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Skills

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Skill system rules

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Mental Skills: Sabotage to Sage Knowledge
Sabotage (Mental 1, Intelligence/Reason -1) — This skill allows the character to plan or cause a malfunction in a construct or machine or to cause the collapse of a portion of a building. This can be as simple as rigging a crossbow to misfire or a wagon wheel to fall off or as complex as collapsing a tower. The time involved depends on the complexity and size of the object.
A failed check means that the object is obviously damaged or that the sabotage failed completely, whichever the DM thinks would disadvantage the character most. Also, the DM should give additional penalties for more complicated contraptions or larger structures. A wagon wheel, for example, would not require additional penalties. A catapult, however, may require an additional penalty of -10%, being a larger and more complicated object. Causing the potential collapse of a stone tower would require much time and elaborate efforts (removal of stones or tunneling), at the end of which a -25% penalty should be applied to the skill check.
Table 5.4.09: Sage Modifiers
Situation
Skill Score
Modifier
Question is:
General
0
Specific
-10%
Exacting
-20%
Library is:
Extensive
+10%
Complete
0
Partial
-10%
Nonexistent
-30%
Sage is:
Rushed
-20%
Doubles research time
+20%
 
Table 5.4.10: Research Times
Type of Question Time Required
General 1d6 hours
Specific 1d6 days
Exacting 3d10 days
Sage Knowledge (Mental 1, Intelligence/Knowledge -2) — This skill represents a specialized area of knowledge or learning equivalent to doctorate level education. A character with this skill is a fully qualified sage in the area of study chosen and is capable of answering questions concerning the topic after some time spent researching. (Refer to Table 5.4.09: Sage Modifiers and Table 5.4.10: Research Times.)
As noted in the DMG, a sage requires an excellent library as a resource — at least 50 to 100 books, costing no less than 10,000 gp altogether. Naturally, a character may be able to strike a deal with a university, monastery or wizards’ guild in order to gain access to their library.
In addition to his ability to perform sage research, the character’s high level of learning allows him to make field observations or attempt to come up with knowledge off the top of his head. For example, a sage who studies botany may attempt a skill check in order to identify a particular plant, while one who studies toxicology may be able to identify a poison by its symptoms in a victim. These on-the-spot observations should be limited to information any expert could reasonably come up with in the field — identifying a common gemstone is one thing for a geologist, but making a guess about the electrical conductivity of quartz crystal or the enchantments of a magical gem is a different matter entirely.
All of the Sage Knowledge areas of study require the character to first gain mastery of the basic skill or skills relevant to the Sage Knowledge area of study. Mastery means the character has a skill score of at least 75% in the basic skill.
For example, a character who wishes to acquire Sage Knowledge of Alchemy must first learn the Alchemy skill. The prerequisite skills for each area of study are listed on Table 5.4.11: Sage Knowledge Prerequisites.
Note, a character with Sage Knowledge of an area of study usually gains a bonus to his skill score in the basic or prerequisite skill associated with the area of study.

Table 5.4.11: Sage Knowledge Prerequisites
Area of Study Prerequisite Skill(s)   Area of Study Prerequisite Skill(s)
Alchemy Alchemy Mathematics Numeracy
Architecture Engineering Medicine Diagnostics and Healing
Art Artistic Ability or Appraising Metaphysical Theory Spellcraft
Astrology Omen Reading: Astrology Meteorology Weather Sense
Astronomy Navigation or Orienteering Music Musical Instrument or Singing
Botany Agriculture or Herbalism Myconology Fungi Recognition
Cartography Cartography Oceanography Animal Lore (aquatic), Weather Sense and Navigation or Cartography
Chemistry Alchemy
Cryptography Numeracy Philosophy Local History or Religion
Engineering Engineering Physics Numeracy
Folklore Local History Planes, Inner Netherworld Knowledge or Spellcraft
Genealogy Local or Ancient Family History
Geography Ancient Geography or Geography Planes, Outer Netherworld Knowledge
Geology Geology Schools of Magic Spellcraft
Heraldry Heraldry Sociology Local History
History Local or Ancient History Theology Religion
Languages Ancient or Modern Languages Toxicology Poison Lore
Law Law Zoology Animal Lore or Creature Lore

