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- Camouflage (Mental 1, Wisdom/Intuition) By using this skill, the character
can attempt to conceal himself, his companions and inanimate objects
by using natural or man-made materials. Successful use assumes
the availability of all necessary materials. In forests and jungles,
the character can use shrubbery, mud and other readily available
resources. Arctic or similarly barren terrain usually requires
special clothing, paints or other artificial materials (although
digging in is an old trick which may be applicable in such terrain,
depending on local conditions). It takes a character a half-hour
to camouflage himself or another person, two or three hours to
conceal a cart or inanimate object of comparable size, and a half-day
to hide a small building.
- Neither human, demihuman, monster, nor animal passersby will be
able to see a camouflaged character, presuming the character makes
a successful skill check. Camouflaged companions will also go
unnoticed; only one skill check is required for the entire group.
- On a successful skill check, a camouflaged creature can ambush
an opponent, gaining a free round of attack, before the normal
surprise roll.
- The chance to camouflage a creature or object is modified by terrain,
situation and the size of the object as listed on Table 5.4.04
below. The DM may adjust penalties based on these guidelines.
Table 5.4.04: Camouflage Modifiers
Terrain or Object |
Skill Score Modifier
|
Tiny creature/object |
+15%
|
Small creature/object |
+5%
|
Man-sized creature/object |
0%
|
Large creature/object (cart-sized) |
-5%
|
Huge creature/object (small building) |
-15%
|
Gargantuan creature/object |
-75%
|
No vegetation nearby |
-20%
|
Rocky, hilly, broken terrain |
+5%
|
Very rocky terrain |
+10%
|
Wooded, high grass, etc. |
+15%
|
Dense vegetation, jungle, swamp |
+25%
|
Inadequate time for preparation |
-10% per five minutes of preparation time remaining
|
- Camouflaging has no effect on predators that locate prey by scent
or other keen senses; a hungry wolf can still sniff out a camouflaged
human. A camouflaged person has no protection against a passerby
who accidentally brushes against or bumps into him. Likewise,
a camouflaged person may reveal himself if he sneezes, cries out
from the sting of a bee or makes any other sound.
- Note, camouflaging is only necessary for persons or objects that
would otherwise be partially or entirely exposed. A person hiding
behind a stone wall wouldnt need to be camouflaged to avoid detection,
nor would a buried object.
- Racial modifiers: Lizard men and orcs are extremely skilled at Camouflage and receive
a +15% bonus to their skill. Goblins and Kobolds are also skilled,
but only receive a +5% bonus in any above ground setting, below
ground the bonus is +10%.
- Cartography (Mental 1 Intelligence/Knowledge -2) This skill grants proficiency
at map making. A character can draw maps to scale, complete with
complex land formations, coastal outlines and other geographic
features. The character must be reasonably familiar with the area
being mapped. The DM makes a skill check in secret to determine
the accuracy of the map. A successful skill check means that the
map is correct in all significant details. If the roll fails,
the map contains a few errors, possibly a significant one. A roll
of 96-00 means the map contains a serious errors, making it useless.
- A small travel kit consisting of a waterproof leather case (with
stiff sides so that it may be used as a drawing surface), two
bottles of ink, a half-dozen quills and a like number of parchment
sheets will cost the cartographer about 25 gp. Additional colored
inks and drawing instruments should be available in most cities.
- The Reading/Writing skill is not a prerequisite for Cartography. However, if the
mapmaker cannot read or write, his maps, while accurate, will
have keys understood by himself only.
- Prerequisites: Navigation (50%) or Orienteering (50%) is a prerequisite for this skill.
- Chanting (Mental 1, Charisma/Leadership +2) The character is an accomplished
chanter and can use this ability to help fellow workers or soldiers
keep pace. Skill checks are used to determine the effectiveness
of the Chanting.
- On a successful skill check, those who can hear the chanter become
slightly hypnotized by the rhythmic sound, causing the time spent
on arduous, repetitive tasks to pass quickly. The DM can, at his
option, adjust results for forced marching, rowing, digging and
other such tasks accordingly.
- Racial modifiers: Lizard Men, who actually drone more than chant, are especially
effective at establishing a rhythm through chant and receive
a +15% bonus to this skill. Dwarves, Svirfneblin, hobgoblins and
kobolds receive a +10% bonus when using this skill. Rock gnomes,
goblins and orcs receive a +5% bonus when using this skill.
