Dungeons and Dragons character creation, AD&D 2nd edition character creation, Skills: nonweapon and weapon proficiency
borderborder

Skills

Character Creation main

Character creation intro

Skill system rules

Skill index

Credits

 

Mental Skills: Haggling to Heraldry

Haggling (Mental 2, Wisdom/Intuition) — The market is a place of give and take, where steep prices are demanded and modest amounts are paid. The price for equipment can be divided into three categories. The first is the “asking price,” the second the “normal price,” and the third the “bargain price.”
The asking price is just that — what a merchant typically asks for a given item when a buyer points it out. A poor haggler usually ends up paying that price. The bargain price reflects the most successful result of a haggling character, while the normal price reflects a middle ground — a sort of standoff or compromise between buyer and seller. Typically the asking price is 10 percent to 60 percent above the normal price (the price listed in the PHB) and the bargain price is 10 percent to 40 percent below the normal price. However, the asking, normal and bargain price may vary from city to city and kingdom to kingdom.
Here’s how the skill works in play. A buyer with the Haggling skill — usually a PC — points to an item for sale and asks the price. (Prices are rarely posted.) Variations exist, but as a general rule, merchants are assumed to have the Haggling skill too, with a skill score of 65% or better to back it up. The PC makes a Haggling check. The DM does the same for the merchant. Results are as follows
  • If the buyer makes a successful check but the merchant doesn’t, the item will sell for the bargain price — usually with some complaint by the merchant. (“You are stealing from me! You remember that it was I who was so good to you when next you need supplies. Now, what else may I show you”)
  • If both the buyer and the seller make successful checks, the merchant will not settle for less than the normal price, regardless of bickering.
  • If both the buyer and the seller fail their checks, the merchant won’t settle for less than the normal price (the “fine price,” the “excellent price,” the “price that barely feeds my wife and my ten sick children — a virtual killing!”)
  • If the buyer fails the check but the seller succeeds, the merchant will hold firm to the asking price, and no amount of haggling will change it. (“Hah! You insult me with your swine-headed ways! If you think you can get a better price, then go somewhere else! Now, what else may I show you.”)
Lacking the Haggling skill is the same as failing the skill check. For example, if the buyer lacks the skill, and the seller’s skill check fails, then the normal price applies.
If the PCs are together, only one of them can haggle for a particular item; a merchant won’t begin anew with another player character. Further, the price of an item determined by Haggling applies throughout the business day. Additional attempts are useless until the next morning. If the character wishes to buy another item of the same type, the previous price automatically applies. A character can haggle for another kind of item right away, but could not, for example, attempt to buy a second waterskin that day from the same merchant for a better price.
At the DM’s option, merchants may decide not to haggle with a PC who appears not to have the asking price in hand. (Why should a merchant waste effort on a pauper who has no intention of buying?) “Let me see your silver” is a common response to a questionable buyer’s attempt to haggle.
Bazaars are packed with all manner of goods, some rare and strange, such as armor imported from northern realms or an occasional coffee-pouring automaton. The DM should set a normal price, add 50 percent to determine the asking price, and subtract 25 percent from the normal price to find the bargain price. For example, a set of fine crystalline cups might have a normal price of 100 gp. The asking price would be 150 gp, and the bargain price would be 75 gp.
Haggling should enhance the flavor of adventures in Fälgorna, with appropriate roleplaying to supplement the skill checks. The DM should not allow it to dominate or otherwise slow the campaign.
Bartering: This subskill, simulates an expertise in trading and appraising when both parties are using commodities or merchandise as a means of exchange rather than currency. For game purposes, Haggling and Bartering operate identically. The only distinction is that Bartering involves the trade of merchandise for merchandise, while Haggling involves the trade of currency for merchandise. A character with the Haggling skill is assumed to also have the Bartering subskill. Both the Haggling skill and the Bartering subskill can be very useful when combined with Appraising.
Barbarians: Whenever practical, values should be expressed in a medium of exchange used in the barbarian’s homeland. If a barbarian commonly trades bobcat furs (worth 2 gp each) and correctly determines the value of a small canoe (worth 30 gp), the DM might tell him the canoe is worth “about 15 bobcat furs” or “between 14 and 16 bobcat furs.” If he makes a successful Bartering check, and the DM decides to give him a 20 percent discount, the canoe will cost him 12 furs. Fractional values should be resolved in favor of the seller; if the barbarian receives a 30 percent discount on a 30 gp canoe (for a final price of 21 gp), the canoe will cost him 11 furs (valued at 22 gp).
Harness Subconscious (Mental 2, Ego/Aura -1) — This meditative skill lets the psionicist temporarily boost his total PSPs. In effect, the skill lets him tap into energy reserves that lie deep in his subconscious — reserves which are usually unavailable to him. It’s like enjoying a shot of psychic adrenaline.
