Miscellaneous Rules
Additional Weapons
Mastery |
Ranges |
Damage |
Defense |
Special |
|
Rapier |
Basic |
--- |
2d4-1 |
--- |
--- |
[P
= H]
|
Skilled |
--- |
1d8+1 |
H:
+2 AC / 2
|
Deflect
(1**) Disarm (save) |
From |
Expert |
--- -- /10 /20 |
1d8+2 1d8+1* |
H:
+2 AC / 3 |
Deflect
(2**) Disarm (save + 2) |
Master |
--- -- /10 /20 |
P:
1d12 S: 1d10* |
H:
+3 AC / 3 |
Deflect
(3**) Disarm (save + 4) |
|
Grand
Master |
--- 10 /20 /30 |
P:
1d12+1 S: 1d10+1* |
H:
+4 AC / 4 |
Deflect
(3**) Disarm (save + 6) |
|
Compiled Skills from the Gazatteers not listed in the Rules Cyclopedia
Appraisal: Used by characters to determine the value of a given object. In cases where the character has a familiarity with the item being examined (like a dwarf checking over a fine gem) the DM will want to allow a bonus to the character's skill. Similarly, a character attempting to appraise an object wholly new to him will find himself penalized to some extent. (Gaz 11 - Darokin)
Boating: The ability to handle small boats and barges. Also includes fishing skills. Note that simple tasks are performed automatically with this skill; check only in dangerous or unusual situations. (Gaz 12 - Ethangar)
Looting: This skill represents a knack for grabbing the best loot in the shortest time. For instance, if a character had only about two minutes to ransack a room before guards arrive, a successful skill check would allow the character to recognize and take the most valuable combination of items available, given space and time limitations. (suggested by the Vault of Pandius)
Mandragora: This allows a magic-user to recognize mandragora plants and safely harvest them. The roots may be used to make soporific or hallucinogenic drugs. A victim of the drug must make a Constitution check; if he fails, he will fall asleep for 1d6 days, or answer truthfully to the first 1d6 questions asked by the magic-user. At ninth level, a wizard can animate the plant's root to create a manikin. (Gaz 3 - Glantri)
Meditation: This skill helps the character reach a higher level of intellectual perception. After an hour or preparation (absolute quiet) the wizard gains a modifier to an Intelligence Check (+1 up to level 5, +2 up to level 10, +3 up to level 15, etc; and +8 at level 36). He must tell the DM which problem he wishes to solve before meditating. The effect lasts until teh ability check is attempted. Meditation improves chances of discovering new spells, enchanting items, or conjuring a magical companion. (Gaz 3 - Glantri)
Observation: This skill gives a character exceptional observational powers. If something is askew, the DM should secretly make an observation skill check for the character. A successful check means that the character notices something out of place. This skill can also be used to increase a character's chance of finding secret or concealed doors by 1 in 6. (suggested by the Vault of Pandius)
Quick Casting: This allows a magic-user to cast spells more quickly. If, at the beginning of a round, the magic user states he has the components ready for a specific spell, that spell goes off first thing in the next round, before initiative is rolled. If he changes his mind in between, he must shuffle his components and do nothing else that round. (Gaz 3 - Glantri)
Siege Craft: The ability to direct siege operations against the walled settlements favored by most civilized countries. Your character knows where best to fire siege artillery, how to tunnel under walls, andhow to reduce the walls to rubble. (Gaz 12 - Ethangar)
Spell Combination: This technique, normally taught by only the most impressed mentors, allows the student to mix his spell levels in any combination, so long as the total spell levesl memorized do not exceed his capacity. For example, a level four magic-user normally casts two 1st level and two 2nd level spells (for a total of 6 spell levels). With this technique, he can choose to memorize six first level spells, or three seconds, or any other appropriate combination. (Gaz 3 - Glantri)
Tactics: The ability to use troops in the best possible way. A successful check means your DM will modify the outcome of a confrontation in a reasonable (and favorable) way. (Gaz 12 - Ethangar)