A character with a 50% skill score in Sage Knowledge has broad general knowledge of the area of study in question, allowing him to answer general or specific questions in the field. For every 25 additional skill points acquired in an area of knowledge, the character may become an expert in one particular aspect of the topic.
For example, a botanist may spend another 25 skill points to specialize in moss and lichens, ferns or all plants found in a particular climate or ecosystem. This detailed knowledge allows the character to attempt to answer exacting questions in the field. The fields of study available to a sage include the following:
Alchemy: This is the study of magical chemistry, especially as it applies to elemental transmutations and potions, oils, and magical compounds or solvents. Unlike the Alchemy skill, the Sage Knowledge of alchemy concentrates on theories and principals, not on the practical day-to-day manufacture of specific compounds and substances. An alchemist specialist wizard or a character with the Alchemy skill gains a +10% bonus to his skill score in this area of Sage Knowledge.
Architecture: This is the study of the development, theories and styles of architecture. (The Engineering skill — which includes architecture — on the other hand, represents the practical execution of workable building plans.) A sage with this field of study is familiar with many different styles of architecture, as well as famous buildings in large or ancient cities.
He has a chance to know many things given close examination of a particular structure, including the race that built it, how long it has been standing and the purpose for which it was built. Other facts could be more specific, such as important rooms, secret or concealed doors, traps, etc. Modifiers might be applied based on the frequency of encounters with the race who built the structure. For instance, a dwarven temple would be easier for a character to identify than one built by the locathah. The character is granted a +5% bonus to identify structures built by his own race.
A character with this skill gains a +5% bonus on all Engineering skill checks.
Art :The sage is familiar with the great works of the past as well as the works of the best contemporary artists. If he specializes in one particular art form (sculpture, paintings, ornamental pottery, etc.) he is able to identify works of the masters, spot fakes and appraise pieces for sale value.
Astrology: This is study of the history and theoretical background of astrology, not the actual art of prediction. Someone with the Astrology skill knows that Planet X passing in front of Constellation Y means trouble, but a sage knows why this is a sign of ill fortune. In addition, the sage has the ability to perform historical astrology by working backwards to determine the stars’ and planets’ alignments for thousands of years in the past. An expert in this field may be familiar with the constellations and beliefs of vanished or dead cultures.
Sage Knowledge of Astrology provides the character with a +10% bonus to his Omen Reading: Astrology skill.
Astronomy: For the astrologer, planets and constellations are representations of greater powers. An individual learned in the science of astronomy, on the other hand, assigns no characteristics or indications to these heavenly bodies and instead concentrates on studying their movements in the skies. He has detailed knowledge of the relative movement of the stars, moons, planets and other bodies in his home crystal sphere (as per the AD&D Spelljammer boxed set).
When the night sky is clear, he can always determine direction by the stars. Phases of heavenly bodies are also easily determined and the character can predict the arrival of eclipses, comets and other cosmic phenomena (evening and morning stars, full moons, etc.) The character can identify numerous stars and constellations and knows the myths and legends associated with them.
Furthermore, a character with a skill score of at least 75% can (if given the time, tools and materials) construct and use all the instruments related to this field, such as astrolabes, sextants and even simple telescopes.
A character with this skill gains a +10% bonus on all Omen Reading: Astrology skill checks and a +15% bonus to all Navigation and Orienteering checks when the stars can be seen.
Botany: This is the study of plants, ranging from simple cataloging and observation to detailed studies of life cycles and ecologies. Areas of specialization include simple plants, water plants, grasses and brush, flowering plants, domesticated plants, plant diseases, and ecological systems such as rain forest, tundra, prairie, etc.
Sage Knowledge of botany provides a +10% bonus to a character’s Agriculture and Herbalism nonweapon skills.
Cartography: Cartography is the art of map-making. A sage who specializes in this field knows where to find maps for any given region or area, knows how to interpret maps using various forms of notation, and can attempt to solve or complete encrypted or partial maps.
Sage Knowledge of cartography provides a +10% bonus to a character's Cartography skill.
Chemistry: While alchemy focuses on the study of magical substances, chemistry concentrates on the study of the properties of mundane substances. Note, a character with the Alchemy skill is assumed to use a fair amount of mundane chemistry to produce acids, solvents and pyrotechnic substances.
Sage Knowledge of chemistry provides a +10% bonus to a character's Alchemy skill.
Cryptography: This is the study of codes, ciphers and puzzles. A sage with skill in cryptography can attempt to create and break codes or solve written puzzles through time and study. He also possesses expert information about the codes and ciphers used by different individuals and groups throughout history.
The sage has a chance of recognizing a code concealed within a written or spoken message or perhaps hidden by some other medium — an intricately woven tapestry or sculpted piece of heraldry, for example. (The DM will usually roll this check secretly).
Codes and ciphers fall into six levels of difficulty based on the cryptographer's skill level as described on Table 5.4.12 below. The cryptographer may create and break codes and ciphers of any level up to the maximum allowed by his skill score. For example, a character with a skill score of 91% could attempt to create or break codes of level one through four. He could only create or break a code of level five or six by rolling a critical success on his skill check.

