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        he Rules Cyclopedia offers the optional Skills System first introduced in the Gazatteer series.  It is an acceptable system, but did spark an ongoing debate within the Classic community about the merits of a skill system being mixed into this version of the game.  Those who favor the idea use the rules given or make up their own version, those who don't agree with the concept simply don't use any with their games.  For each group it is a decision they must make to fit their own needs and enjoyment of the game; and that is how it should be.

        What follows is our own version of the Skill System, changed and adapted to our own ideas using the Weapon Mastery system as its inspiration.  Please look over the suggestions given, and if you have any thoughts, critiques, praises, or suggestions please share them with me via email or in the forums or private mail option available on the website Dragonsfoot.

General Background Insights
 
Original Expanded Skill List
(Containing skills listed in the Gazatteers but not found in the Rules Cyclopedia and are broken down by Attribute)

        All characters receive a number of Skill Choices equal to 5 + their Intelligence modifier.  If two characters were being created, one with an Intelligence of 8 and the second a genius of 18, they would start with 4 and 8 Skill Choices respectively.  Beginning characters may not spend more than 3 Choices into any one skill.  To become a Master or Grand Master, a PC must first gain some level of experience through adventuring.  Because of their inactive and repititive lifestyle, non-adventuring NPCs are exempt from this rule.

        Each time a character gains a new level or attack rank they gain a new skill choice.  If a character advances all the way to 36th level, they will have a total of 40 skills + their Intelligence modifier.  This would give a character 20+ different skills if only two levels are taken in each one, or 8 skills at Grand Mastery if they stayed narrowly focused.

        Skill Ranking by Number of Choices Spent:

       •  0 = Untrained, requires a roll of 18 or higher to succeed (certain skills cannot be used untrained)
       •  1 = Trained, requires a roll of 15 or higher to succeed
       •  2 = Skilled, requires a roll of 12 or higher to succeed
       •  3 = Expert, requires a roll of 9 or higher to succeed
       •  4 = Master, requires a roll of 6 or higher to succeed

       •  5 = Grand Master, Requires a roll of 3 or higher to succeed

 

Strength Skills
Intelligence Skills
Constitution Skills
Dexterity Skills
Intimidation Alchemy Mapping Drinking Acrobatics
Muscle Alternate Magics Meditation Endurance Alertness
Wrestling Appraisal Military Tactics Food Tasting Blind Fighting
  Art  (choose type) Mimicry Slow Resperation Blind Shooting
Artillery Nature Lore   Cheating

Charisma Skills
Boating Navigation
Climbing
Craft  (choose type) Observation

Wisdom Skills
Dismount Rider
Acting Disguise Planar Geography Dodge
Allure Engineering Profession  (choose type) Animal Training  (choose type) Escape
Bargaining Fire-Building Quick Casting Art  (choose type) Fighting Instinct
Deception Healing Science  (choose type) Bravery Jump
Fortunetelling Hunting Shipbuilding Caving Ledge Hopping
Gain Trust Knowledge  (choose type) Siege Craft Ceremony  (choose immortal) Mountaineering
Gather Information  Labor Signaling  (choose type) Danger Sense Piloting  (choose type)
Leadership Language  (choose one) Snares Detect Deception Quick Draw
Music   Lip Reading Spell Combination

Gambling

Rapid Fire
Nerve   Looting Survival  (choose terrain) Law & Justice  (choose culture) Riding  (choose type)
Persuasion  Magical Engineering Tracking Monster Empathy  (choose one) Spell Agility
Singing Mandragora Veterinary Healing Mysticism Stealth
Storytelling     Spirit Lore Tree-Walking

 

 

Intimidation:  This is the ability to bully NPCs into doing what you want.  Success means the victim(s) of this skill will follow a character's commands out of a fear of implied or stated threats of violence.  While it can be very effective, those who are intimidated seldom become friendly toward their tormentor.  
          This skill has no affect against other Player Characters or NPCs who are over 5th level.  Another possible exception is a low-level NPC who is actually in a position of power or security.  Examples include the young king surrounded by his elite guard or people on the other side of well secured bars they know the PCs cannot open.

Muscle:  Characters with this skill come from a background of hard labor often involving heavy lifting for long periods of time.  This experience gives the character a working knowledge of how to use levers, wedges, and pulleys for maximum effect.  When necessary the character can also coordinate the actions of several individuals in the most effective way to accomplish various tasks.  Muscle can also be used to help with certain adventuring tasks, such as Opening Doors.  Each level of training would give a +2 bonus to the attempt if proper tools are available (examples include pry bars, hammer and wedge, ropes rigged in a pulley-like style, etc).  This can take longer and could alert enemies or wandering monsters to the character's presence.

Wrestling:  This skill improves a character's ability when attempting to "Wrestle" during combat.  Each level of this ability gives a +1 bonus to a character's Wrestling Rating.  When a character becomes a Grand Master in the Art of Wrestling, they no longer suffer any penalties when attempting to fight an armed opponent.