Monster (or Animal) Empathy: This allows the character to sense and communicate basic feelings with a specific type of nonintelligent monster or animal within 100 feet. A check is needed for each attempt, and penalized for the difference between the character's level and the target's HD (if the monster has more HD than the character has levels). This will not affect the animal as a charm, but use of this skill may allow the character to befriend the creature. (Gaz 8 - Orcs of Thar)
Spirit Lore: Knowledge of creatures from the spirit plane and how to deal with and placate them. This skill enables a shaman to recognize a disguised spirit on a successful roll. Your DM will make any such rollin secret and inform you of the result. (Gaz 12 - Ethangar)
Climbing: This skill can be most valuable in a variety of situations. Although it is not as versatile as a thief's ability to climb walls and similar sheer surfaces, the climbing skill makes a character far more agile in ascending trees and cliffs which offer plentiful hand and toe holds. (Gaz 11 - Darokin)
Dismount
Rider: Enables a character
to dismount an opponent. A character can avoid being dismounted by making
a successful Riding check. A dismounted rider suffers 1d6 points of damage
from the fall. The difference between the levels of the two characters is
used as a modifier when attempting to dismount an enemy and avoid being dismounted. For
example, a 2nd level character is attempting to dismounta 10th level rider.
The skill check is therefore made with a -8 penalty to the attacker's skill
check. If it were the other way around, the 10th level fighter would receive
a +8 bonus.
This skill also enables
your character to pull a stationary horse to the ground on a successful check.
The rider suffers 1d6 points of damage unless he succeeds at a Dexterity check.
(Gaz 12 - Ethangar)
Dodge: This skill can be used only when fighting defensively and unemcumbered. It allows the character to dodge an attack, effectively increasing AC by +2 on a successful check. A roll of 1 means the character dodged the wrong way and takes double damage from the attack. (Suggested at Dragonsfoot)
Fighting Instinct: The reaction of attacking first in order to gain the advantage in combat. Successful use gives a +2 bonus to Initiative in hand-to-hand combat. (Gaz 12 - Ethangar)
Jump: The successful use of this skill enables a character to leap over obstacles and leap distances of up to 10 feet, increased by 10 feet with a running start. (Gaz 12 - Ethangar)
Ledge Hopping: This skill allows a character to safely hop from one ledge to another within six feet, with reasonable encumbrance. This skill also allows a character to evaluate the safety of a ledge. (Gaz 8 - Orcs of Thar)
Outdoor Stealth: The ability to move outdoors using the best cover available. A successful check reduces your character's chance of being spotted by 50%. Your DM will decide on the base chance of his being spotted. Thieves and halflings may use this skill to enhance their Hide in Shadows and Move Silently abilities while outdoors. (Gaz 12 - Ethangar)
Rapid Fire: A successful check enables a character to fire a bow twice instead of once. Each shot is made a with a penalty of -3 to hit. The first arrow is fired according to which side wins initiative, the second arrow is always fired at the endo fh the round. (Gaz 12 - Ethangar)
Spell Agility Training: Taught to students at magical academies, this skill allows a magic-user to make a dex check to be able to cast spells while moving. This can only be done ata normal walking pace; riding a mount or dodging attacks imposes a severe penalty on the check (-1 to -10, depending on circumstances). If the attempt fails, the spell is lost. (Gaz 3 - Glantri)
Treewalking:
This is the ability of staying aloft in trees, moving from one closely-set
tree to another, and working and fighting from a tree branch. The skill roll
is necessary only if the tree is storm tossed, or the character is fighting,
or performing some other complex task while balancing. Modifiers are.