Table 5.4.12: Cryptography Skill Level

Code Level

Minimum Cryptography Skill

Base Breaking Time

Check Modifier

1

Below 50%

10 minutes

+5%

2

50-74%

1 day

0

3

75-89%

1 week

-5%

4

90-99%

1 month

-10%

5

100-105%

8 months

-25%

6

106%+

1 year

-50%

The base breaking time is the amount of time a person must spend to have any chance of “breaking” the code. Each day of code breaking requires eight hours of uninterrupted work or the day’s work is wasted. The check modifier is a bonus or penalty based on the complexity of the code which is applied to the cryptographer's skill score when a skill check is rolled after the base code breaking time is met.
The DM may choose to add more modifiers because of the length of the text or successive failures. Codes and ciphers can only be broken by a person familiar with the language that the normal text is written in. (Codes may take other forms, but most are written).
If encrypted documents are to be used for general communications, both the sender and recipient must know the key. The impracticality of changing keys frequently is the only thing that tends to keep codes in use long enough to make breaking them worthwhile.
In order to change codes, the cryptographer must merely decide to do so. It is a very quick job to create a code (of the type usable without super computers), generally taking four hours per difficulty level. Codes should be referenced (code A, code B, etc.) so that the DM and players can keep track of which ones are in use.
Engineering: The character is familiar with the science of building devices, engines and structures. The character can specialize in small machines, large machines (water wheels, etc.), siege engineering, fortifications, bridges and roads or buildings.
Sage Knowledge of engineering provides a +10% bonus to the character’s Engineering skill score.
Folklore: The sage studies legends and folk tales. By spending additional skill points, he can specialize in the folklore of a particular culture or region.
Genealogy: This is the study of lines of descent. A sage with this skill knows research techniques and sources for tracing family trees and is also familiar with the histories of the important royal and noble families.
Geography: A sage with this knowledge has learned about the lands and cultures of his world. He knows general principles of cartography, topography, climatology, and sociology, and can identify individuals or artifacts from other lands.
A sage with knowledge in this area can add a +10% bonus to his Ancient Geography and Geography skills.
Geology: Geology is the study of theory and physical evidence concerning the creation of landforms, rock and the physical makeup of the earth. A sage with knowledge in this area can add a +10% bonus to his rating in the Mining and Geology nonweapon skills and can attempt a skill check to identify special properties of various sorts of gemstones or precious minerals.
Heraldry: Coats of arms, banners, flags and standards are all emblazoned with heraldic designs. A sage with this skill is familiar with the evolution of heraldry and the significance of various symbols and colors. He can identify common coats of arms on sight and knows where to research obscure or unknown devices.
This area of knowledge adds a +10% bonus to a character’s Heraldry nonweapon skill score.
History: A sage with this skill has an excellent grasp of history and the historical methods. Unlike a character with the Ancient or Local History skills, a sage with this skill is a generalist, but he can be considered an expert on a particular era or culture by using additional skill points to specialize. Whether or not the historian knows something off the top of his head doesn’t matter — he knows exactly where to look when he needs to find out the details of a person’s life or an important event.
Skill in this field of knowledge provides a +10% bonus to the character’s skill score in Ancient History and Local History.
Languages: A character with a Modern Language skill knows how to speak a second language and a character with an Ancient Languages skill knows how to read a second language, but a sage who specializes in languages is concerned with the study of the language itself — grammar, syntax and constructs, and vocabulary and word origin. His expertise is limited to one particular tongue, but for every additional 25 skill points allocated to this skill, the linguist may add another language to his field of expertise. This knowledge adds a +10% bonus to the linguist’s rating in any Modern or Ancient Language skill (including Linguistics) he possesses.
Law: A sage with this field of study is an expert on matters of law. He is familiar with national constitutions or charters, the origin and history of the law, and important matters of precedent. He can examine contracts, warrants, orders or decrees and determine if there is a way to enforce or avoid them.
