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Skills

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Mental Skills: Quick Study to Rejuvenation
Quick Study (Mental 2, relevant ability varies by skill emulated) — This skill allows a character to temporarily learn enough about a skill, a job or an area of scholarship to pass as someone who belongs to a related profession.
When using this skill, the character spends one week (eight hours a day) studying the skill he wishes to learn. At the end of the week, the character has a working knowledge of the field studied. Over the next several days, he will be able to pass as a practitioner of that skill, though not as an expert.
When he has completed his study and must utilize the skill, the character makes a normal Quick Study skill check. One week after the character has completed his study, he suffers a -15% penalty because he has forgotten some details of the skill. Each week thereafter, he suffers an additional, cumulative -10% penalty. The character’s chance of success is modified by the relevant ability score associated with the skill he has used Quick Study to learn.
This skill will not allow a character to demonstrate an expert level of ability with the skill being simulated. If the character undertakes a task that, in the DM’s estimation, calls for an especially broad or deep knowledge of the subject, the DM can decide that the character cannot perform the task. The character can then make a normal Intelligence/Reason check; success means that he realizes that he’s in over his head and cannot succeed.
A character with a skill score of 75% or higher can Quick Study two related skills at once. A character with a score of 90% or higher can Quick Study three related skills at once or two unrelated skills.
Read Spellshadow (Mental 1, Intelligence/Reason -2) — After a character uses the spell probe spellshadow to discover and reveal a spellshadow, this skill is used to examine the shadow and determine the identity of the caster and the circumstances in which it was cast. Only a character familiar with the spell used and its parameters can use this skill.
A successful check reveals the identity of the caster. If a character manages to do this, a second check determines the time and place that the spell was cast. If these facts are discovered, a third check allows the character to determine the recipient, if any (if the spell has no recipient or this detail is obvious, this check can be skipped). Lastly, the fourth check determines whether or not the character learns the situation surrounding the casting of the spell. The situation could include details regarding whether the spell was cast in combat, as part of a deception, etc.
Reading Lips (Mental 2, Intelligence/Knowledge -2) — The character can understand the speech of those he can see but not hear. He can lip read any language he is able to speak. To use the skill, the character must be within 30 feet of the speaker and be able to see him speak. A skill check is made. If the check fails, nothing is learned. If the check is successful, 70% of the conversation is understood. Since certain sounds are impossible to differentiate, the understanding of a lip-read conversation is never better than this.
Reading/Writing (Mental 1, Intelligence/Knowledge +1) — The character can read and write any modern language he can speak, provided there is someone available to teach the character (another PC, a hireling, or an NPC). This skill does not enable the character to learn ancient languages (see Languages, Ancient).
Priests and wizards: Characters of these classes generally must learn to read and write to become a member of their profession. Therefore, they receive Reading/Writing as a bonus skill.
Research (Mental 1, Intelligence/Knowledge) — A wizard with this skill is well-versed in the theory and application of spell research. He is familiar with the use of libraries, laboratories, and other resources, and also has a good grasp of the fundamental processes of experimentation and problem-solving. With a successful skill check, the character gains a +5% bonus to his success roll when researching a new spell and only requires half the usual time to perform spell research or determine the process necessary to manufacture a particular magical item. However, the amount of money spent on research remains the same because the wizard is still expending the same amount on books and supplies.
This skill also allows a collection to be searched and a specific volume found (if it is present).
Religion (Mental 1, Wisdom/Understanding) — A character with the Religion skill knows of the common beliefs, established temples and cults of his homeland and the major faiths of neighboring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized, the significance of particular holy days, or the type of sacrifice required to appease a deity requires a skill check.
For every 20 skill points over 50% spent on the Religion skill the character may either expand his general knowledge to include information about the faiths of distant regions (using the guidelines above) or to gain precise information about a single faith. If the latter is chosen, the character is no longer required to make a skill check when answering questions about that religion. Such expert knowledge is highly useful to priest characters when dealing with their own and rival faiths.
Priests and paladins: Characters of these classes receive Religion as a bonus skill and are considered experts with regard to knowledge pertaining to their own Church.
Rejuvenation (Mental 1, Ego/Aura -1) — This skill allows a character with psionics to recover PSPs while he meditates, as quickly as if he were sleeping. A character who uses wizardly magic can use this skill in a similar manner to regain the energy to memorize spells.
When using this skill, the character achieves a state of deep concentration, in which he focuses and regains his energies. He is still conscious and aware of his surroundings, so he does not suffer any penalties on surprise or initiative rolls and he is not helpless if attacked. (However, if he expends PSPs or casts spells the effects of the Rejuvenation are lost).
A successful skill check (rolled by the DM after the period of meditation) is required to regain PSPs or spell energy at the enhanced rate. A skill check result of 96-00 indicates the character has fallen into a deep, but not beneficial, trance and suffers surprise and combat penalties as if he were asleep.
Note, this form of meditation is not a replacement for normal sleep.

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