Editing Norrathians: Skills
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− | == | + | ==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== | |
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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] | + | '''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 | + | 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 [unnatural]), you get a +2 bonus on turning checks against elementals and outsiders. | ||
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===Trade Skill (Arcana)=== | ===Trade Skill (Arcana)=== | ||
− | All material components used in spells are created using | + | 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. |
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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)=== |