A character with Sage Knowledge of law receives a +10% bonus to his Law nonweapon skill.
Mathematics: The study of abstract or theoretical mathematics may seem unusual in a fantasy setting, but it dates back thousands of years in our own world; the ancient Greeks laid the groundwork for geometry, while algebra was a pastime of Islamic scholars and nobles before the European Renaissance.
A dimensionalist gains a +10% bonus to his skill rating in this area of study. A character with this skill also receives a +15% bonus to his Numeracy skill.
Medicine: A sage with this skill studies both the history and development of medicine, as well as current methods and treatments. This provides the character with a +10% bonus to his Anatomy, Diagnostics, Healing and Chirurgery nonweapon skill scores. In addition, the character may be able to come up with treatments for nonmagical diseases or injuries.
Metaphysical Theory: This is the study of the theory of how physical laws and magical laws interact. A character with Sage Knowledge in this field can predict with some accuracy how manipulation or varience of these laws will affect magic.
On a successful skill check, the character can predict how magic will work on another world or plane, given some basic facts about the plane. (Spellcasters traveling to another world or plane often use this knowledge to decide what spells to memorize or what items to bring with them.)
While on another world or plane, the sage preparing to cast a spell or use a magical item may make a skill check at -40% to compensate for the effects of differing physical laws. This use of the skill requires 1d10 rounds of intense thought and concentration prior to the attempt and if successful, allows the sage to use magic normally (as if he were on his home plane) for one round. During the preparation time, the character cannot cast spells or perform strenuous actions. This “bending of the rules” is quite tiring and the sage must save vs. death magic or lose one point of Constitution/Health for a full day.
A character with knowledge of Metaphysical Theory gains a +10% bonus to his Spellcraft skill checks and receives a +5% bonus to his chance to learn a spell.
Meteorology: This is the study of weather and weather patterns. A sage with this skill knows historical records and prediction methods.
In the field, his knowledge of weather provides a +10% bonus to any Weather Sense skill checks the sage makes.
Music: The sage knows the theory and notation systems of music and has studied the works of the great masters. He can attempt to identify unknown pieces or decipher musical puzzles.
Myconology: Myconology is the study of fungi. A myconologist can identify samples of fungus, mold or spores. He is familiar with dangerous or monstrous varieties as well and may be able to spot these in the wild before he or his companions come to harm.
This sage's knowledge of mushrooms and molds gives him a +10% bonus to his Fungi Recognition skill score.
Oceanography: A sage with this skill studies the ocean, including weather, marine biology, navigation and charting and undersea topography. An oceanographer may be able to explain unusual phenomena at sea or discover the location of wrecks or other sites of interest.
Philosophy: The study of philosophy is the study of logic, ethics, aesthetics and metaphysics (for game purposes, anyway), and a sage with expertise in this field is conversant with the great thinkers and apologists of his race or culture (or another race or culture).
Physics: In Fälgorna, the study of physics centers around mechanics and thermodynamics; some of the more advanced fields of study simply haven’t been invented yet.
Planes, Inner: Most individuals in a campaign have little to no knowledge of worlds beyond the one in which they live, but a sage with expertise in this field is familiar with the characteristics and properties of the Ethereal Plane and the various Elemental Planes. He understands how the Inner Planes are aligned and how the multiverse is put together. If he spends additional skill points to specialize, he can be an expert on a particular plane, capable of answering exacting questions on the topic.
Planes, Outer: The great religions of a campaign tend to disseminate a very limited view of the multiverse, centering on the home of their deity and that of their deity’s principal foes. A sage who studies this field has a general understanding of the general arrangement of all the Outer Planes and the characteristics of the Astral Plane. For 25 additional skill points, he can specialize in a particular plane, learning the general properties of its layers, its chief inhabitants and domains, and other important details.
