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Skills

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Mental Skills: Persuasion to Psychology
Persuasion (Mental 1, Charisma) — Unlike Oratory, which relies on emotion and rhetoric, the art of Persuasion is built around intelligent arguments and personal charm. A character with this skill is able to present especially cogent arguments and explanations in conversation with an individual or small group. With a successful skill check, he can convince them to take moderate actions they may be considering already.
For example, he may convince city guards to leave without making arrests if a brawl’s already finished by the time they get there, or he may convince a court official that he needs an audience with the king. If the player’s thoughts and arguments are particularly eloquent and acute, the skill check is made with a +5% to +20% bonus.
A character can also use Persuasion to influence the general attitude of a person or small group toward another character, an idea, course of action, etc.,. On a successful skill check the subject’s reaction is modified by +2 with respect to the character’s argument. This bonus is cumulative with reaction modifiers derived from Charisma and magic but is not cumulative with reaction modifiers derived from the use of other skills.
A character receive an additional +1 reaction modifier for every 20 skill points above a 50% skill score. For example a 70% skill score results in a +3 reaction modifier.
Pest Control (Mental 1, Wisdom/Intuition) — This skill is used to keep strongholds free of pests like rats, carrion crawlers, jermalaines, kobolds and other small creatures. Similar to the Set Snares skill, it is concerned with catching underground pests but does not use snares. Traps are set to trigger metal cages, drop nets or iron doors which shut off individual tunnel sections. Spring traps or small deadfalls may be rigged (damage 1d6 maximum) using this skill. There is a -20% penalty to the skill check when using Pest Control to trap man-sized or larger creatures.
This skill does not give the character the ability to create new traps or to make the items required for these devices, he can only set the (already designed and built) traps and their triggers without danger of injuring himself. A skill check must be rolled when the trap is set. A failed check means that the trap will fail to operate. It may not have been set properly, was poor concealed or it was too small or too large for the creature to trigger. Setting a trap takes an hour and the character must have proper equipment and materials with him.
Characters with the Animal Lore skill gain a +10% bonus when attempting to set traps to catch animal pests.
Planetology (Mental 1, Intelligence/Knowledge -1) — Only a character who has experience in Wildspace can take this skill.
A character with the Planetology skill has studied the various types of planets that may be found within crystal spheres. He is able to identify signs of groundling civilization from space and can determine the climate and probable inhabitants of a world by studying it for a short time (and making a successful skill check).
Poetry (Mental 1, Intelligence/Knowledge -2, Wisdom/Intuition) — A character taking this skill specializes in either lyric or narrative poetry. Lyric poetry expresses thoughts and feelings, and includes ballads, sonnets, odes and hymns. Narrative poetry tells stories in verse, some true, some fictional. A character with a skill score of 90% or higher specialize in both forms.
Poetry skill enables the character to judge the quality of poetry in his specialty. He also knows a sizable repertoire of poems and can recite them with spellbinding skill. No skill checks are required for these applications.
The character can also compose poems in his speciality; a successful check means the poem is of exceptional quality. If the character has the Reading/Writing skill, he can record his poems.
Poetry for paladins, priests and other holy ones: With permission from the DM, a character with the Poetry skill may offer a composition to his Church (or other designated recipient) instead of a tithe. The character must inform the Church a month in advance if he intends to offer a composition; either lyric or narrative poetry is acceptable. If the Church (that is, the DM) disapproves, the character must pay his normal tithe. If the Church approves, the character may present a composition when his tithe is normally due.
The composition must be presented at the temple or to a Church official at a prearranged location. The character then makes a Poetry skill check. If the check fails, the composition is deemed unworthy; the normal tithe must be paid immediately. If the check succeeds, the DM determines the value of the composition; the value is equal to 3d20 gp. If the value is greater than or equal to the normal tithe, no tithe is required that month. The character doesn’t receive any “change” if the value is more than his tithe; the excess value is forfeited.
If the value is less than the tithe, the character subtracts the value from the tithe, then pays the difference (if the paladin owes 20 gp and the value of the composition is 15 gp, he must pay 5 gp). A character may exercise this option as often as he likes.
Note: A player who decides to exercise this option for his character must actually compose a poetic work. The DM will at his option modify the skill check based on the quality of the poem.
