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==Skill Alterations==
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==Removed Skills:==
  
When d20 upgraded to version 3.5, a number of the ways in which skills work were altered and streamlined.  Because we are using 3.5 rules in this version of EQrpg, the skills also must be altered.  However, EQrpg uses an already-altered list of skills, so we won’t be able to use either resource as the hard-and-fast reference on all skills.
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'''Animal Empathy
  
The following changes should be made to the EQrpg list of skills to bring them closer in line with d20 3.5:
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Pick Lock
  
''Animal Empathy ''– no longer a skill; instead, beastlords, druids, and rangers all gain the Wild Empathy class ability that d20 druids have.  Beastlords have a +5 bonus to Wild Empathy checks.  All references to “Animal Empathy” now refer to “Wild Empathy.”
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Read Lips
  
''Hide ''– this skill has been folded into the Sneak skill.
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Sense Heading
  
''Listen ''– this skill has been folded into the new Perception skill (see below).
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Undead Empathy
  
''Perception ''– this is a new skill to the setting.  It combines the use of both Listen and Spot into one skill.  A Perception check can be auditory, visual, or both, depending on the circumstance.  Rules for both Listen and Spot from the d20 SRD apply to all Perception checks.
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Wilderness Lore'''
  
''Pick Pocket ''– this skill has been folded into Sleight of Hand, which works according to the d20 SRD rules.
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Also, Hide has been included with Sneak, and Listen and Spot have been rolled into Perception. (See below)
  
''Read Lips ''– this skill has been folded into Spot in the d20 SRD.  However, Spot has been folded into Perception.  Use the Perception skill when attempting to read lips, as per the Spot skill notation on the action.
 
  
''Sense Heading ''– it’s arguable that the Sense Heading skill in EQo was one of the most annoying skills to develop as a character, especially considering that they eventually negated it’s usefulness by making it immediately possible for any character to know which direction he was facing using an on-screen compass.  However, it did have a nice correlation to the D&D skill Intuit Direction.  In the upgrade to 3.5, this skill was folded into the Survival skill, so in this EQrpg setting, Sense Heading is as well.
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==Changed Skills Chart==
 
 
''Sleight of Hand ''– this skill has been added to the setting.  It uses the d20 SRD rules for the skill.  It is a class skill for rogues.
 
 
 
''Spot ''- this skill has been folded into the new Perception skill (see below).
 
 
 
''Survival ''– this skill has been added to the setting.  It uses the d20 SRD rules for the skill.  It is a class skill for bards, beastlords, druids, rangers, and shamans.
 
 
 
''Undead Empathy ''– no longer a skill;  instead, necromancers and shadow knights gain the Undead Empathy class ability.  This is similar to the d20 druid ability Wild Empathy, except that it works only on undead, and allows the character to use the Taunt skill on all undead creatures.
 
 
 
''Wilderness Lore ''– this skill has been folded into Survival, which works according to the d20 SRD rules.
 
 
 
 
 
==EQrpg-Specific Skill Notes==
 
 
 
Some skills in the EQrpg setting are unique, or have unique terminology.  They are as follows:
 
 
 
''Alcohol Tolerance ''– this is a fun skill that allows characters to actually benefit from ingested spirits.  It is used as-is, according to the EQrpg rules.
 
 
 
''Channeling ''– this skill functions the same way the d20 skill Concentration does.  The rules for either skill apply to the Channeling skill.  Because spells in EQrpg use mana to power them, rather than solely the art and craft of the caster, the name given in the setting better applies to this skill.
 
 
 
''Meditation ''– a crucial skill for spellcasters, Meditation allows a character to regain mana at an increased rate while meditating.
 
 
 
''Pick Lock ''– this skill is the same as the d20 skill Open Lock.  Either name applies just as well, so the EQrpg name is used for this setting.  Either nomenclature is acceptable.
 
 
 
''Play (instrument) ''– this group of skills is specific to the bard class.  Bards without ranks in a Play skill find it next to impossible to successfully maintain the craft.
 
 
 
 
 
==Class Skill Changes==
 
  
 
Make these changes to the list of class skills for each class:
 
Make these changes to the list of class skills for each class:
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'''Diplomacy '''– This is a class skill for enchanters.
 
'''Diplomacy '''– This is a class skill for enchanters.
  
'''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 Knowledge [local – Erudin] is a cross-class skill because of the lack of organized rogues in this location.)   
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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.)   
  
 
For other classes, change the Knowledge skills listed as class skills to the following:
 
For other classes, change the Knowledge skills listed as class skills to the following:
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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 (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.  Note that this bonus applies only to skill checks – checks made for an action granted by an ability, such as an Undead Empathy check, are not skill checks.
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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 [unnatural]), you get a +2 bonus on turning checks against elementals and outsiders.
 
  
 
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 (monster lore [undead]), you get a +2 bonus on turning checks against undead.
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If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
 
If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
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==Perception (Wis)==
 
==Perception (Wis)==
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==Trade Skill==
 
==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).
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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).
  
While this does make it sound easy to master a profession, one must still practice the craft in order to excel.  Every time a character gains a rank in any type of Trade Skill, she must succeed on 4 challenging crafting attempts before she is qualified to gain a new rank in that Trade Skill.  In this case, a “challenging attempt” is any DC equal to 14 + the character’s current skill rank.
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===Trade Skill (Arcana)===
  
Production time varies from one trade to another; it takes days to create a suit of armor, and only minutes to make some stewWhen you decide on a trade skill, consult with your game master about production timesYou may hurry production, reducing it by half, for a DC cost of 150% of normal.
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All material components used in spells are created using the arcana Trade SkillThis skill requires an arcanist’s toolkitItems 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.
 
 
Though the EQrpg PHB does not include information on how to actually use Trade Skill, the normal rules for the Craft skill from the SRD apply.
 
 
 
 
 
===Trade Skill (Arcana)===
 
  
All material components used in spells are created using [[Norrathians: Trade Skill (Arcana)|Trade Skill (Arcana)]].  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.
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Please refer to the [[Norrathians: Trade Skill (Arcana)|Trade Skill (Arcana)]] page for more information.
  
 
===Trade Skill (Calligraphy)===
 
===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''.
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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.
  
  
 
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[[EQrpg: Norrathians]]
 
[[EQrpg: Norrathians]]

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