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Skills

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Mental Skills: Sail Manipulation to Survival
Sail Manipulation (Mental 1, Wisdom/Intuition) — Only a character who has experience in wildspace can take this skill.
This skill allows a sails master (officer) to control the use of sails on a spelljamming vessel with such skill that the ship gains a one step bonus to its Maneuverability Class for one round. The ship’s MC cannot go above A. If more than one character succeeds in using the Sail Manipulation skill in one round, the ship’s Maneuverability Class is reduced by one step, to a minimum of MC F.
Screed Lore (Mental 1, Intelligence/Knowledge -1) — A rare skill, a character who knows Screed Lore has expertise in the care and collection of books, tomes, scrolls and the like. This skill is crucial to librarians, sages, scribes and any priest or priestess of Lilnana. A check would be required whenever the character handles a particularly delicate or worn manuscript.
A failed roll indicates a problem ranging from the annoying (a torn page or lost book) to the disastrous (an entire scroll crumbles to dust at the slightest touch), depending on how badly the check is failed.
This skill also provides some knowledge of the safeguards used in protecting books. This knowledge covers not only mundane traps, like poison painted along the edges of the pages but also magical means of safeguarding libraries. The character can attempt roll at a -25% modifier to notice any evidence of such traps. The character on a successful skill check can also protect written materials from natural and magical pests, such as bookworms.
Seduction (Mental 2, Charisma/Appearance +1) — The Seduction skill allows a character to tempt a target through an appeal to his weakness. This weakness is often, but not always, sensual. The seducing character offers (but does not necessarily deliver) something the target desires in exchange for something the seducer wants (often to be named later). If the target is being asked to do something he wouldn’t mind doing anyway, a bonus of +5% to +15% should be applied. On the other hand, if the target is being asked to do something he would find distasteful a penalty of -5% to -15% should be applied to the roll.
Since this is not a magical compulsion, the roll should not work on unwilling PCs. Villainous NPCs with this skill can still cause problems for the PCs. Allies and friends could be seduced into betraying the PCs. Powerful nobles could be seduced into making a PC’s life miserable.
Sense Emotion (Mental 1, Ego/Aura -1) — If someone is displaying strong emotions on the Astral Plane he sends out strong waves of energy. Characters that know how can “look” for this emotional energy and follow it back to its source. A successful Sense Emotion skill check indicates that the energy is detected if it is present.
Since distances on the Astral Plane are relative to a character’s perceptions, this ability does not have a “range.” Instead, the emotional energy can be detected if the source is less than half an hour’s travel time away from the character trying to find it.
Servility (Mental 1, Charisma/Appearance) — A character with this skill has an aptitude for groveling and appearing so pitiful that a victimizer or a foe might leave him alone or spare his life for an extra day. On a successful check with penalties applied for the situation, a captor may, at the DM’s discretion, be convinced to let the character go.
Shamanic Ritual (Mental 1, Wisdom/Understanding +1) — This skill is concerned with the correct performance of shamanic ceremonies.
The correct performance of ritual is vital to a tribal shaman. If a funeral is not conducted properly, the deceased may rise as some form of undead to terrorize the community. If a sacrifice is not given properly, the spirits will not consider the offering as having been given — which, if the sacrifice is designed to lift an illness or assure a bountiful harvest, may have disastrous results. If the DM chooses, he may roll this check.
Non-shamans may learn this skill if they wish, but they will not be able to sacrifice to the spirits to gain spells and other shamanic powers. At best, non-shamans can use this skill to understand what a shaman is doing in a particular ritual, and perform minor sacrifices to appease spirits they have wronged. However, while a failed skill check from a shaman generally means the ritual or spell just doesn’t work, non-shamans will generally enrage the spirits, who will view their behavior as mockery.
Players should be aware that certain spells and shamanic class abilities require a sacrifice to be made, and should also be aware that every sacrifice requires a Shamanic Ritual check.