Racial modifiers: Paladian elves receive a +10% bonus to their skill score. All other elves receive a +5% bonus to their skill score.
Poison Lore (Mental 2, Intelligence/Knowledge -2) — The prerequisites of this skill are Brewing 25% and Herbalism 25%. A character with the Healing or Alchemy skill (skill score of 50%+) gains a +5% bonus to his Poison Lore skill. Rogues (all classes), Necromancers (priests or wizards) and Witches may learn Poison Lore as a Mental 1 skill.
A character with this skill can through his training and experience identify, handle and safely use poisons, including man made poisons, monster venoms, herbal toxins and magical poisons. In addition, the character has knowledge of how to brew natural poisons from known recipes, research new poisons and harvest venoms from poisonous animals. In addition, a character can identify naturally occurring animals, plants or monsters that are poisonous (with a successful skill check). This skill cannot be used to brew magical poisons.
A character with Poison Lore may attempt identification of a toxin through sight, smell, taste or symptoms. Modifiers apply to his chance to identify a poison based on the means used to identify it. Any roll which fails by 20% or more results in a misidentification of both the poison and its antidote. A character with the Herbalism (50%+) skill gains a +5% bonus to his chance to identify a toxin extracted from plants. Alternately, he may use his Herbalism skill to identify herbal toxins (if his Herbalism skill score is greater than his Poison Lore skill score).
An attempt to identify a poison takes one round. If one method of identification fails, another may be tried on a subsequent round. A poison that lacks distinctive appearance, odor or taste cannot be identified by that means.
  • Identification by sight entails a visual examination of the poison or poisoned article. Many poisons may have a corrosive or discoloring effect on metals, foods, etc. Identification by sight has a -20% chance of success.
  • A poison may also be identified by its odor. This method carries a -15% penalty. Furthermore, if it is an ingested or contact poison, there is a 10% chance that the character will be affected by the poison at half strength (i.e., no effect if the saving throw is successful, and if the save is failed half the normal damage or effects are suffered — see the Dungeon Master’s Guide, pg. 73).
  • Identification by taste is a fairly reliable, if dangerous, method of identifying a poison. It carries a -5% penalty. After dabbing a tiny bit on his tongue, the character spits it out. There is still a chance that the poison will affect the character 25% for injected poison, 75% for ingested, and 100% for contact. The poison’s effects, if any, are halved.
  • The most certain way of identifying a poison is by its symptom (no penalty on the attempt).
    Identification of a poison indicates knowledge of an antidote (if one exists) that will completely nullify the poison if administered before the poison runs its course. However, it does not mean that the antidote is available. The character may use the Poison Lore skill to concoct a dose of poison antidote in 1d6 days, but the poison has almost always run its course before the antidote can be manufactured.
Fortunately the poison master’s knowledge of the nature of poisons includes knowledge of the use of universal antidotes. Such quick antidotes can be concocted in 1d6 turns provided suitable materials are available and the character makes a successful skill check at -20%. A quick antidote administered before a poison runs its course allows the effected creature to reroll its saving throw with a +2 bonus to the roll. Success indicates the poison has been nullified by the antidote, failure indicates the poison will run its natural course. The Herbalism and Alchemy skills can also be used to create a poison antidote, but only one attempt can be made to administer an antidote to a given creature. If the attempt fails, the poison runs its natural course.
A character who has a skill score of 50% or higher is able to manufacture some of the more deadly poisons known in Fälgorna. The cost and time required for such an activity is adjudicated by the DM, but providing all of the components are personally harvested by the character, it should take no less than 1d6 days to make one dose of poison if the character is guided by a known recipe or formula. Researching a new poison requires weeks of experimentation and requires expenditures similar to those required for spell research (consult the DM for details).
Racial modifiers: Orcs often learn Poison Lore as a normal part of their upbringing, thus they gain +15% bonus to their Poison Lore skill score.
Power Manipulation (Mental 2, Ego/Aura -4) — Power manipulation is the skill of amplifying a psionic power or devotion. This skill can only be used to manipulate powers in the psionicist’s primary discipline. When the psionicist initiates or maintains a psionic power, he may use Power Manipulation to boost its effects.