Before he can Harness Subconscious energies, the psionicist’s PSP total must be at its maximum. He then must spend two days (48 consecutive hours) gathering this energy, taking only necessary breaks for eating and sleeping. At the end of that time, the character makes a skill check. If he passes, he increases his PSP total by 20 percent, rounded up.
The increase in PSPs lasts 72 hours. At the end of that time, the character loses as many strength points as he initially gained, regardless of his current total. This loss can never reduce his total below zero points, however.
During the 72 hours of heightened strength, the character cannot recover PSPs if his current total equals or exceeds his usual maximum. Once his current total drops below his usual maximum (i.e., once he has spent all bonus points), he can begin regaining PSPs normally. He cannot recover the lost bonus points, however; he can only recover enough points to return to his usual maximum.
Healing (Mental 2, Intelligence/Knowledge, Wisdom/Intuition -2) — A character skilled in Healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one turn of wounding (and makes a successful skill check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost during the previous combat). Only one Healing attempt can be made on a character per combat.
If a wounded character remains under the care of someone with Healing skill, that character can recover lost hit points at the rate of one per day even when traveling or engaging in nonstrenuous activity. If the wounded character gets complete rest, he can recover two hit points per day while under such care. Only characters with both Healing and Herbalism skills can help others recover at the rate of three hit points per day of rest. This care does not require a skill check, only the regular attention of the proficient character. Up to six patients can be cared for at any time.
A character with Healing skill can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (before the effects of the poison begin to set in, ie., during the onset time) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No skill check is required, but the poisoned character must be tended to immediately and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn’t help). Only characters with both Healing and Herbalism skills can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his Healing to diagnose the poison and his Herbalism knowledge to prepare a purgative).
A character with Healing skill can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful skill check automatically reduces the disease to its mildest form and shortest duration. Those who also have Herbalism knowledge gain an additional +10% bonus to this check. A skilled character can also attempt to deal with magical diseases, whether caused by spells or creatures. In this case, a successful skill check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means.
When a character uses this skill on himself, the chance for success is penalized by -25%.
This skill can be used to heal animals (as Veterinary Healing) at a -40% penalty.
Barbarians: A barbarian with the Healing skill may only diagnose and treat diseases common in his homeland terrain with a normal chance for success. All other diseases are diagnosed and healed at a -25% penalty.
He may not treat a poisoned individual unless the victim is suffering from a natural, nonmagical poison. He must also be familiar with the source of the poison or he suffers a -25% penalty to his skill check. If the victim has been poisoned by a creature, the creature must be native to the barbarian’s homeland terrain or the barbarian suffers a -25% penalty to his skill check. If the victim has been affected by a poisoned weapon, the poison must be from a plant, animal or mineral found in the barbarians homeland terrain or attempts to heal it are made at a -25% penalty to the character’s skill check.
Racial modifiers: Fälgornian humans and Elberethi elves receive a +10% bonus to their Healing skill score.
Heat Protection (Mental 2, Intelligence/Knowledge -2) — A character with the Heat Protection skill has learned to use clothing and personal pacing to optimize endurance against the rigors of desert (or other) heat. On a successful skill check, the character need only consume half the normal amount of water per day to avoid dehydration. In combat, the Heat Protection skill reduces the effects of desert heat on a character wearing metal armor or other inappropriate gear. A successful skill check each round negates the to hit penalty normally applied to a character wearing inappropriate gear in this setting. In addition, when the character has fought as many rounds as possible in the adverse heat (based on his Constitution), a successful check will allow him to fight for five more rounds. This check can be made at the end of every subsequent five round period, but once failed, the character collapses from exhaustion.
Racial modifiers: Azog-bull orcs may take this skill as a Mental 1 skill with a +10% bonus to their skill score.
Heraldry (Mental 1, Intelligence/Knowledge) — The knowledge of Heraldry enables the character to identify the different crests, kilts and symbols that denote different persons and groups. Heraldry comes in many forms and is used for many different purposes. It can be used to identify noblemen, families, guilds, sects, legions, political factions and castes. The symbols may appear on flags, shields, helmets, badges, embroidery, standards, clothing, coins and more. The symbols used may include geometric patterns, calligraphic lines of script, fantastic beasts, religious symbols and magical seals (made for the express purpose of identification). Heraldry can vary from the highly formalized rules and regulations of late medieval Europe to the knowledge of different shield patterns and shapes used by African tribesmen.
The character automatically knows the different heraldic symbols of his homeland and whom they are associated with. In addition, if the character makes a successful skill check, he can correctly identify the signs and symbols of other lands, provided he has at least a passing knowledge of the inhabitants of that land. His heraldry skill is of little use upon first entering a foreign land.
