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Skills

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Mental Skills: Acting to Animal Lore
Acting (Mental 1, Charisma -1) — Acting enables a character to skillfully portray various roles, often as entertainment. It can also be used to enhance a disguise. If a character has both Acting and Disguise skills, the check for either is made at a +5% bonus.
Skill checks are required only if the actor must portray a particularly difficult role or is attempting to ‘ad lib’ without rehearsal.
Administration (Mental 1, Intelligence/Reason +1) — Many temples own substantial amounts of land and property, wielding power over vast areas. Priests who can manage these lands and turn a tidy profit in the name of the Church are always in demand. A character with this skill is adept in the management and accounting of enterprises ranging from the agriculture of an entire province to the vineyards of a single small monastery. He knows how to account for money, plan work, and supervise the collection of taxes or the sale of goods.
Alchemy (Mental 1, Intelligence/Knowledge-3) — A character with this skill is not necessarily an alchemist or a specialist in the magical school of alchemy, but he is well-versed in the physical aspects of magical research and the properties of various chemicals, reagents and substances. If the character has access to a decent laboratory, he can use his knowledge to identify unknown elements or compounds, create small doses of acids, incendiaries, or pyrotechnical substances or (if he is a wizard of 9th level or higher) brew potions.
Refer to Chapter 5 of Player’s Option: Spells and Magic for information on the size, cost and equipment of an alchemical laboratory. Naturally, a wizard or other character may be able to defray some of the costs by sharing his facilities or striking some kind of deal with a local wizard’s guild; the DM can come up with the details.
A wizard who spends money to expand his alchemical laboratory beyond the minimum size for a character of his level increases his chance of success when using the Alchemy skill by 1% per 1,000 gp in improvements.
Identifying substances or samples of unknown material requires 1d4 days and a successful skill check. Simple materials, such as powdered metals or ores, provide the alchemist with a +5% to +20% bonus on his check, at the DM’s discretion. Rare, complex, damaged or incomplete samples might impose a -5% to -20% penalty.
This skill can be used to identify potions, but a character has only half his normal chance to identify cursed potions as such (including his own creations). A character attempting to make a magic potion with this skill must follow the rules in the Book of Artifacts, pg. 120-24.
Creating dangerous substances such as acids or burning powders takes 1d3 days and 20-50 gp or (1d4+1) x 10 per vial, or 2-5 days and 50-100 gp or (1d6+4) x 10 per flask. The alchemist must pass a skill check in order to successfully manufacture the substance; failing the check with a natural roll of 96-00 results in an explosion or other mishap that exposes the character to the effects of his work and damages the laboratory for 10 to 60 percent or 1d6 x 10 percent of its construction value.
Acid inflicts 1d3 points of damage per vial or 2d4 points of damage per flask, and continues to injure the victim during the next round; the vial inflicts one point of damage in the second round, and the flask causes 1d3 points of damage. In addition, the flask is large enough to splash creatures near the target; see Grenade-like Missiles in the DMG. Acid can also burn out a lock or clasp, forcing an item saving throw.
Incendiaries ignite when exposed to air. A flask of incendiary liquid inflicts damage as per burning oil (2d6 points in the first round and 1d6 in the second). Again, refer to the DMG. Incendiary powders or liquids can easily start fires if used on buildings, dry brush or other such surfaces.
Pyrotechnic materials resemble incendiaries, but create clouds of billowing smoke. A vial creates a cloud of smoke 5' high by 5' wide by 5' deep, obscuring vision. A flask creates a cloud of smoke 10' high by 10' wide by 10' deep. The clouds persist for 1d3 rounds, depending on the wind and other conditions.
Alchemy is an expensive hobby, to say the least, and it can be a dangerous one as well. If a player character is abusing this skill (i.e., walking into a dungeon with 10 flasks of acid in his pack), the DM can require item saving throws for all those beakers anytime the character slips, falls or is struck by an opponent.
Wizards: Wizards who specialize in the school of alchemy gain a +10% bonus to their skill rating in Alchemy.
Prerequisites: The prerequisites for this skill are Herbalism (50%) and Brewing (50%). A character who learns the Alchemy skill gains a +5% bonus to both the prerequisite skills upon learning Alchemy because of the new insights gained into the interrelation of these skills.
Alms (Mental 1, Charisma/Leadership) — Some orders of priests rely on the charity of others for their support and livelihood. A character with this skill is able to find food, shelter and clothing in return for the benefit of his wisdom and a blessing or two for his hosts. The quality of the charity the priest finds may vary widely, depending on the wealth of his prospective hosts, their piety and their recognition of his deity, and the way the priest presents himself. Generally, if there’s shelter to be had, the priest can make use of it, but obtaining food or clothing for his companions may require a skill check at the DM’s discretion.
Ambush (Mental 1, Intelligence/Reason) — A character with this skill is proficient at laying ambushes and setting up surprise attacks. Most characters can set up an adequate ambush when the terrain favors it and they know the enemy is coming, but a character who allocates skill points to this skill is able to create ambushes where ambushes wouldn’t normally be possible.
Ambushes are impossible if the attackers have already been spotted by the victims; there’s no point in hiding then. If the ambushing party knows their quarry is coming to them, they can lay an ambush. If the attack is going to take place in difficult or unusual circumstances, a skill check may be called for; failure indicates that the victims have spotted the ambush before they walk into it. Otherwise, the ambush is guaranteed to achieve surprise.
Racial modifiers: Elves, Forest Gnomes and halflings gain a +25% bonus to their Ambush skill checks. Kobolds and Orcs gain a +20% bonus. Goblins and Lizard Men gain a +10% bonus.