- City Familiarity (Mental 1, Intelligence/Knowledge) A character with this skill
is unusually knowledgeable about one specific community, chosen
when the skill is purchased. City Familiarity gives the character
a good knowledge of the important political and financial figures
in the community, an understanding of which families (and criminal
organizations) are most important and how they relate to one another
and a good grasp of the citys main streets and byways.
- The character need not make a skill check to call on this information.
When the character wants more detailed information such as the
precise layout of streets when hes running away from city guards,
the name of the number-two man in a specific crime organization
or the knowledge of which politicians are cheapest to bribe
the character must make a skill check with a difficulty modifier
determined by the DM.
- A character must chose a particular city and have lived there
for at least three months before he can learn the City Familiarity
skill. And, except for the town in which he grew up he can do
so only with the DMs permission.
- Comedy (Mental 1, Charisma/Appearance, Intelligence/Knowledge) A character
with this skill is an entertainer who tells jokes, riddles and
funny stories and/or performs various other comic acts. The character
can make anything funny, but DM may require a skill check to see
if the audience responds well to the comedy or not.
- When performing, the comedian can raise morale by two on a successful
skill check. A failed check lowers morale by one, or if the roll
is 96-00, by two. In addition, on a roll of 96-00 the crowd tries
to kill the comedian, or at least throws him out. The comedy was
that bad!
- On a roll of 01-05 the comedy was so good that people are falling
out of their chairs and rolling on the floor. The comedian might
have to stop until people regain their composure. The comedian
will also gain a bonus modifier of +5% to +20% (5d4) when performing
for this audience again.
- On a failed skill check, the audience must make a morale check
after each joke or after the entire performance (DMs decision).
Usually, a tougher crowd requires more morale checks. If the audience
succeeds in a morale check, then the audience will tolerate the
comedian, for now. If the audience fails a morale check, then
the audience acts unfavorably, if not hostile, towards the comedian.
- Note, alcohol effects the morale of the audience. If the audience,
in general, is slightly intoxicated their morale is modified by
+1. If the audience is moderately intoxicated their morale is
modified by +2. If the audience is greatly intoxicated their morale
is modified by +3.
- The DM may allow modifiers to the comedians skill check. For
comedians who prepare well for a comedy routine (i.e. the player
prepares for a good roleplaying session), the skill check is modified
by +5%. Failure to prepare gives a modifier of -5%.
Commerce (Mental 1, Intelligence/Knowledge -1) Characters with this
skill know how business works in a particular city and its surrounding
towns and villages, and can predict when certain commercial activities
will take place (i.e. when the market is at its fullest, when
and where some smaller street markets open, etc.). While the skill
doesnt allow for any special contacts, the character knows:
- The guilds and their duties (and guild contacts);
- The location of major shops and their wares; and
- Where to find particular nonmagical goods for sale.
- Concentration (Mental 2, Ego/Willpower -2) A character with this talent has
rigorously trained himself to ignore distractions of all kinds,
deadening his mind to pain or sensation. This allows a wizard
to ignore annoyances or disturbances that might otherwise interfere
with the casting of a spell.
- In order to use this ability, the player must state that his character
is concentrating when he begins to cast a spell. If the character
is struck by any attack, he is permitted to attempt a skill check
to ignore the distraction and continue to cast his spell (unless,
of course, the damage is enough to render him unconscious.) The
wizard can try to ignore grappling or restraining attacks that
cause no damage, but suffers a -20% penalty to his check. Spells
that incapacitate without damaging, such as hold person or command,
still interrupt the caster if he fails his saving throw.
- A character using this ability must focus on the casting of his
spell to the exclusion of all other activity, even direct attacks.
Any Dexterity adjustment to his Armor Class is lost, and in addition,
flank or side attacks are treated as rear attacks, with a +2 bonus
to hit instead of a +1.
- Connoisseur (Mental 2, Intelligence/Knowledge, Wisdom/Intuition) A character
with this skill is an excellent judge of art, cuisine, wine or
another area of interest chosen by the player. The character has
more than a special interest in the his area of expertise; rather
than simply conveying knowledge of the subject, the character
has an exquisite appreciation for the subject of his interest.
- On a successful skill check, the character may not only identify
the peculiar qualities of the object of his expertise (i.e., naming
the vineyard and year of a wine), but may also make fine value
judgments and commentary about the work. This skill is especially
useful in determining the difference between an original or authentic
work and an imitation and in appraising its value (as the Appraising skill, but limited to the characters subject of interest).