First he initiates the power with a normal power check. Then he may attempt Power Manipulation by making a skill check. The attempt incurs an additional cost of 5 PSPs, whether he succeeds or fails. If the character makes a successful skill check, he achieves the result listed for the devotion’s power score.
A character with a skill score of 90% or higher is considered a specialist and can manipulate sciences in his primary discipline.
If the psionicist rolls a natural 96-00 on the skill check, he botches the manipulation attempt and suffers the ill effects of rolling a 20 for the devotion’s power check.
Presence (Mental 2, Ego/Aura) — Some characters have such spiritual power that their auras are almost tangible, easily detected by others and, particularly, by supernatural creatures. On a successful skill check, the character with this skill exercises sufficient control over his aura to cause the reaction of a supernatural creature to shift by one level (in the direction desired by the character) on the Encounter Reactions table — a hostile result becomes threatening, a threatening result becomes cautious, and a cautious result becomes friendly or flight or visa versa.
Project Thoughts (Mental 2, Intelligence/Reason -2) — This deceptively named skill does not involve mental communication or telepathy in any way. Instead, it is as close to a physical attack as a character gets on the Astral Plane. Simply put, a character with this skill projects his extraneous, random thoughts upon the astral form of another, thus slowing him down as he is caught in the mire of mental drag.
If a character has this skill and makes a successful skill check, he can project his thoughts around any figure within sight. If the target has a lower Intelligence score than the projector of the thoughts, the target is slowed down to a stop, held in place (able to act, but not able to move from that point in “space”). If the Intelligence score of the target is equal to the projector, the target’s movement rate is halved. In any case, this ability affects only movement, not other activities like combat, spellcasting, etc.
The effect lasts as long as the projector devotes his full concentration to the attack. The target can make Intelligence checks each round (starting the round after the initial effect) to attempt to break the hold. The target must remain within the sight of the projector or the hold is automatically broken.
Psionic Detection (Mental 3, Wisdom/Intuition -4) — The Psionic Detection skill works much as the metapsionic devotion, psionic sense, but is much less powerful. With this skill a character uses his sixth sense to detect the expenditure of psionic strength points (PSPs) in close proximity to him.
When employing this skill, a character must clear his mind and concentrate, taking at least one full round to prepare. A successful check allows the character to detect the expenditure of any PSPs within 50 yards of his location, regardless of intervening material objects (with the exception of lead). A character can maintain use of the skill for successive round, but during that time he cannot move or perform any other action. The skill check, however, must succeed on the round the PSPs are expended or the character detects nothing.
Psionic Detection can only inform a character that PSPs were expended within 50 yards, nothing more. The detector cannot determine the number of PSPs, their source, the powers or devotions drawn upon or the purpose of the expenditure (for example, the distinction between initializing a power in comparison to maintaining a power). This skill is not cumulative with other detection techniques.
Psionicists: A psionicist character may take this as a Mental 1 skill and receives a +10% bonus to his skill score.
Racial modifiers: Fälgornian humans receive a +5% bonus if they learn this skill.
Psionic Lore (Mental 2, Intelligence/Knowledge) — This skill represents the study of famous masters of the Way and the methodology of developing mental powers. The character is versed in standard psionic powers and effects.
With a successful skill check, the character can identify the general effects of any psionic devotion or science. For example, the character encounters a dwarf walking across a bog without sinking. With a successful check, he can determine that the dwarf is not using a magic ability such as water walking but instead is using the body equilibrium devotion.
The second benefit of this skill is the ability to recognize attack patterns in mental combat. If the character makes a skill check with a –20% penalty, he is able to guess which attack and defense modes his opponent will be using that round and select his own modes accordingly. The DM should make this check in secret; if the PC fails the check, randomly decide which powers he thinks his opponent is using.
If two characters with Psionic Lore engage in mental combat, the character with the highest successful skill check is able to read his opponent’s intentions. If the skill checks are the same, neither character gains any information.
This skill also grants the character who makes a successful skill check the ability to identify psionic items for what they are and gain some knowledge of their purpose (as determined by the DM).
The secretive nature of psionics in Fälgorna makes it difficult for a character who is not a psionicist to find a teacher for this skill. However, some orders of “witch” hunters teach this skill to their followers to aid them in the identification of “witches.”