Sign Language (Mental 1, Intelligence/Knowledge -1) — A character with this skill can communicate with hand movements instead of speech. Sign Language can convey messages of the same complexity and nuance as a spoken language, providing the participants can see each other’s hands.
If two characters with this skill wish to communicate covertly, both must make skill checks. If both succeed, they may use Sign Language to silently converse for a full round without the knowledge of those who do not understand sign language. An observer who knows the same form of sign language will notice their conversation on a successful skill check. They may continue their conversation unnoticed by making successful checks on subsequent rounds.
During a round when either character fails his check, the communication is noticed, but not necessarily understood by a single outside observer or alternatively, the message was garbled because the sender’s finger movements weren’t precise, the receiver wasn’t paying attention or something blocked the line of sight (DM’s option). On a natural roll of 96-00, the sign language conversation is noticeable to all observers in the line of sight of the conversers or the receiver interprets the message as the opposite of what the sender intended (DM’s option).
A character with this skill may also try to convey a simple message to a character without the skill. The player must first whisper the phrase to the DM, who decides if the phrase is acceptable. Acceptable phrases include “Don’t move,” “Follow me,” and “I’m hurt.” Simple, one-word commands, such as “stop,” “come,” and “sit,” may be communicated using this skill with a +15% chance of success. Complicated phrases or those containing proper nouns are unacceptable, such as “My name is Grog,” “Take three steps north, then look up,” and “We can find the antidote in Elk Valley.” If the DM deems the phrase unacceptable, Sign Language can’t be attempted. If the DM allows the phrase, the character makes a skill check to successfully convey it.
If the check succeeds, the phrase is successfully communicated. If the check fails, the phrase is garbled. On a natural roll of 96-00, the receiver misunderstands the phrase, interpreting it as the opposite of its actual meaning.
Different forms of Sign Language are used by different cultures and races, there is no common sign language tongue. However, there are certain basic signs that have meaning in all cultures and thus a character with knowledge of Drow sign language could attempt to convey a message to a dwarf using sign language as if the character did not have the skill (see above) but with a +30% bonus to the skill check.
Underwater communication: This specialized form of Sign Language allows character to communicate underwater through the use of specialized hand signals, body gestures and other nonverbal cues. Such nonverbal communication requires that all participants are within visual range of each other. A skill check may be required when lighting conditions or water quality warrant it — such as two adventurers attempting to communicate in murky water — or when attempting to communicate during combat.
Any form of Sign Language counts as a language when determining the number of languages a character may speak.
Signaling (Mental 1, Intelligence/Knowledge -2) — A character with this skill can send and receive messages over long distances. He must designate a specific method, such as drums, smoke signals, or whistling. Each form of signaling is considered a separate skill.
The recipient must see (or hear) the signal in order to interpret it. He must also have the Signaling skill and know the same method as the sender. Messages can be sent and received at the rate of 10 words per round.
To transmit a message, both the sender and receiver must make successful skill checks. If either fails his check, the message is garbled; they may try again in the next round. If both checks fail, or either rolls a natural 96-00, the message is received, but has the opposite of the intended meaning.
Several specific types of Signaling are detailed below:
Heraldic Signaling: Heralds play a vital role in war. A shouting army commander cannot be heard on a battlefield, so orders must be broadcast to the units with flags, drums and shrill horns. A herald with this skill can communicate over a distance of one mile, or as far away as banners can be seen, whichever is greater. Obviously, big banners can be seen from far away, so many kings regulate the size of their vassals’ standards to hinder rebellion.
In the Battlesystem rules, it is easiest to simply assume that Signaling always works, unless there is some interference such as an impostor herald or bad weather. However, when an army is being raised in the campaign world, each brigade commander or army commander must find someone with the Signaling skill. Signaling might also be useful during any standard adventure.
Semaphore: This skill used both in spelljamming and naval settings allows the character to use semaphore flags to signal other ships. Organized war fleets use these flags as a standard communications tool. Most fleets have at least two people who can use the semaphore flags.