- When first learned, this skill must be limited to a particular
category cuisine of a nation, wine, beer, liquors, painting, sculpture,
music and so forth. Furthermore, the character may specialize
in a particular subcategory of the chosen category, be it the
cuisine of the city of Verbronia (rather than just Eirbronian),
Paladondian winemaking, primitive halfling art or pre-emancipation
Lizard Man chants. In his specialized category the character gains
a +10% bonus to his skill score.
- Failure of a Connoisseur skill check means the character has failed
to grasp some important qualities of the subject matter; failure
on a roll of 96-00 means that the character makes a blindingly
bad judgment potentially embarrassing if other connoisseurs
of the same field are present.
Separate Connoisseur skills must be taken for different areas
of interest.
- Creature Lore (Mental 1, Intelligence/Knowledge, Wisdom/Understanding) A
character with this skill has specific knowledge about the ecology,
organization, combat techniques and other relevant information
(as found in the Monstrous Manual and other sources) about a specific monster type or a closely
related group. For example, a character with this skill might
be an expert on bulettes, dragons, giants, trolls, etc. In general,
the broader the creature category chosen, the less specific the
knowledge attained.
- Intelligence/Knowledge is the relevant ability for most forms
of Creature Lore, however, Wisdom/Understanding is the relevant
ability for any form of Creature Lore that deals with supernatural
or outer planar creatures. Skills with Wisdom/Understanding as
the relevant ability include Fiend Lore, Necrology and Spirit
Lore.
- Some specific types of Creature Lore are listed below.
- Fey Lore: This is the knowledge of the fey folk and their ways. A character
can use this skill to discern what sort of faerie would lurk in
a specific area or terrain, whether or not an item was made by
the fey folk or simply to gather some clue in dealing with such
creatures in a diplomatic matter.
- Fiend Lore: A character who takes this skill can pick one broad category
of evil outer planar beings to be knowledgeable about. For example,
baatezu, tanarri, yugoloth, etc. are all eligible broad categories.
However, Fiend Lore is a highly speculative science and those
who use it are often exposed to false information. The DM is encouraged
to occasionally feed false information to the player characters,
allowing the characters to prove or disprove new rumors.
- The character with this skill has a good understanding of the
stories and legends surrounding lower planar creatures. This information
is never, of course, entirely accurate. The character knows all
current superstitions and may have developed his own theories
as well.
- The character is aware of the tales surrounding half-demons. For
example, he might believe that half demons births are accompanied
by storms and petty natural disasters and that if a man commits
suicide his wife may give birth to a half-demon.
- When making a physical examination of a suspect, true demon-marks
may be distinguished from birthmarks if a skill check is made,
and the smell of fiendish sulfur is rarely confused with natural
scents (such as rotten eggs or burnt meat).
- A character with the Tracking skill may distinguish fiend tracks from animal tracks if a successful
skill check is made for both skills. Similarly, a character with
the Animal Lore skill may tell whether or not an animals erratic behavior is
fiendishly induced.
- Characters with the Fiend Lore skill are also familiar with the
nature of fiendish contracts and have a rudimentary knowledge
of the various types of common magical items created and used
by fiends. A character with this skill can identify an item (magical
or nonmagical) originating in the lower planes if he successfully
makes a skill check at -40% penalty. This ability does not allow
the character to determine the properties of the item in question,
only that it has a fiendish origin.
- Study of fiends and the lower planes takes a toll on the mortal
mind. For every five skill points a character acquires in this
skill, his Sanity score is permanently reduced by one percentile
point. This reduction cannot be avoided by any means (including
wish, limited wish, and alter reality).
- Genie Lore: Characters with this skill are versed in the nature and background
of all geniekind, from the smallest elemental gen to the grandest
noble pasha or caliph. They know the proper manner for greeting
and conversing with a genie in other words, the manner least
likely to offend the creature. In contrast, other characters must
rely on successful Charisma checks both initially and every time
they commit a potential faux pas (in the DMs opinion).
- Characters who have Genie Lore also know the hierarchy and organization
of geniekind. At a glance, they can tell whether a creature is
a marid, djinni, dao or efreeti. They can also say whether a creature
theyre conversing with is noble or base.
