaucracy (Cha)
You know navigate systems requiring forms, stamps and approvals.
You know who to ask for help to push things through. Check:
This sub-skill allows you to make a Diplomacy check
to plow through a pile of paperwork, scrolls or parchment.
A typical use of the skill has a DC of 15 and requires
4 hours of work. Special: Five or more
ranks of the Gather Information skill gives a +2 synergy bonus
toward Bureaucracy. A successful use of Bluff or Sense
Motive prior to the use of this skill gives a bonus equal
to the rank of the skill. Regions: Guilds,
Litigants. (AEGMpp51,52,
OGC)
Diplomacy >
Greasing Palms (Cha)
You know how to work around roadblocks of entrenched government
systems. Check: This sub-skill allows you
to make an opposed Diplomacy check with an interfering party.
If you expend 100d or more in your efforts, you gain
a +2 circumstance bonus at that level of the system. A
successful use of Bluff or Sense Motive prior to the use of
this skill gives a bonus equal to the rank of the skill. (AEGMp51,
OGC)
Diplomacy >
Renegotiation (Cha)
You are skilled at making people "see the benefit"
of rewriting agreements and contracts. Check:
To make a business contract, both parties make an opposed
Diplomacy check(s) for each stage of the negotiation. A
stage is defined as proposed stipulation which the other side
can refuse or seek to modify. Once one party has successfully
refused a stipulation, that stage ends. The DM may set
circumstantial modifiers to rolls depending on their perceived
effect. A successful use of Bluff or Sense Motive prior
to the use of this skill gives a bonus equal to the rank of
the skill. Regions: Litigants,
Recruiters. (AEGMp52,
OGC)
Disguise > Blend
In (Cha)
Using this sub-skill allows you to melt into a crowd of people.
To blend in you must be familiar with local customs,
language and have appropriate clothes. Check:
To determined whether you are noticed in crowd you do
not belong, an opposed Blend In skill roll is made against
others' Spot skill checks. You gain a +2 circumstance
modifier if no one if looking specifically for you.
Special: Five or more ranks of the Knowledge:
Local skill gives you a +2 synergy bonus toward Disguise:
Blend In. Five or more ranks of the Disguise skill
gives you a +2 synergy bonus toward Bluff: Forgotten
Face skill checks. Regions: Litigants,
Recruiters. (AEGMp51,
OGC)
|
F
First
Aid (Wis)
A sub-set of the Heal skill, First Aid allows you to check
bleeding and stabilize people on the battlefield. Application
of this skill usually involves wrapping bandages around wounds
and hoping for the best. A person with the First Aid
skill can perform First Aid and Long-term Care (rf. Heal).
Check: The target DCs for the First Aid
skill are: First Aid (DC 15) and Long-term Care (DC
20). Special: For all intent purposes,
First Aid is a Craft skill, meaning that no-one needs to purchase
it as a cross-class skill. If the character is later
trained in the Heal skill, all points
spent on First Aid may be transferred at a 2:1 ratio.
Note: Long-term Care is more difficult
because the character needs to change bandages, keep wounds
clean and deal with fevers, infection and other side-effects
associated with convalescence. (based on HGp32,
OGC)
Forgery
> Forge Signet Rings and Seals
(Int)
This sub-skill of Forgery allows you to reproduce officiating
seals. The forger should have a clear idea of what signet
he wishes to reproduce and whether the official uses a different
seal for different events. Check: The
target DC for Forge Signet Rings and Seals depend on what
is being attempted.
Forging Seals Table
DC
|
Task
|
5
|
Basic Seal that is
publicly posted for common anouncements and posted laws |
15
|
Common Seal
used for businesses, guilds and accessible documents |
20
|
Uncommon Seal used
for communications between nobles and government officials |
25
|
Rare Seal used for
communications between high nobility, military leaders,
temples and lawmakers |
30
|
Signet Rings used for
personal communications between royalty and temple heads |
Special: The higher DC seals are
harder to reporduce but are less likely to be recognized by
people who do not receive communications of that importance.
