Difference between revisions of "Norrathians: Skills"

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(Changed Skills Chart)
(Changed Skills Chart)
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'''Disable Device '''– This is a class skill for bards and rogues, and a cross-class skill (though not restricted) for other classes.
 
'''Disable Device '''– This is a class skill for bards and rogues, and a cross-class skill (though not restricted) for other classes.
  
'''Knowledge Skills '''– Please refer to the new [[Norrathians: Knowledge class skills|Knowledge class skills]] list.  Also, further clarification on common Knowledge skills can be found on the [[Norrathians: Knowledge Domains|Knowledge domains]] page.
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'''Knowledge Skills '''– The skill Knowledge (local) is always a class skill for every character when it pertains to the location from which they hail.  When Knowledge (local) is listed as a class skill, it refers only to localities where the character’s allies have influence (e.g. A rogue from Freeport may gain ranks in Knowledge [local – Neriak] because rogues are active in that city, but he may not gain ranks in Knowledge [local – Erudin] because of the lack of organized rogues in this location.) 
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For other classes, change the Knowledge skills listed as class skills to the following:
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* '''Bard:''' all Knowledge skills
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* '''Beastlord:''' monster lore (natural), nature, religion
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* '''Cleric:''' arcana, history, local, religion
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* '''Druid: '''geography, monster lore (natural), nature, religion
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* '''Enchanter: '''arcana, monster lore (any)
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* '''Hexblade: '''arcana, history, local, monster lore (humanoids and rallosian), warcraft
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* '''Magician: '''arcana, monster lore (unnatural), planes
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* '''Monk: '''none
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* '''Necromancer: '''arcana, monster lore (undead), religion
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* '''Paladin: '''construction, history, local, religion, warcraft
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* '''Ranger: '''geography, local, monster lore (any), nature
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* '''Rogue: '''construction, local, monster lore (humanoids and rallosian)
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* '''Shadow Knight: '''arcana, history, monster lore (undead), warcraft
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* '''Shaman: '''arcana, history, local, nature, religion
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* '''Warrior: '''construction, monster lore (any), warcraft
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* '''Wizard:''' all Knowledge skills
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Please refer to the new [[Norrathians: Knowledge class skills|Knowledge class skills]] list.  Also, further clarification on common Knowledge skills can be found on the [[Norrathians: Knowledge Domains|Knowledge domains]] page.
  
 
'''Language '''– The language skill is a class skill for all classes.
 
'''Language '''– The language skill is a class skill for all classes.

Revision as of 19:53, 24 January 2006

The Norrathian Adventures campaign setting uses the EQrpg rules for skills, though some are updated to d20 3.5. The following changes are to the rules as found in the EQrpg PHB.


Removed Skills:

Animal Empathy

Pick Lock

Read Lips

Sense Heading

Undead Empathy

Wilderness Lore

Also, Hide has been included with Sneak, and Listen and Spot have been rolled into Perception. (See below)


Changed Skills Chart

Make these changes to the list of class skills for each class:

Diplomacy – This is a class skill for enchanters.

Disable Device – This is a class skill for bards and rogues, and a cross-class skill (though not restricted) for other classes.

Knowledge Skills – The skill Knowledge (local) is always a class skill for every character when it pertains to the location from which they hail. When Knowledge (local) is listed as a class skill, it refers only to localities where the character’s allies have influence (e.g. A rogue from Freeport may gain ranks in Knowledge [local – Neriak] because rogues are active in that city, but he may not gain ranks in Knowledge [local – Erudin] because of the lack of organized rogues in this location.)

For other classes, change the Knowledge skills listed as class skills to the following:

  • Bard: all Knowledge skills
  • Beastlord: monster lore (natural), nature, religion
  • Cleric: arcana, history, local, religion
  • Druid: geography, monster lore (natural), nature, religion
  • Enchanter: arcana, monster lore (any)
  • Hexblade: arcana, history, local, monster lore (humanoids and rallosian), warcraft
  • Magician: arcana, monster lore (unnatural), planes
  • Monk: none
  • Necromancer: arcana, monster lore (undead), religion
  • Paladin: construction, history, local, religion, warcraft
  • Ranger: geography, local, monster lore (any), nature
  • Rogue: construction, local, monster lore (humanoids and rallosian)
  • Shadow Knight: arcana, history, monster lore (undead), warcraft
  • Shaman: arcana, history, local, nature, religion
  • Warrior: construction, monster lore (any), warcraft
  • Wizard: all Knowledge skills


Please refer to the new Knowledge class skills list. Also, further clarification on common Knowledge skills can be found on the Knowledge domains page.