Heraldic subskills: A skill score of 50% or less gives the character the basic Heraldry skill as detailed above, but a character who expends more time learning about Heraldry gains other benefits as he advances in Heraldic proficiency. For every 10 points of skill beyond 50 the character can gain one of the following subskills. A character with a skill score of 90% is considered to be a specialist in Heraldry and receives all of the subskills listed below.
Blazoning: A blazon is a formula describing exactly what a certain heraldic device looks like. Characters with this skill can reconstruct a coat of arms from its written description or encode an image in blazon form. This skill must be used to perform several other heraldic arts.
Boasting: Heralds use this seemingly simple skill to proclaim their lord’s ancestry and triumphs. By making a successful boast, a herald can improve the morale of one unit of troops by one point. A boast can also impress other nobles on diplomatic missions. When a herald successfully boasts for his liege, give the noble a +2 bonus on reaction rolls. One cannot use Boasting without a History skill that applies to the noble who is the subject of the boast. A person who studies both Boasting and Family History can boast effectively for himself.
A character modifies his Boasting attempt by 5% (plus or minus) for every point of Charisma/Appearance Reaction Adjustment. Thus, a character with a Charisma/Appearance of 17 would modify his chance to successfully boast by +30%, while a character with a Charisma/Appearance of 4 would boast with a -20% chance of success.
Differencing: Since there may be thousands of shields in use in a campaign world, distinguishing between them requires great skill. To understand Differencing, a character needs the Blazon subskill; records of arms are kept in this written code, and characters need access to the College of Herald’s library to use this skill properly. Without a library, penalize Differencing checks by an additional modifier of -15%. A successful Differencing check lets a character identify a given achievement and its bearer. Once a Differencing check has succeeded on an insignia, the herald can always recognize that particular insignia.
Heraldic Law: A character uses this skill to understand the nuances of custom and law that govern heraldry. Heraldic Law not only controls heraldry but also regulates jousts and lethal duels. Whenever a character requests a special favor from the College of Heralds or is summoned before a court of chivalry, the Heraldic Law skill becomes vital. Characters who do not have this subskill may hire NPC lawyers to argue for them.
Revelations: Coats of arms reveal a myriad of details about their owners, and this skill lets a character understand those details. A character who makes a successful Revelations check can learn about any of the following features of an arms-bearer: alliances, marriages, conditions of birth (rank of family and order of birth), disgraces, magnitude of political authority (offices held, size of lands, etc.), and triumphs. This includes any major exploits of the arms-bearer or his ancestors. For game purposes, it lets heralds roughly determine a character’s experience level, Social Class, Social Rank, and possibly Sibling Rank and Sibling Standing.
The heraldic privilege: To receive a coat of arms, a character must either be born into nobility (Social Class of Noble or Gentry) or perform a special service for the crown. All legitimate children receive their father’s arms. Parents must pass their arms on, even to disinherited children, and all heirs are forced to display either their father’s shield or none at all. The only alteration children may make is a mark of cadence that lets them be recognized in battle. After an arms-bearer dies, his eldest son abolishes all differencing and carries the father’s shield. Bastards may inherit their fathers’ arms if they prove paternity. Otherwise, an illegitimate child is either denied any noble rank at all or is allowed to design a completely new coat of arms. The College of Heralds decides what armory that offspring may wear.
A player whose character inherits arms may decide what his shield looks like, but the DM may design any features that might affect the game. PCs might have ancestral dishonors to overcome or reputations to maintain.
Designing the achievement: Any commoner who aspires to the noble classes must apply to the College of Heralds for a grant of arms. The aspirant must then perform some heroic service for the crown to become worthy of heraldry. When the character finally becomes an arms-bearer, he will have to create the shield. Designing a new coat of arms requires the help of experts with skills in Blazoning, Heraldic Law, Revelations, and Differencing. One of the participants must have studied the history of the arms-bearer’s family, and since few people study commoner’s ancestors, the new noble house may have to train its own heralds. A Draftsmanship (Artistic Ability) skill is needed to draw the arms.
One of the heralds overseeing the new shield must roll against his Heraldic Law skill, and if this check fails, the shield will be flawed in one of two ways. There is a 70% chance that the shield will merely be poorly designed, resulting in confusion and ridicule whenever it is examined by someone with skill in Differencing, Revelations, Heraldic Law or Blazoning. A 30% chance exists that an illegal shield insults some other person. At the DM’s option, this can result in a blood feud or dispute of arms (See Dragon #154).
Related skills: Skills closely related to Heraldry include Artistic Ability (draftsmanship), Local History (family or clan), Signaling (heraldic), and Sage Knowledge (heraldry).
Note: For more detail on creating Heraldic symbols see Dragon #53 and Dragon #154.