Detecting a forged seal requires a Spot skill check
with a DC equal to result of its creation. Messengers
that work with the people or organization whose seal has been
forged gain +2 bonus to this check. Recipients that
are familiar with the seal before gain a +5 bonus to their
Spot check. (based on AEGMp52,
OGC)
|
G
Gather
Information > Background Checks
(Int)
This sub-skill of Gather Information is used when you are
trying to uncover information about a person's history, their
contacts and resources and other details people might be able
to offer. You cannot discover information if the people
in the place that you're searching do not know it. Check:
The target DC for Background Checks is determined by
the type of information you looking for.
Background Checks Table
DC
|
Task
|
15
|
Common Knowledge includes:
appearance, registered residence, acquaintances and occupation |
20
|
Difficult
Information includes: routines, recent history, friendly
contacts |
25
|
Personal Information
includes: close friends, family members, unregistered
homes, associations |
30
|
Secret Information
includes: covered past, secret identity, hideouts, enemy
contacts |
Special: If you have 5 or more
ranks in Bluff you gain a +2 synergy bonus to Background Checks.
(AEGMp52, OGC)
|
H
Heal
(Wis; Trained Only)
This skill allows you to bind wounds and tend to the sick
and dying. Check: The target DC depends
on the action you are attempting. First Aid:
(rf. First Aid); Long-term
Care: When treating a person for a day or more,
successful long-term care doubles the rate of healing during
light activity, and triples the rate of healing during complete
bed rest; Treat Caltrop Wound: Successful application
of this skill removes the movement penalty for some wounds,
if the wounds are the result of a spell, then the spell's
DC is the target number; Minor Surgery: This
application of the Heal skill allows a Healer to staunch major
bleeding (including from Wounding attacks), remove a weapon
from someone's body without incurring more damage, cauterize,
reset broken bones, etc.; Major Surgery: This
application allows a Healer to amputate a limb, sew closed
a gaping wound, palpate and extract foreign objects from a
body, etc.; Miraclework: The Healer may perform
an act of medical "magic", such as save a person
dying from death from massive damage, etc.; Treat
Poison: A poisoned person may use your Heal check
instead of their saving throw versus poison while under your
care; Treat Disease: A diseased person
may use your Heal check instead of their saving throw versus
disease while under your care.
Healing Table
DC
|
Task
|
15
|
First Aid |
15
|
Long-term Care
|
15
|
Treat Caltrop Wound |
25+
|
Minor Surgery |
35+
|
Major Surgery |
50
|
Miraclework |
Poison's DC
|
Treat poison |
Disease's DC
|
Treat disease |
Special: This skill subsumes all
abilities available to the First Aid skill (i.e. First Aid
and Long-term Care). Note: Unlike the PHB
and HG versions of the skill, Heal is now
Trained Only. (based on PHBp69, HGp32,
OGC)
Hide > Conceal
Item (Dex)
Using this sub-skill of Hide, you are able to conceal objects
on your person (i.e. in pouches, boots, fold of a shirt, etc.).
You can conceal one item that is one size smaller than
yourself or three items that are two sizes smaller with one
Hide skill check. Check: The Hide
skill check result is the opposed DC that others must meet
to notice (i.e. Search or Spot) the hidden items. Spot
(passive) attempts suffer a -2 circumstance penalty. You
gain a +2 circumstance bonus if you use a full-length mirror
while securing your booty. Retry: You may
reattempt a Hide, but each additional attempt suffers a -2
circumstance penalty. (AEGMp53,
OGC)
|
I
Innuendo >
Sign Language (Wis)
You have developed an ability to communicate with long-time
(three or more years) companions through the use of hand signals
and body language. The language is rudimentary but allows
the communication of simple commands and instructions. Check:
Simple one "word" commands are DC 15 with
short sentences requiring a DC 20 result. Special:
Commands or sentences to be given must be written for
the DM. The player then rolls, and based on the roll
the DM gives the recipients the result (in his own writing)
so they don't know whether they received the correct message
or not. (AEGMp53,
OGC)
|
L
Lucid
Dreaming (Wis)
You are aware and attuned to the Dream's fluid reality. Using
the skill of Lucid Dreaming you may temporarily twist and
bend Dream's reality to your will. Check:
A skill check is required to achieve desired effects. Some
dreaming milestones include: Realization (DC 5), Change Appearance
(DC 15), Enter Maelstrom (DC 25), Maelstrom Adept (DC 25),
Enter Dream (DC 28), Leave Dream (DC 33), Timewalk (DC 35),
Betweening (DC 37), Dreamwalk (DC 40). Having the skill
does not confer knowledge of the skill's potential, for that
use Knowledge, Dream. Special:
All favored paladins and priests of Sudul gain an automatic
+2 to Lucid Dreaming for every 5 levels in either class, including
1st level (i.e. 1st, 5th, 10th, etc.). Dreamers
that are Blessed by Sudul faithful receive half bonuses at
the same intervals (i.e. 1st, 5th, 10th levels). Sudul
faithful that are Blessed gain whichever bonuses are greater.