- If a genie is masquerading as a common human, a successful skill
check reveals the ruse. If this check fails, perception is completely
reversed from the truth. In other words, the genie seems definitely
to be a common person and a common person seems definitely to
be a genie. A character with Genie Lore can perform only one check
per suspect. The DM rolls this check separately and secretly
(not revealing the true results). If an individual with Genie
Lore has no reason to be suspicious, the check is made at a -40%
penalty.
- Genie Lore also enables a character to detect the work of genies
that is, the physical manifestations of genie spells, as well
as items created by a genies spell-like abilities. The chance
of success is limited. The character makes the skill check at
a -40% penalty. If successful, the individual may discern, for
example, whether a wall has been constructed by genie-magic, whether
a meal was summoned into being by a djinni or whether a princess
is enamored magically by the effects of a dao-granted limited wish.
- Genie Lore does not enable a character to detect genies moving
invisibly through the immediate area. Nor does it help the character
see through an extraordinary disguise unless the genie is working
some wonder of magic at the time.
- Necrology: A character with this skill, also known as Undead Lore, is well
versed in the lore of undead creatures. This skill may be used
to help determine the probable lairs, dining habits and history
of such creatures (no ability check needed). Whenever a character
with this skill confronts an undead, he may be able to specifically
identify the creature (discerning between a ghast and a common
ghoul, for instance). In addition, providing the character makes
a successful skill check, he recalls the creatures specific weaknesses
and natural defenses or immunities. At the DMs discretion, a
failed ability check (in either of these cases) will reveal misleading
or even completely erroneous information which may actually strengthen
or otherwise benefit the undead.
- Spirit Lore: This skill enables a character to make sensible decisions concerning
the spirits. It means that they have some idea what powers spirits
have and what aid they can give shamans.
- Further, although it does not include the knowledge of ritual
details covered by the Shamanic Ritual skill, it does allow the character to identify shrines and other
sites dedicated to the spirits, tools created for use in shamanic
rituals and to determine what sacrifice is required by a known
spirit for any given reason.
DMs may also use this skill as a way warn players who are about
to commit errors which their characters simply would not make.
(The spirits might just find that insulting...).
- Crowd Working (Mental 1, Charisma/Appearance) Almost every bard is familiar
with the ways of a crowd. However, a character who takes Crowd
Working learns all the tricks of the trade. Such characters are
skilled at observing crowds and adjusting their performances accordingly.
- This skill also can be used to adjust the encounter reaction of
a crowd. A successful skill check will alter the crowds reaction
by two levels.
- If the bard (or other character) or his group is soliciting money
from a crowd, a successful skill check indicates that the bard
or other performer is particularly appealing and the crowd willingly
donates twice as much money as it normally would (or conditions
improve one category if using the performance rules in the Complete Bards Handbook.)
Crystal Focus (Mental 1, Ego/Willpower -1) Many psionicists find that they
can achieve a deeper and more productive psionic trance by focusing
their meditations on an inanimate object. Crystals and gemstones
are the most frequently used foci, because of their clarity and
durability. However, any object which is sufficiently intricate
in design or complexity can be used as a focal object. A crystal
focus gives the psionicist a +1 bonus on power checks for one
particular science or devotion.
- To use this skill, the psionicist must first attune a focal object
to one of his psionic powers. This requires a skill check and
two hours of meditation. After that, he can use the +1 bonus any
time he initiates the power if he has the crystal (or other focal
object) in contact with his body. A psionicist may only attune
one crystal at a time. If he rolls a natural 20 on his power check,
the crystal burns out and is destroyed.
- The focal object doesnt have to be very valuable a plain quartz
crystal is usually enough to establish focus.
- In Fälgorna this skill has also been developed on a parallel track
by users of magic. A priest or a wizard can use the techniques
of the Crystal Focus skill to cast one spell (which is determined
when the focal item is attuned) at one level higher than his current
level at no additional cost in spell points.
- When a priest or wizard uses this skill, a skill check must be
made each time the focal object is used. In order to gain the
bonus, the character must concentrate for one round, starring
into the focal object, in addition to the normal casting time
of a spell. During this extended casting the caster loses all
bonuses to Armor Class for Dexterity and flank attacks are treated
as rear attacks (+2 to hit instead of the normal +1). If the check
fails, the caster may still cast the spell normally, but with
the extended casting time. On a skill check of 96-00 the magic
consumes the focal object and is wasted.
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