Anatomy (Mental 1, Intelligence/Knowledge) — This skill involves the knowledge of the secret mysteries and intricacies of the human (demihuman and humanoid) body, including the structure, function and location of bones, muscles, organs and other soft tissues. This skill provides the scholarly foundation for the special abilities of the Anatomist wizard kit.
A wizard or other character can use this skill to repair corpses that have been badly damaged. With a successful skill check, the character can strengthen and reinforce a body, making it more suitable for animation as a mindless undead. This provides a hit point bonus of +1 per die for skeletal remains or a bonus of +2 hp per die for a creature to be animated as a zombie. This skill also comes in handy with certain necromantic spells (such as corpse link, spectral voice and graft flesh), which require fresh body parts that have been carefully harvested from cadavers.
This skill also has some less gruesome benefits. A detailed knowledge of anatomy can help with both the treatment of disease and the accurate artistic representation of the human body. Characters with the anatomy nonweapon skill automatically increase their skill with Chirurgery and Healing by +10%. A character using an Artistic Ability skill to depict living creatures gains a +10% bonus if the character also possesses the Anatomy skill.
Assassins: An assassin who studies the Anatomy skill gains a +10% bonus to his chance to successfully assassinate an opponent because his enhanced knowledge of the body allows the assassin to deliver a more lethal strike.
Animal Handling (Mental 1, Ego/Willpower -1, 20% default) — Proficiency in this area enables a character to exercise a greater than normal degree of control over pack animals and beasts of burden. A successful skill check indicates that the character has succeeded in calming an excited or agitated animal. In contrast, a character without this skill defaults to only a 20% chance of succeeding in the attempt. If this skill is taken as a recommended, studied or bonus skill, 20% is added to the total. The character with this skill also receives a +5% bonus to all animal-riding skills.
Ranger: A ranger’s animal empathy ability can produce essentially the same calming effect on an animal as the Animal Handling skill. If a ranger also has the Animal Handling skill, he may attempt to soothe an animal either by making skill check or by using his animal empathy ability — but not both. A ranger who takes this skill gains a +2 bonus to his animal empathy skill. Any character with an animal empathy skill or trait gains a +10% bonus to the Animal Handling skill.
If an animal is among a ranger’s followers, neither animal empathy nor the Animal Handling skill is necessary to control the follower. The Animal Handling skill has no effect on a ranger’s species enemy.
Paladin: A paladin can soothe his bonded mount automatically; the Animal Handling skill is not necessary.
Racial modifiers: Eradan humans, elves (except for Drow and Oceanus elves), half-elves, forest gnomes and Uldra receive a +5% bonus to this skill. Peradian humans gain a +10% bonus to their Animal Handling skill.
Animal Lore (Mental 1, Intelligence/Knowledge) — This skill enables a character to observe the actions or habitat of an animal and interpret what is going on. Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviors can even indicate the location of a water hole, animal herd, predator or impending danger, such as a forest fire. The DM will secretly roll a skill check. A successful check means the character understood the basic actions of the creature. If the check fails by 20% or less, no information is gained. If the check fails by more than 20%, the character misinterprets the actions of the animal.
The effectiveness of this skill varies according to the background of a character. A character who has lived his entire life underground knows little about animals living above ground and is penalized by -10% to his skill check when attempting to use the Animal Lore skill with regard to these creatures, but he will be very knowledgeable about those underground and receives a +5% chance to his skill check when attempting to use Animal Lore with regard to these creatures (and vice versa). A character with a background of trade with other races who live both below and above ground or who travels regularly between the surface and the Everdark, may have normal Animal Lore skill with no modifiers, knowing both above and below-ground animals (but not having expert knowledge of either).
A character may also imitate the calls and cries of animals that he is reasonably familiar with, based on his background. This ability is limited by volume. The roar of a tyrannosaurus rex would be beyond the abilities of a normal character. A successful skill check means that only magical means can distinguish the character’s call from that of the true animal. The cry is sufficient to fool animals, perhaps frightening them away or luring them closer. A failed check means the sound is incorrect in some slight way. A failed call may still fool some listeners, but creatures very familiar with the cry automatically detect a false call. All other creatures and characters are allowed a Wisdom check to detect the fake.
Finally, Animal Lore increases the chance of successfully setting snares and traps (for hunting) since the character knows the general habits of the creature hunted. A character with this skill adds a +10% to a Hunting and Set Snares skill checks (with regard to animals only).
Aquatic creatures: Aquatic creatures live in habitats and follow behavior patterns that do not lend themselves to easy study. Characters with this skill suffer a -10% penalty to checks regarding aquatic creatures. However, a character can choose to specialize in aquatic creatures resulting in a +5% bonus when studying aquatic animals, but resulting in a -10% penalty to land-based skill checks.
Barbarian: All barbarians receive the Animal Lore skill as a bonus skill for creatures in their homeland terrain. If a barbarian spends skill points to improve this skill by at least 25 skill points, he acquires knowledge of Animal Lore for creatures other than those native to his homeland terrain.
Druids: Any nature priest or druid who does not already have this skill may take it as a recommended skill.
Paladins: Although this skill allows a character to imitate animal sounds, this ability neither helps nor hinders the paladin when summoning his bonded mount.
Racial modifiers: Elberethi elves, Forest Gnomes, Wild Halflings and Uldra gain a +10% bonus when using this skill. Fälgornian humans, Peradian humans, Variquesti elves and Rock Gnomes receive a +5% bonus when using this skill.

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