Example: a Clr1/Rog4 of Sudul would normally only gain a +2
bonus to Lucid Dreaming, but if Blessed she'd receive a +3
bonus (+2 for clergy, +1 for 5 levels that are not strictly
faith-based) (© 2003, D.Stanley, not
OGC)
|
P
Pick Pocket >
Plant Object (Dex)
You are skilled at placing small objects on marks without
them knowing. On a successful Plant Object check (DC
20) you can plant an object up to 5 lb. on a medium-sized
creature without them noticing. As with the Pick Pocket
skill, the target is permitted an opposed Spot check to notice
the planting. Retry: Following a failed
attempt, you may not try to place the same (or similar) object
in the same pocket. (based on AEGMp53,
OGC)
Profession:
Artillerist (Int; Trained Only)
You can load, aim and fire bombards. Check: A
skill check is required to aim and fire. The skill check
is used as an attack roll with total adjustments equalling
an attack bonus. (see BNAp4,
OGC)
Profession:
Detonator (Wis, Trained Only)
A lost art throughout most of the Old Empire, detonators proved
to be valuable assets in the Late Dekàlan Empire. Since
facing them in the Second Acentran-Dekàlan war, many
Vulmurans have died trying to engineer these secrets. This
skill allows a detonator to identify, transport, gauge fuse
length, determine amount needed and light explosives without
mishap. Well-made explosives are fairly stable, requiring
a DC 10 skill check for the aforementioned activities. One
failure however could be your last. Retry:
Though a bit misleading, retries are allowed for second-guessing
the amount and placement of an explosive before it is used. The
standard retrying penalty (-2) is applied. Special:
Unlike most skills, Profession: Detonator can be botched,
badly. A skill roll of 1 when attempting to light the
explosives means trouble for the detonator (rf. Detonation
Accident Table).
Detonation Accident
Table
2d10 Roll
|
Results
|
2-9
|
Bad Fuse; Fails to light, fuse
needs to be replaced
|
10-15
|
Moderate Explosion; premature
detonation, damage and blast radius halved, Reflex save
for half damage
|
16-19
|
Full Explosion; premature detonation,
damage and radius full, Reflex save for half damage
|
20
|
Ground Zero; premature detonation
without a chance to react, damage and radius doubled,
no Reflex save to avoid damage
|
Special: Five or more ranks of
the Craft: Explosives skill
gives a +2 synergy bonus toward Profession: Detonator. Regions:
Order of Iron Death. (based on AEGMpp53,54,
OGC)
Profession:
Navigation (Int; Trained Only)
You can navigate a ship across open sea, out-of-sight from
land. Check: A skill check can be used
to determine location or to cross open waters. (see BNAp4,
OGC)
Profession:
Pilot (Int)
You can pilot a ship via a captain's wheel, rudder bar, or
by use of oar banks. Check: Skill checks
are based on the difficulty of each required maneuver. (see
BNApp4,5, OGC)
Profession:
Sailor (Dex)
You can sail a ship by yourself or in cooperation with a team
of sailors (depending on the ship). Check: Skill
checks are required for special tasks or particularly difficult
maneuvers. Collective skill checks may be required to
avoid bad situations. (see BNAp5,
OGC)
Profession:
Teacher (Int)
You are good at teaching people. Check: No
check is necessary when teaching. Special: A
student's chance to learn a skill is partially based on your
rank in Profession: Teacher (see Skill
Training). The skill rank also affects the amount
of time a student needs to learn a class, reducing the time
required by one month for every rank of the skill. Finally,
skill rank also determines the number of students an instructor
can have and still be an effective teacher (see Teacher
Modifiers Based on Class Size). (© 2003, D.Stanley,
not OGC)
|
R
Read/Scribe
(Int; Trained Only)
You can read and scribe all languages you otherwise know that
share a common script. Each additional rank of Read/Scribe
represents knowledge of an additional script. Check:
No check is necessary to read a script. Special:
If you have 5 or more ranks in Read/Scribe, you get