No skill check is required under normal circumstances. In times of combat, however, a skill check is required for receiving a signal. Failure means the signal was unclear. In this case, the sending character can start over the next round.
A character with the semaphore skill at the basic level (skill of 50% or less), can send 10 words in a round and can receive 10 words the next round. Five additional words can be sent for every 25 skill points over 50% a character has in this skill. The sender should be careful to send messages at a speed that can be understood by their intended receiver. Fast senders and receivers are often used to code messages.
Underground Signaling: The Underground Signaling skill allows a character to send messages underground using sound. To send a signal, the character taps on a section of wall with a rock, hammer or a piece of metal. The sound echoes through rock to a distance of 1d4 miles. The sound transmitted by this skill resembles Morse code and it may be used to send extensive messages or short commands and instructions.
To send a message, a skill check is required. If successful, the message transmits as desired. If not, the message may be only partially understood or complete nonsense. It may even convey a meaning contrary to the message sent. Successful transmission of a message is no guarantee that it will be understood by the receiving end and a successful skill check is required to interpret the message. It is possible to fail to understand an incorrectly sent signal, yet still infer a message from it, one very different from what was intended.
Another form of this skill utilizes heated metal for short range signaling between characters who possess infravision.
Note, Underground Signaling is a Mental 2 skill for a character whose place of origin is not the Everdark.
Signature Spell (Mental/Special) — Just as fighters can reach unusual levels of skill by mastering a particular weapon, a wizard can spend extra skill points to specialize in casting a particular spell. This spell is known as a Signature Spell. Wizards may have one Signature Spell per spell level, as long as they have the skill points available.
A wizard with a Signature Spell may still make use of the rest of his spell repertoire normally; he is not limited to just that one spell.
Choosing a Signature Spell: The Signature Spell must be a spell the character already knows and is able to cast — a 1st-level wizard couldn’t select fireball as a Signature Spell, although he could choose an appropriate 1st-level spell from his spellbook. If the character is a specialist wizard, he may only select Signature Spells from the school of his specialty. Mages, however, may select Signature Spells from any school. The actual cost in skill points varies with the level of the spell selected as detailed on Table 5.4.13 below.
Since specialist wizards must select their Signature Spells from their own field of study, they find it easier to narrow their specialization down to a single spell.
Learning a Signature Spell: In order for a wizard to gain the skill and practice necessary for a Signature Spell, he must spend a great deal of time and money, studying every aspect of the enchantment. For all intents and purposes, this is the equivalent of spell research; the character must spend a minimum of two weeks and 1d10 x 100 gp per spell level to master the Signature Spell and must roll a successful learn spells check to succeed in his studies. If the wizard fails, he still knows how to cast the spell normally, but he can never use it as a Signature Spell (unless his Intelligence increases). The character’s skill points are not expended if he fails in his attempt to learn the Signature Spell.
Specialist wizards may apply their spell research bonus to their learn spells roll to develop a Signature Spell.
Table 5.4.13: Signature Spell Costs
Spell Level
Specialist Cost
Mage Cost
1-3
50
100
4-6
100
150
7-9
150
200
10+
300
400
Signature Spells in play:
Through hard work and extensive practice, the wizard becomes quite skilled at casting his Signature Spell. First of all, the wizard casts his Signature Spell as if he were two levels higher for purposes of damage, duration, area of effect, range, and all other level-based characteristics. If the spell has no level-based characteristics (charm person, for instance), the wizard can choose to inflict a saving throw penalty of -2 on the subject’s saving throw when he casts the spell, or he can choose to reduce his casting time by three.
Secondly, the wizard may memorize one casting of his signature spell at no cost in spells available or spell points at that level. In other words, the character gains the specialist wizard benefit of memorizing additional spells. For example, a 1st-level mage with an Intelligence of 15 normally receives eight spell points and may cast a maximum of two, fixed magic, first-level spells. If the mage has magic missile as a Signature Spell, he may memorize two 1st-level spell, plus an additional magic missile, for a total of three 1st-level spells.