 

Alchemy:  Those who have trained in the Art of Alchemy are skilled in mixing potions, elixirs, salves, and powders.  These mixture are generally non-magical in nature, but with DM approval it is possible to make antidotes to a specific poison, potions that aid with the natural healing process (possibly increasing daily healing by 1d3 hit points), salves that help prevent burns, or whatever else players and DMs decide is appropriate.

Alternate Magics:  When studied, this skill provides an understanding of magic outside the traditional magical and divine paths.  It includes such things as fairie glamours, magic of planar monsters, nature charms, immortal powers, and other more exotic forms of spell casting.  Please consult your DM when in doubt what is appropriate for his particular game.

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 new to him will find himself penalized to some extent. (Gaz 11 - Darokin)

Art: This skill includes many different types of artistic ability (painting, sculpting, mosaics, woodcarving, pottery, etc).  When first chosen a single skill is known.  Each time it is increased a level a new skill is learned; thus a grand master would have great talent in five seperate areas.  It is possible to gain favorable reactions from others based on gifts a character makes or an advancing reputation as a talented artist.  When first selected characters can choose either Intelligence or Wisdom as this skill's base attribute.

Artillery:  Characters trained in this skill have the ability to command the crew of a siege machine (catipults, ballista, and trebuchet).  A single skill roll is made each time the character's crew first attempts to hit a target.  Once successful, another roll is not needed by the artillerist until a new target is selected.  When a character reaches the level of Expert in this skill they have learned enough both command and oversee the construction of siegecraft.

Boating:  The ability to handle small boats and barges. It also includes basic training in the craft of fishermen. Note that simple tasks are performed automatically with this skill; a check only in dangerous or unusual situations. (Gaz 12 - Ethangar)

Craft: When chosen, this ability represents a character's training in one craft. Examples include Boyer/Fletcher, smithing, leatherworking, weaving, tailoring, tattooing, basket-making, white-smith (silver & gold), etc.  Each time a character advances their level they are allowed to learn a new craft related in some way to the original training.  For example, a character could start out as a simple blacksmith, advance to learn weapon smithing at skilled, then armor smithing at expert, whitesmithing as a master, and finally the art of mixing metals to make new or exotic alloys at grand master.

Disguise:  Those trained in this skill have the ability to pass themselves off as someone else.  A skill roll is required when the disguise is first applied, then each time a group or character is encountered, they are allowed to make a Detect Deception skill check or a Wisdom check with a -2 penalty.  If the person meeting the disguised character makes a more successful skill roll than the character did (or if the character failed in the original attempt) the character's deception is discovered.

Engineering:  This is the knowledge of large scale constructions, such as houses, forts, castles, bridges, dams, and other structures.  It includes an understanding of design, planning, and coordinating work crews for best effect.  Any major construction, be it made by muscle or magic, needs someone with a knowledge of engineering to ensure that the final outcome is both stable and durable.

Fire-Building:  This skill allows a character to build a fire without a tinderbox.  A skill roll is made each round, if it succeeds a fire is started.  Penalties may be applied to the roll based on weather conditions (examples include high winds, heavy rain, etc.).  If a character has both this skill and a tinderbox a fire can be started without needing a skill check in all but the worst of conditions.

Healing:  Characters selecting this skill are trained in the proper ways of treating the wounds, diagnose ailments, and tend to the sick or injured be the patient human or demi-human.  When providing first aid a successful skill roll will immediately restore 1d3 hit points to the wounded character.  Note though, this skill cannot be used on the same set of wounds more than once nor is it effective if magical healing has already been applied to the character.  If the skill check roll is a natural "1" the patient takes 1 additional point of damage and the healer cannot tend this set of wounds again.
          When this skill is being used to diagnose an illness, a successful skill roll will give general information about it including what it is if the character is familiar with that particular ailment; if the roll succeeds by 5 or more the character will also be able to identify if the illness was brought about naturally or if it was magically induced.

Hunting:  When chosen, characters learn how to best locate, stalk, and hunt game with a bow, sling, or spear.  A successful skill roll will locate any nesting places, lairs, or watering holes animals would frequently visit.  Additionally, when used against a target that is unaware, outdoors, and in a peaceful setting, a successful roll gives the character a bonus to his attack roll equal to his level of mastery.  This skill cannot be used in most combat situations.

Knowledge:  Characters with this skill are experts in a chosen field of study.  Examples include history, legends, geography, immortal philosophies, cultures, monsters, humanoids, etc.  A successful skill roll will provide useful and insightful information about the chosen area of study.  Characters with this training can serve as tutors to noble children and advisors to royalty in their area of expertise.  A failed roll means that nothing useful is known and a roll of "1" indicates a flawed understanding leading to the wrong conclusion on a topic.
           When first selected the character must choose a specific course of study, then as each new level of mastery is gained another area of related study can be learned.  For example a character could start as Trained in the skill Knowledge - History of the Far Marches.  Then when they advance to Skilled they gain "Geography - Far Marches".  At Expert "Culture - Far Marches" is learned.  At Master "Flora & Fauna - Far Marches" is aqcuired.  Finally at Grand Master the "Immortal Philosophies - Patrons of the Far Marches" is learned giving the scholar a complete, encyclopedic knowledge of the region studied.