a +2 synergy bonus on Decipher Script when deciphering unfamiliar
languages. All classes are required to take Read/Scribe
if they wish to read and write in their native language. Read/Scribe
is a class skill for Bards, Clerics, Experts and Wizards,
all others must spend 2 skill points to gain and advance in
it. (© 2000, D.Stanley, not
OGC)
|
S
Sea
Legs (Dex)
You can maintain your balance (and lunch) while on the deck
of a pitching ship. Check: Skill checks
are required for any task on a ship's deck in waters other
than calm; these include walking, fighting, or spellcasting. Failure
indicates either falling to the deck or simply losing remaining
actions for that round. Standing is a move-equivalent action
that requires another Sea Legs skill check. Special:
The Profession: Sailor and Balance (rf. Shipboard
Balance) skills have synergy with Sea Legs. Five
ranks in either of these skills gives you +2 to Sea Legs.
These bonuses stack. The feat Old
Salt also modifies this skill. (see BNAp5,
OGC)
Deck Balance Table
DC
|
Pitching
|
10
|
Moderate Ocean: Ship
rocking, moderate winds, only a concern for landlubbers
|
15
|
Challenging
Ocean: Ship strongly rocking, strong winds,
deck pitching |
20
|
Heavy Ocean: Gale:
Ship pitching heavily, large waves, winds 32 to
63 miles per hour |
25
|
Heavy Ocean: Storm:
Ship pitching heavily, huge waves, winds 64 to 72 miles
per hour |
30
|
Heavy Ocean: Hurricane:
Ship pitching heavily, giant waves, winds 73 miles per
hour or higher |
45
|
Heavy Ocean: Wrath of Malaz:
Ship tossed, colossal waves, winds 140 miles per
hour or higher |
Sense Motive >
Job Pricing (Wis)
Your ability to "read" people gives you insight
into what they can afford for your services. The skill
also gives you inclinations that a job might be different
than advertised. This sub-skill may also be used to
hire people for less than they are worth, if you determine
that they're hungry for work. Check: On a successful
skill roll (DC 20 or DC 15 during stressful negotiations)
you can accurately gauge a patron's situation. Retry:
None. (AEGMp54,
OGC)
Sign
Language (Int)
You can communicate with combination of hand signs, expressions
and body language. Check: Sign Language
is treated as a Speak Language skill and does not require
a check. Special: You gain
Innuendo as a class skill. (based on AEGMp68,
OGC)
Smell
(Wis)
You have a refined sense of smell and can identify some things
or people by scent. Check: A skill check
is required to smell and remember an odor as well as later
recognize the same odor. Most scents are subtle (DC
15) and a challenge to identify. Special:
This skill does not grant inhuman olfactory ability
but rather represents attention and training of a sense that
many never use to its potential (similar to Listen and Spot).
The feat Alertness
may modify this skill. (© 2003,
D.Stanley, not OGC)
Spellcraft >
Disrupt Magic (Int)
Spellcaster's hate you. Your knowledge of Weaving gives
you the ability to disrupt spells (in conjunction with a mundane
attack) as they are being cast. Check: If
someone casts a spell during one of your regular or held actions,
you may make a Spellcraft skill check (DC = spell's power
level) in conjunction with a mundane attack. If both
the skill check and the attack are successful the spell is
disrupted. The caster's Concentration skill check DC
must equal your Spellcraft result plus any damage done. Note:
This use of the Spellcraft skill makes it more difficult
to salvage an interrupted spell. (AEGMp54,
OGC)
Spellcraft >
Magical Weakness (Int)
By studying a creature or fortification for at least three
rounds you may determine whether it has a magical weakness. Check:
On a successful Spellcraft check (DC 20) you gain a
+2 circumstance bonus to overcome a creature's spell resistance,
or gain a one-time strike against a fortification at maximum
damage. (AEGMp54,
OGC)
Survival >
Intuit Depth (Wis)
By concentrating for five minutes you can gauge your approximate
depth beneath the surface of either water (DC 15) or earth
(DC 20). Special: Some races (i.e. Dwürden,
Hörks, Zultaya...)