If the character is a specialist invoker, he can memorize four 1st-level spells magic missile, a second invocation spell, and the two 1st-level spell he normally receives as a 1st-level wizard. Note, the character in this example could choose to spend his discretionary spells to memorize a total of four magic missiles, which wouldn’t be a bad move considering that he’s so good at casting it!
Roleplaying Signature Spells: A wizard with a Signature Spell often becomes notorious for his use of the spell. Everyone recalls stories of the transmuter who polymorphed folks into frogs or the fire mage who threw fireballs left and right. The DM should encourage the player to develop his character’s motivations for becoming so skilled with one particular enchantment.
Singing (Mental 1, Charisma/Appearance) — The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living (note that bards can do this automatically). No skill check is required to sing unless the character is attempting to impress his audience. The character can also create choral works on a successful skill check.
Racial modifiers: Dwarves receive a +10% bonus when using this skill. Elves may select Singing as a bonus skill. Gnomes receive a -5% penalty to their Singing skill.
Sledding (Mental 1, Wisdom/Intuition) — A character with this skill knows how to operate a sleigh drawn by animals (i.e., dogs, horses, polar bears, etc.).
Sledding skill gives the character the following benefits:
  • On a successful skill check he can bring the sleigh from a stop to full speed in a single round.
  • On a successful skill check he can urge his draft animals to greater speeds causing them to increase their Movement Rate by 6 for up to four turns. A check must be made each turn and if the first check fails no further checks may be made. If a second or subsequent check fails, the draft animals immediately slow to a walk. After four turns of racing the draft animals will automatically slow to a walk and may not be raced again without at least one turn of rest.
  • On a successful skill check, a character who also has at least a 50% skill in Animal Handling can arrange a load on a sled so that it may be pulled more easily by its draft animals. This technique increases the Movement Rate of the sled by one.
Racial modifiers: Furchin Halflings and Uldra receive a +5% bonus to their skill score.
Smuggling (Mental 2, Wisdom/Intuition -2) — This skill reflects a character’s limited knowledge of smuggling, black market goods, and the illegal trade of stolen goods. This skill gives the character one lesser contact dealing in a particular type of illegal goods or a contact with one of the known fences of a particular city, its surrounding towns and villages. This does not give the PC free reign with the criminal element, nor does it expose every secret of the character’s contact. This sets the stage for roleplaying between character and criminal contact.
The character must specify the city for which this skill is taken. Additional cities may be learned as recommended skills. The character may make contact with another underworld figure for every 20 points over a 50% skill score.
Sorcerous Dueling (Mental 2, Intelligence/Knowledge -1) — This skill involves the study of manipulating magic in a sorcerous duel — the conversion of magical energies into the spell points used in the tightly controlled, ritual combat. Only those wizards who have this skill may duel in this way, and many guilds and secret societies encourage their members to study this skill.
Spellcraft (Mental 1, Intelligence/Knowledge -2) — Although this skill does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell or if he examines the material components used, he can attempt to identify the spell being cast. A skill check must be rolled to make a correct identification. Wizard specialists gain a +15% bonus to the check when attempting to identify magic of their own school.
Note, since the spellcaster must be observed until the very instant of casting, the Spellcraft skill does not grant an advantage against spells used during combat. The skill is quite useful, however, for identifying spells that would otherwise have no visible effect.
If a character makes a skill check at -40% he can recognize magical or magically endowed constructs for what they are.
Alternate Magics: A character with a skill score of 75% or higher is familiar with magic that does not originate through conventional spellcraft. Examples of these type of magic include the innate abilities of faeries, demons, genies and other known magical creatures, as well as the unusual spell casting done by dragons and their ilk. A successful skill check indicates that the character has correctly identified the source and nature of the magical phenomenon.