Without actually visiting the planes the best possible skill score a character can have in this skill is 50%. A character who wishes to learn this skill must have access to a sizable library or another reasonable source of information (for example, an imprisoned planar native). It will take at least six months of study to achieve any competence in this skill and planar specialization is impossible without actually visiting the plane for which the user hopes to gain specialized knowledge.
A character who has at least a 75% skill score in Netherworld Knowledge and who has previously determined that his studies would focus on a specific plane is considered to have specialized planar knowledge. A character with specialized planar knowledge may default to half his Direction Sense and Weather Sense skills on the plane in question and may increase those skills with reference to the plane in question at normal cost. A character with specialized knowledge may also learn Survival specific to the specialized plane at normal cost. (If the plane’s terrain is similar to a prime material plane terrain that the character has a Survival skill in he may default to that skill at half skill score as described in the Survival skill).
Any skill check which results in a roll more than double the character’s skill score will result in a wildly inaccurate answer to a query about the planes.
At best the application of this skill only gives general information about the outer planar denizens (i.e., information found in the Monstrous Compendium). When used in combination with skills such as Creature Lore: Fiend Lore, the sage can uncover more specific information such as that found in Van Richten’s Guide to Fiends, the Planescape setting accessories, and the Demons accessories, et al.
The sage who specializes in study of one of the lowe planes risks insanity in the same way as a character who studies Creature Lore: Fiend Lore. Study of fiends and the lower planes takes a toll on the mortal mind. For every five skill points a character acquires in specialized Sage Knowledge of a lower plane, 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).
School of Magic: A sage with expertise in a particular school of magic is familiar with the important theories, works and great mages of that field. (The school of magical specialty must be selected when this skill is first taken.) By engaging in research and passing a skill check, the sage could identify spells or magical items belonging to the school by the general effects or appearance of the item or spell.
For example, if he was a student of the school of force, he could identify a wand of force or beads of force as if he were trying to answer a specific question.
If the sage is also a wizard, he gains a +5% bonus to his chance to learn spells from the school in question. A specialist wizard gains a +10% to his score in this skill if the school of magic is his own specialty.
Sociology: This is the study of social structures, customs, mores and ways of life. The sage is also acquainted with past societies and their customs.
Theology: A sage with expertise in this area is conversant with the tenets and beliefs of most major religions, gaining a +10% bonus to his Religion nonweapon skill check. In addition, he studies the theories and lore surrounding the powers and boundaries of the gods themselves. With research, a theologian can determine what a particular god might or might not be capable of doing.
Toxicology: This is the study of poisons, both natural and artificial. A sage with expertise in toxicology can identify poisons both from samples and from examining the symptoms of a poisoned victim.
A sage with knowledge of toxicology gains a +10% bonus to his Poison Lore nonweapon skill. By using toxicology, a sage can also gain a +5% to any Healing skill check dealing with poisons.
Zoology: Zoology is the study of animals. A sage who acquires knowledge in this area has a good overall grasp of the science of zoology, and in addition, he is considered a specialist in one general class of animals or monsters. Every additional 25 skill points he spends on this skill adds one more type or class to his expertise.
Classes of animals allowed for study include birds, reptiles, mammals, fish, amphibians, insects, amorphous monsters (slimes, jellies, and molds), aquatic monsters, insectile monsters, reptilian monsters, mammalian monsters, hybrid monsters (griffins, perytons, etc.), and any other reasonable class or grouping the DM allows.
A zoologist can identify common species in the field with a successful skill check and may be able to predict behavior or capabilities based on his knowledge of the creature in question.
A character with the Creature Lore skill who has Sage Knowledge in the same class of creature gains a +10% bonus to his Creature Lore skill score. A character who specializes in a general class of natural animals gains a +10% bonus to his Animal Lore skill.

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