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"...[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

Skills

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.

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)

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.

Footnotes

  1. PHB - WotC: Players Handbook
  2. PHB35 - WotC: Players Handbook 3.5
  3. BVD - WotC: Book of Vile Darkness
  4. DOF - WotC: Defenders of the Faith
  5. DDG - WotC: Deities and Demigods
  6. ELH - WotC: Epic Level Handbook
  7. FRCS - WotC: Forgotten Realms Campaign Setting
  8. FR2K - WotC: Forgotten Realms 2K Survival Kit
  9. MOF - WotC: Magic of Faerûn
  10. MOW - WotC: Masters of the Wild
  11. SAS - WotC: Song and Silence
  12. TAB - WotC: Tome and Blood
  13. AEGE - AEG: Evil
  14. AEGM - AEG: Mercenaries DONE
  15. TBG - Atlas Games: Touched by the Gods
  16. DLM - Chaosium: Dragon Lords of Melnibone
  17. HG - Columbia Games: D20 Hârn Guide
  18. ENAS - E.N. Publishing: Arcane Strife
  19. BOR - Green Ronin: Arcana: Book of the Righteous
  20. SCN - Green Ronin: Arcana: Secret College of Necromancy
  21. ASM - Green Ronin: Societies of Magic
  22. MCA - Green Ronin: Master Class: Assassin's Handbook
  23. MCS - Green Ronin: Master Class: Shaman's Handbook
  24. MCW - Green Ronin: Master Class: Witch's Handbook
  25. PGA - Green Ronin: Pocket Grimoire: Arcane
  26. PGD - Green Ronin: Pocket Grimoire: Divine
  27. KKPG - Kenzer Co: Kingdoms of Kalamar Players Guide
  28. KKV - Kenzer Co: Kingdoms of Kalamar Villain Design Handbook
  29. KKPG - Kenzer Co: Kingdoms of Kalamar Players Guide
  30. LLSS - Legends & Lairs: Spells and Spellcraft
  31. BNA - Living Imagination: Broadsides! DONE
  32. BEM1 - Malhavoc Press: Book of Eldritch Magic
  33. BEM2 - Malhavoc Press: Book of Eldritch Magic 2
  34. BM - Mystic Eye Games: Blight Magic
  35. WS - Mystic Eye Games: Wild Spellcraft
  36. AQU - Other: Aquela Campaign Setting
  37. DRAG - Paizo Publishing: Dragon Magazine
  38. RR1 - Sword & Sorcery: Relics & Rituals
  39. DAD - Sword & Sorcery: Divine and the Defeated

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Ref. PHB (Player's Handbook), © Wizards of the Coast