Spelljamming (Mental 2, Intelligence/Knowledge -2) — Only a character who has experience in Wildspace can take this skill.
A character with the Spelljamming skill is an expert at manipulating a spelljamming helm to maneuver a vessel. Any spellcaster can operate a helm, but this skill provides the following additional benefits:
  • The character can boost the SR of his ship by one with a successful skill check. This boost lasts only one spelljammer combat turn.
  • The character can boost the maneuverability of his ship with a skill check. This boost lasts only one turn. A character cannot boost both the speed and maneuverability of his ship at the same time.
  • The character, on a successful skill check, gains a -1 bonus to his die roll to determine which vessel gets initiative each turn.
In order to utilize these benefits, the character must be operating the ship’s spelljamming helm. Bystanders cannot help, regardless of their skill level.
Spelunking (Mental 1, Intelligence/Knowledge -2) — A character with this skill has a thorough understanding of caves and underground passages, including their geology, formation, and hazards. The character generally knows what natural hazards are possible and what general equipment a spelunking party should outfit itself with. A successful skill check can reveal the following information:
  • By studying cracks in the walls and pebbles on the floor, sniffing the air, etc., the character can determine the likelihood of a cave-in, flash flood or other natural hazard. This only works with respect to natural formations, and is negated if the natural formations have been shored up, bricked in or otherwise tampered with.
  • The character can estimate the time required to excavate a passage blocked with rubble.
  • While exploring extensive underground caverns, a successful check reduces the chance of getting hopelessly lost when confronted by multiple unmarked passages, sinkholes, etc., to a maximum of 30%, assuming good lighting (see DMG Table 81-82).
Racial modifiers: Dwarves, gnomes, Drow elves, goblins, hobgoblins, kobolds, orcs, and Uldra receive Spelunking as a bonus skill. All other natives of the Everdark treat Spelunking as a recommended skill.
Spirit Lore (Mental 2, Ego/Aura -4) — A character with the Spirit Lore skill knows methods to contact spirits, deities and extraplanar powers. He or she can more easily communicate with these beings, gaining a +5%/+1 chance of success (no skill check necessary) when attempting divinatory spells such as augury, contact other plane, commune, divination, speak with dead, summon spirits, and so on.
This ability may also be used to contact the dead without resorting to magic (handy for low-level characters who do not know magic, such as psionicists). Using pyromancy (divination by candles), tarot cards, and other mystical rites, the character can ask questions of these powers as if using a summon spirit or speak with dead spell (no body required, and there is no applicable time limit).
Before beginning the contact, the character must prepare for half an hour, making sure that the area has no spirits around to confuse readings. Contact with the dead is established if a successful skill check is made. A failed roll reveals nothing. If the roll is 50% or more under the number needed, a specific spirit can be contacted. A roll of 20% or more above the needed number (or a natural 96-00) reveals incorrect information, perhaps from an evil spirit. Individuals with the psionic ability of spirit sense gain +10% bonus to skill checks.
The summoner can ask questions of these spirits, but the spirits are not obliged to answer. If annoyed, the spirits can sever the link at will. The questioner can ask 1d3 questions, plus one for every 25 points above a 50% skill score. Contact may not be made more than once per day and is inadvisable more than once per week. The dead do not appreciate being disturbed and may take revenge. The DM can refer to the spell summon spirits for more details about interacting with the dead.
Racial modifiers: Lizard Men gain a +10% bonus when using this skill. Fälgornian humans gain a +5% bonus to their Spirit Lore skill checks.
Statecraft (Mental 1, Charisma/Leadership) — This skill includes the knowledge and understanding of politics within the state and in the state’s dealings with other states. It also encompasses the diplomatic skills needed to analyze, guide and influence people and events to achieve governmental and personal ends.
A character with this skill knows and understands the significance of current events and the major personalities that shape them. He is knowledgeable about the cultures and ambitions of foreign allies and enemies. He also understands the conflicts between prominent counts, churchmen and royal officers, and he studies the will and whim of the king.