Language – The language skill is a class skill for all classes.

Perception – This is a class skill for the bard, beastlord, druid, hexblade, monk, ranger, and rogue.

Sneak – The Sneak skill, while different from the skill in the core rules, remains a class skill for the same classes.

Bluff

In addition to the information already presented:

You can use Bluff to get a message across to another character without others understanding it. The DC is 15 for simple messages, or 20 for complex messages, especially those that rely on getting across new information. Failure by 4 or less means you cannot get the message across. Failure by 5 or more means that some false information has been implied or inferred. Anyone listening to the exchange can make a Sense Motive check opposed by the Bluff check you made to transmit in order to intercept your message.


Intimidate

In addition to the information already presented:

You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6x10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile). If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.


Knowledge

The typical fields of study are as follows:

  • Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases)
  • Construction (architecture, engineering, dams, buildings, aqueducts, bridges, fortifications)
  • Geography (lands, terrain, climate, people)
  • History (factions, cultural lore, royalty, wars, colonies, migrations, lineages, heraldry, founding of cities)
  • Local (factions, legends, personalities, inhabitants, laws, customs, traditions, gangs)
  • Monster Lore (habits, habitat, strengths, weaknesses, vulnerabilities)
    • Dragon (dragon)
    • Humanoids (humanoid, monstrous humanoid)
    • Natural (fey, beast, magical beast)
    • Rallosian (giants, goblins, ogres, orcs)
    • Unnatural (aberration, ooze, outsider)
    • Undead (undead)
  • Nature (animals, plants, seasons and cycles, weather, vermin)
  • Planes (magic related to the planes, various planes, planar inhabitants, planar travel)
  • Religion (factions, deities, mythic history, temples, religious symbols)
  • Warcraft (tactics, leaders, strategy, siegecraft, cultural histories of warfare)


Synergy

If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.

If you have 5 or more ranks in Knowledge (construction), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.

If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.

If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on Bardic Knowledge checks.

If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks in that locality.

If you have 5 or more ranks in Knowledge (monster lore [any]), you get a +1 bonus on all skill checks made against that type of opponent. Every further 5 ranks gives you another +1 bonus. If you have 5 or more ranks in Knowledge (nature) you get similar bonuses against animals, plants, and vermin.

If you have 5 or more ranks in Knowledge (monster lore [undead]), you get a +2 bonus on turning checks against undead.

If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in natural environments.

If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.

If you have 5 or more ranks in Knowledge (planes), you get a +2 bonus on Survival checks made while in other planes, and you get a +2 bonus on Spellcraft checks relating to planer travel spells.

If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.


Perception (Wis)

The skills Listen and Spot have been removed; instead characters attempt to sense their surroundings using all senses at once. Certain circumstances may affect a character’s ability to hear and see separately, but the single skill is still used. In all manners, the information for the skills Listen and Spot are used for the Perception skill.


Sense Motive

In addition to the information already presented:

You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a -2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you cannot learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don’t detect any hidden communication. If you fail by 5 or more, you infer some false information.


Sneak (Dex)

Sneak is a single skill that allows a character to act without being seen or heard by others. Rather than only applying to moving silently, Sneak checks are made as a combination of these abilities. Certain situations may affect a character’s ability to sneak visually versus audibly, and these can remain separate. In all other ways, the rules for the Hide skill apply to the Sneak skill, and Sneak is opposed by the Perception skill.

In addition to the information already presented for Hide:

If you’ve already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a -20 penalty on your Sneak check to conceal yourself visually after the shot.


Trade Skill

Note: when using Training Points (see EQrpg PHB pg. 50) to purchase ranks in Trade Skills, 1 Training Point buys 1 rank (normally 3 Training Points buys 1 skill rank). Additionally, there is no level-based limit to the amount of ranks you may have in trade skills. It is possible to be level 1 with 20 ranks in nothing but Trade Skill (Pottery).

Trade Skill (Arcana)

All material components used in spells are created using the arcana Trade Skill. This skill requires an arcanist’s toolkit. Items that normally could be used in the casting of a spell must be prepared via this spell in order to be effective. One cannot simply use any peridot for the symbol of Marzin spell.

Please refer to the Trade Skill (Arcana) page for more information.

Trade Skill (Calligraphy)

The Calligraphy trade makes mantras and recitations that can be used to produce magical effects. The details on this new trade skill can be found in Al’Kabor’s Arcana.



EQrpg: Norrathians