(Gaz 5 - Alfheim)
Modifiers
include the following:
+1
= Home or Sentinel Oak, Raised in an Elvish Forest Nation, Elf Class Level
7-10
+2
= Elf above 10th level
-1
= Unfamiliar Species of Tree, Elf Class Level 1-3, Low Creatures of Faerie
-3
= Dead Tree (brittle branches)
-4
= Non-Elf Character or Non-Faerie born
Drinking: A talent for absorbing alcoholic beverages without being affected. The first failure means your character is drunk, he collapses on the second failed check. (Gaz 12 - Ethangar)
Slow Respiration: A successful check allows the character to survive in a reduced space with limited air (such as after a cave-in). A check is needed each day, with a cumulative penalty of -1 per day. This ability also functions in water, at -1 per minute. A failed roll means the character suffocates and dies. (Gaz 8 - Orcs of Thar)
Allure: A character with this skill appears to be exceptionally beautiful or handsome and desirable to a member of the opposite sex. On a successful check, a NPC will be favorably disposed toward the character, willing to offer help and advice, but not to endanger his people or himself in any major way. The allurement lasts as long as the character does not attack or harm the admirer in any way. (Dragon Magazine)
Fortunetelling: This skill includes knowledge of a variety of methods of divination, mostly fake. The character with fortunetelling is usually familiar with numerous devices and methods, such as cards, palm reading, interpreting bird flight, and so forth. At the very least, the character is familiar enough with these practices to appear to be an authentic soothsayer. Some predictions by such characters are accurate, though the skill confers no magical powers. If the skill check is an 19 or 20, the character using the skill has a flash of insight and is able to make an accurate prediction based on the method used. If the check succeeds with any other number, the character simply invents a prediction that the client believes. If the check fails, any prediction made is not believed by the client. Note that fast-talking modifiers can be applied with the fortunetelling skill if the DM allows it. (Gaz 1 - Karameikos)
Gain
Trust: The ability to gain the
trust of an NPC through a combination of courtesy, respect for traditions,
knowledge of human nature, and honorable behavior. Successful use of this
skill causes an NPC to accept the character as a trustworthy person until
given solid evidence to the contrary.
In routine situations,
a successful use of this skill is sufficient. This covers situations like
an overnight visit to a neighboring camp or village to seek out food and shelter,
etc. In dangerous or or threatening circumstances, or if the NPC listener
is hostile or already has a reason to distrust the speaker, the DM should
assess penalties to the check. (Gaz 12
- Ethangar)
Gather
Information: This skill
allows a character to gather information, usually from the underworld and
commonly in regard to roguish jobs and characters. A character with this skill,
in appropriate circumstances, will be aware of any major rumors circulating
around the area; this character can gather twice as many rumors as other characters
in the same situation. With a successful skill check, specific information
about a person or place can be gathered. The DM can modify the skill check
according to the specificity of information desired. Reaction adjustments
based on Charisma can also affect the check, provided the situation requires
the character to talk with people during the search. Membership in a guild
or other organization gives the skill user a +2 bonus to the skill check,
because the character can gain information from connections in his organization.
Since this skill depends on a network of informants and contacts, characters
using it are at a disadvantage when trying to gather information outside their
regular base of operations (a neighborhood of a city, a town, or a whole province
in some cases).
Outside this territory,
a skill check is required for such a character to hear rumors, and gathering
information incurs a penalty of –3 to the skill checks. The DM can increase
the penalty for truly foreign areas. Whenever a skill check is required for
information gathering, the gatherer must make a small investment for drinks,
bribes, or other incentives. This money is spent whether or not the skill
check is successful. A total of 1d10 gp is typical; if this amount is not
spent, an additional –3 penalty is applied. Characters can continue
searching for rumors if they fail at first, making a new skill check each
day. The DM may choose to modify the character's chances of success as a result.
(Dragon Magazine)
Nerve: This allows the user to stare down an opponent in a duel and gain a psychological advantage. On a successful skill check, the opponent suffers a -2 penalty to his next to-hit roll (and to his next Dexterity check if using the Fast Draw skill). This skill requires two rounds of concentration to take effect. Nerve can also be used to negate someone else's attempt to use Nerve. (Dragon Magazine)
GGG