gain a +2 racial bonus to Intuit Depth checks when within
their element. (based on AEGMp53,
OGC)
Survival >
Intuit Distance (Wis)
By concentrating for one minute you can guess at the approximate
distance between two points within view (DC 15). You
may also determine the approximate size of an interior space
by sight or by the echoes in a dark area (DC 20). (AEGMp53,
OGC)
Survival >
Make Camp (Wis)
Finding and making a good camp involves several different
activities. The quality of a camp is determined by what
the scouts are looking for and what purpose the camp will
have. A military camp has different needs than a group
that just wants a good night's rest. More than one aspect
may be searched for in one camp, but each additional factor
adds +5 DC to the target number. The base number for
any camp is the highest DC.
Make Camp Table
DC
|
Task
|
20
|
Easily Defendable:
Camp offers a +2 circumstance bonus to Spot checks
while on guard regardless of light conditions |
20
|
Good Ground:
Camp provides group with a full day's rest overnight,
prolonged stays allow for complete bed rest |
25
|
High Ground: Camp
provides an extended 5 ft. reach to everyone defending
there, until the border is compromised |
25
|
Hard Point: Camp
offers a +1 circumstance bonus to AC while group is defending
there, bonus is lost if defense lines are overrun |
25
|
Peaceful Ground: Camp
provides a restful night's sleep, granting a +1 circumstance
bonus to all Listen and Spot checks during the next day |
Special: Sometimes, people have
no luck finding a good camp (roll a 1) or settle without looking
around. These camps invariably are poor and result in
a poor night's rest and -2 circumstance penalties to Listen,
Spot and Search for the following day as well as a -1 morale
penalty to attacks for the same period. Furthermore, one cannot
benefit from "complete bed rest" in a poor
camp. The camp DCs do not reflect penalties for finding
camps in poor lighting conditions. (AEGMpp54,55,
OGC)
Survival > Mimic
(Wis)
You can reproduce animal sounds that you have heard. Reproduced
sounds are produced following training of your natural voice.
To mimic an animal sound, you must practice the sound
for at least one day. Check: Attempting
to mimic an animal sound without practice incurs a -5 circumstance
penalty. Others hearing your sound must make an opposed
Listen skill check to detect the animal noise as false. Retry:
Once you have failed to make a convincing sound, each
successive attempt suffers a -2 circumstance penalty. Special:
Barbarians, Druids, guerillas, Hunters, mercenary rangers,
Rangers and scouts gain a +2 synergy bonus to mimicking
sounds. (AEGMpp54,55,
OGC)
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Skill Training
(The following Skill
Points and Training house rules are based on those posted
to the eGroups
message board in May 2002)
There are times when a character will want
to stop adventuring and seek training on skills that may interest
them. Gaining skills through training allows a character
to gain skill points (added directly to skills, not added
to a pool) without using those skill points gained by leveling.
A character may gain one skill point for each
season of study with a trainer and the appropriate resources.
Because these skill points are not added to a general
pool, the award is contingent on the person learning the skill.
A character has learned a skill if he makes a successful
Learning check.
There are three factors involved in learning:
the character, the teacher and the institution. To learn
a skill a the character must make a Learning check (d20 +
Int mod + teacher mod + institution mod).
The Teacher modifier is determined based on
the instructor's rank in "Profession:
Teacher". If the teacher has more than one
student, the benefit of the trainer is diluted. See
Table 1. A teacher must
have the taught skill at least 3 ranks higher than the student
and cannot teach a student a skill to a level equal to her
own rank.