Psychic Defense (Mental 2, Ego/Willpower -2) — Some people are able to develop a rudimentary psionic defense, although they are not psionicists. They may be born with exceptionally strong wills or they may have met a teacher who instructed them in the basics of psionic self-defense.
Do to the fear and superstition surrounding psionics in Fälgorna, in most cases, a character with this skill doesn’t realize how he is defending against the psychic attack. The character will have accumulated charms, amulets and talismans that on a subconscious level help him focus a defense; memorized short prayers and mantras that help him mount a weak defense; or he might practice ritualistic behavior in the face of what he believes to be a psychic attack.
When a character with this skill is attacked by contact or one of the five telepathic attack modes, he may attempt to defend himself mentally. This must be declared after the attacker has announced his attack, but before he resolves it — the defending character can’t wait to see if the attack succeeds.
If the defender makes a successful skill check, he manages to prevent contact for that one attack. Each subsequent mental attack provides a cumulative –20% penalty to the skill check, so a character who has been attacked three times in one encounter makes his check with a –60% penalty. Unlike a psionicist, whose attackers need three tangents to force contact, the general defender is bested the first time his attacker succeeds and he fails his Psychic Defense roll. Note, regardless of the penalty to the roll, a skill check of 01-05 always succeeds in fending off the attempted contact.
While a character is defending himself from psionic attack, he may move and defend himself normally. However, he may not cast spells or initiate any wild talents. The psychic defender can make melee or missile attacks, but he suffers a –4 penalty to any attack rolls he makes since his attention is divided between his physical surroundings and the mental assault.
Psychology (Mental 2, Wisdom/Intuition -2) — This character is familiar with the twistings and turnings of the mind and can use this knowledge to heal or harm other people. A character with this skill can treat madness and phobias or help modify psychopathic or sociopathic behavior. This is not an automatic cure-all, and copious amounts of time would be necessary to help someone who is deeply insane. Each case should be determined by the DM based on the time spent and the Intelligence of the person undergoing treatment. It is not uncommon for a patient to fool his psychologist by pretending to be cured.
This skill has also been used by those of lesser moral virtue to attempt to brainwash victims or as an aid to torture or interrogation. Good or neutral characters who use this skill in such a manner might find their alignment changed.
This can also be used to aid characters who are under a fear or charm spell. At the DM’s discretion, a successful skill check allows the affected character to make an additional saving throw. If no saving throw is normally allowed, then the affected character receives a save of 20 modified by his Ego/Willpower Magical Attack Adjustment. This can be attempted only once per character in any given situation.
Also, this skill can be used to treat a character who has lost Sanity points because of a failed a Sanity check. If a psychologist treats a character for a minimum of one hour per Sanity point lost, he may make a skill check at the end of the treatment to attempt to restore some of Sanity points lost by the affected character. With a successful check, the psychologist restores one lost Sanity point plus one point for every 10 points by which the character makes his skill check.
This treatment is most effective if begun within 24 hours of the incident that caused the loss of Sanity. For every additional day that passes without treatment, the skill score is penalized by -10%.
A character with the Hypnotism skill may use it effectively in with Psychology when attempting to restore lost Sanity and thus gains a +10% bonus to his Psychology skill score when doing so.
For example, Vaust, a Variquesti spellfilcher, fails a Sanity check when encountering a true tanar'ri and loses four Sanity points. Traumatized by the event, she seeks the assistance of a psychologist three days later. The psychologist has a Psychology skill score of 90% and rolls a skill check of 41 after treating Vaust for four hours. Because Vaust waited three days to seek treatment, the psychologists skill score is effectively only 70%. Thus, he made his skill check by a margin of only 29 points — enough to restore only three lost Sanity points. Had Vaust arrived for treatment a day earlier, the psychologist could have restore all of her lost Sanity points.
Lastly, a character with this skill is a scholar of human (or humanoid) motivations and behavior. If he knows a specific individual, the character can make a skill check to guess that individual’s motives in any given situation or to sense whether that person is being dishonest or deceptive. He also has a chance (equal to the normal skill score -40%) of applying the same ability to a stranger.
This skill also grants a +5% bonus to any skill where deception might be involved (i.e., Disguise, Haggling, Storytelling, etc.).

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