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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
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* Pick Pocket
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* Read Lips
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* Sense Heading
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* Undead Empathy
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* Wilderness Lore
  
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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Also, Hide has been included with Sneak, and Listen and Spot have been rolled into Perception. (See below)
  
''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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==Changed Skills Chart==
 
 
''Hide ''– this skill has been folded into the Sneak skill.
 
 
 
''Listen ''– this skill has been folded into the new Perception skill (see below).
 
 
 
''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.
 
 
 
''Pick Pocket ''– this skill has been folded into Sleight of Hand, which works according to the d20 SRD rules.
 
 
 
''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.
 
 
 
''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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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 [unnatural]), you get a +2 bonus on turning checks against elementals and outsiders.

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