Table
1. Teacher Modifiers Based on Class Size
Teacher Rank
|
1
|
2-3
|
4-7
|
8-15
|
16+
|
0
|
+0
|
+0
|
+0
|
NA
|
NA
|
1
|
+1
|
+1
|
+0
|
+0
|
NA
|
2
|
+2
|
+1
|
+1
|
+0
|
+0
|
3
|
+3
|
+2
|
+1
|
+1
|
+0
|
4
|
+4
|
+2
|
+2
|
+1
|
+1
|
5
|
+5
|
+3
|
+2
|
+2
|
+1
|
6
|
+6
|
+3
|
+3
|
+2
|
+2
|
7
|
+7
|
+4
|
+3
|
+3
|
+2
|
8
|
+8
|
+4
|
+4
|
+3
|
+3
|
9
|
+9
|
+5
|
+4
|
+4
|
+3
|
The Institution modifier furthers
the character's chance of learning. See Table
2.
Table 2. Institution
Modifiers to Learning Checks
Institution
|
Modifier
|
Poor
(little resources, friend) |
+0
|
Good
(guild, organization)
|
+1
|
Very Good
(college, temple)
|
+2
|
Great
(great college, high temple)
|
+3
|
Once the Learning check modifers are determined,
you must then calculate what DC is required to learn a given
skill. Learning "class skills" require DC
15 while "cross-class skills" require DC 20. If
a character already has the skill, and is seeking an additional
rank through teaching or studying, the DC of the Learning
check is lowered by 5 (i.e. DC 10 and DC 15). If a Learning
check is 10 or over what was required to learn the skill,
the character earns a second skill point for that skill (the
maximum for that level). For this reason, good teachers
are expensive and highly sought after. Furthermore,
a student that can afford it, is well-advised to seek one-on-one
teaching.
Example: Shôrdu joins
the local Thieves' Guild (institution = good) and joins a
class on how to Climb walls (class skill). There are
4 other rogues in the class but the instructor is very good
(teacher rank = 8). Shôrdu's intelligence is 13
(+1 modifier). Based on this information, Shôrdu
has a +6 (+1 Int, +4 Teacher/Class Size, and +1 Insitution)
to his Learning check. Because Climb is a class skill
(DC 15) he only needs an 9 or above to succeed in the class
and gain a skill point. If Shôrdu gets an 19 or
higher on his Learning check, he will get 2 skill points toward
Climb at the end of class.
If a character fails his Learning check, all
is not lost. Following an additional week (ten-days)
of training they he make another Learning check at a cumulative
+1 until he succeeds. As a last act of desparation,
the DM may allow a poor-learner to spend 500 experience points
to pass the Learning check and get on with his life.
When training in a skill (and spending the
skill points) the time investment is usually shorter. Initially
learning a skill requires one month of training whether it
is a class skill or cross-class skill. The added difficulty
is reflected in the higher DC for cross-class skills.
Learning checks are only required when learning
a new skill, or when teaching yourself a skill that you did
not utilize in the preceding level. Additional skill
ranks require only a week of training, or one month (two-weeks)
of part-time work.
Example: Shôrdu is out
on his own, traveling through the wilderness. After
fighting many things he gains a level of Rogue and is now
6th. He wants to spend newly earned some skill points.
One of the skills he wants to improve is Pick Pocket,
but being in the wilderness for all of 5th level, he didn't
get any opportunities to work on this skill. He decides
to work on the skill anyway. This will require one week
of study (practice) and a Learning check. If he'd used
the skill (successfully or failing, you can learn from both)
in a real-world situation, he wouldn't need to spend the time
studying it now.
|
Purchasing Skill
Points
There are circumstances when a player needs
more skill points than are made available through normal class
advancement. The following system was devised to allow
characters to purchase additional skill points with experience
points using a mechanic similar to that used for the creation
of magic items.
Skill points may be purchased in for 500 +
(50 * character level) experience points per skill point.
See Table 3.
Table 3. Skill
Point Costs in Experience Points
Level
|
Experience
|
1
|
550
|
2
|
600
|
3
|
650
|
4
|
700
|
5
|
750
|
6
|
800
|
7
|
850
|
8
|
900
|
9
|
950
|
No more than 1 skill point purchased in this
manner may be applied to any one skill for that level. This
one skill point counts against the 2 skill point maximum that
may be applied to any one skill for a level.
If a player wishes to convert experience points
to skill points at the beginning of a game session that she
would be gaining a level, she may do so at the lower cost
(of the previous level) so long as the added level is not
applied during that game session.
Skill points should not be applied to skills
that have not been used during the course of that level.
|
|
|