Labor:  This skill represents a thorough training in some form of manual labor, such as brick-laying, stone-cutting, mining, farming, masonry, etc.  While generally used as a trade to earn a living, characters can also find it useful when studying fortifications, mine shafts, abandoned crops, and other possible adventure related locations to gain an understanding of what might have transpired or what once lived in or used a given area.

Language:  Each time this skill is selected the character gains a new language skill.  There must be a reasonable explanation for how it is learned.  Someone who knows it could teach the character, books and primers could be used, the language could be a magical boon from a relic or immortal.

Lip Reading:  This skill requires that a character be able to see the lips of the target and understand the language spoken for it to be effective.  If successful, the character "overhears" what is being said.  Distance, lighting, and distractions, should all be taken into account when determining how much of what is said is actually understood by the character.

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)

Magical Engineering: This skill gives characters the ability to understand the basic nature and purpose of unfamiliar magic items.  It also lets characters recognize common magic items on a successful skill roll.  This skill does not give characters the ability to recognize unusual or exotic magic items nor the ability to design and build magic items.  Penalties may be applied depending on the nature of the items involved and the characters own experiences.

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)

Mapping (Cartography): Characters training in the art of mapping can understand and make usable maps, even if they are unable to read or write.  No skill roll is required when a character attempts to read a common or general map.  However a skill roll is required when attempting to decipher coded or complex maps or draft a map from memory alone.  This skill is not necessary for a character to map a dungeon as they explore it.

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)

Military Tactics:  This skill represents a character's ability to lead a military campaign.

Mimicry: Training in this skill allows a character to mimic both the sounds of animals and the accents of those from foreign lands. This skill can be especially useful in wilderness settings where mimicing the sounds of animals can prove to be a very effective form of coded communication.

Nature Lore: This is a knowledge of common and mundane plants and animals found living in the wild. At the basic level the character chooses one type of terrain: forest, jungle, desert, mountain, hills, open sea, plains, or arctic. Each time a new level of mastery is gained another terrain is selected and added. Nature Lore allows a character to easily identify poisonous plants, items safe to eat, healing herbs, and signs of danger (odd markings, a strange quiet, etc.).

Navigation: Characters with this training are able to determine direction they are traveling and plotting the correct course to reach a desired location by using the sun and stars. A successful roll allows a character to avoid becoming lost, if they weren't already. Adverse weather will give penalties when attempting to use this skill.

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)

Planar Geography: This represents an understanding of the structure and nature of the elemental, ethereal, astral, and outer planes. It includes a general understanding of how they are linked, how they are connected, and what inhabitants are common to the known planes of existence.

Profession: This broad skill represents training in a variety of non-labor jobs. Examples include cooking, scribing, merchant, and grooming. Characters can use this skill to observe others at work and puzzle out what if anything they are doing that is different from a normal routine.

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)

Science: Those trained in Science have studied under sages and tutors to learn one field of knowledge. Examples include astronomy, geology, and metallurgy. Characters are able to use this skill to help determine types of metals found, use constellations, to puzzle out clues, and other similar feats.

Shipbuilding: This is the skill of shipwrights. It allows characters to design and oversee the construction of ships and boats. This skill also allows a character to appraise the sea-worthiness and quality of ships they encounter. With enough time and study it is possible for characters to identify designs and projects of certain designers.

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)

Signaling: This is the art of leaving markers, signs, and symbols for others who are trained in the same way. When selected, a character must choose a specific culture, guild, or military organization, to represent those who would understand his markings. For example, an elf might bend a small branch in a certain way with a leaf twisted against the morning sun. This wouldn't be noticed by a human hunter but it could alert another elf to dangers in the area.

Snares: Characters trained in this skill are able to construct traps to capture small game, predators, monsters, and intruders. A successful roll means a working trap was constructed. Penalties may be applied depending on the resources available for use in constructing a specific type of trap.

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)

Survival: Those trained in this skill helps a character survive under hostile conditions. A successful roll allows them to find food, water, and makeshift shelter or protection against the elements. When this skill is selected, the character must choose a specific type of terrain. Examples include hills/mountains, plains, desert, forest/jungle, open sea, and arctic. A roll is made each day, on a successful roll the character has found enough to comfortably get through the day.
          It is possible for character to help others to survive in the wilderness, but each person beyond themselves gives a -1 penalty to the skill roll. if the result is a failure, it means he did not locate enough food or protection for everyone.

Tracking: This is the art of following tracks left by other people, monsters, and animals. Penalties and bonuses are applied based on the age of the tracks, environment, terrain, weather, and many other possible factors. A successful roll allows a character to follow the target. The chance of actually catching the target depends on the difference in movement between the tracker and the target.

Veterinary Healing: This works like the healing skill above, but is not related to humans, demi-humans, or humanoids. It is instead used for animals, and non-human monsters.

 

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