Stewardship (Mental 1, Wisdom/Intuition) — This skill provides the administrative knowledge and skills to run a large estate. Land is wealth, and proper management of land resources and the servants and freemen on that land is essential to a noble’s well-being. The noble himself needs at least a rudimentary understanding of Stewardship, but loyal subordinates are usually entrusted with the management of day-to-day affairs.
A character with this skill understands not only the technical business of land and estate management, but the politics and personalities of the manor and palace. He is alert and sensitive to power and influence held by family members and retainers of a noble household. He knows where to seek information and how to apply pressure to achieve the objectives of his lord and his own personal ends. He recognizes strengths and weaknesses in a noble household, and he knows how to take advantage of them. He also understands quality and luxury, and he knows how to impress and influence others with hospitality.
Storytelling (Mental 1, Charisma/Appearance) — This skill grants the ability to captivate an audience with stories, making moral points, bringing humor and enchanting the audience with a tale. It does not allow an individual to draw a group from other actions just to listen, nor to prevent them from reacting if the tale is interrupted. It simply enables a character to tell stories well and perhaps even make a living at it. Some societies, especially primitive cultures such as that of the Wild Halflings, hold storytelling in high regard.
If a character has knowledge in other areas (especially Local or Ancient History or lore of any kind) and uses it in the tale, a bonus of +5% to +20% should be applied to his skill check. If the character speaks from personal experience, an additional +10% bonus should be applied as well.
If the story is about a specific person, then reaction to that person can be modified on a successful skill check. If the person in the story is portrayed as heroic, then the listeners see him as heroic. If the story describes his villainous deeds, then they see him as a villain. The DM may adjust a listener’s reaction based on the listener’s Wisdom and how well the listener knows the subject of the story. If the character sings the story as a ballad or tells the story to musical accompaniment, he may add a +5% bonus to his skill score. Combining singing and instrumentation allows a +10% bonus to the skill score.
This skill also allows a character to weave a believable lie. A successful skill check, modified by the listener's Wisdom/Intuition skill score modifier, means that a given statement is believed by the listener. However, the skill check will also be modified further according to the statement’s outlandishness (the lie attempt must be roleplayed). For instance, only the extremely gullible believe that the character has just stuffed a black dragon into a belt pouch.
All Storytelling bonuses and penalties are cumulative.
Racial modifiers: Wild Halflings and Uldra gain a +20% bonus to their skill score. Lizard Men, other halfling races and Fälgornian humans gain a +10% bonus.
Street Sense (Mental 2, Intelligence/Knowledge, Charisma/Appearance) — A character with this skill is adept at making a good impression on underworld contacts in the less savory neighborhoods of towns and cities, allowing him, among other benefits, to better use the Information Gathering skill.
Those whom the character contacts are not necessarily moved to trust the character using this skill, but they may decide the character is worth talking to because he is so entertaining or because he is a person of importance. A Street Sense skill check can be attempted once whenever the character is talking to a contact. Success means that the contact becomes favorably inclined toward the character and will reveal additional information to him, possibly unrelated to the character’s inquires. Success also means that the contact will act positively toward the character in future situations, unless circumstances dictate otherwise.
Possession of this skill adds a +10% bonus to any Information Gathering skill check.
Survival (Mental 2 Intelligence/Knowledge) — This skill must be applied to a specific environment, i.e., a specific type of terrain and/or climate. Typical environments include arctic, woodland, desert, steppe, mountain, or tropical. The character has basic survival knowledge for that terrain type. Additional terrains may be learned as Mental 1 skills.
A character skilled in Survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, a character with Survival skill can instruct and aid others in the same situation. When using the skill to find food or water, the character must roll a skill check. If the check is failed, no more attempts can be made that day.
The Survival skill in no way releases the player character from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate, and water is discovered in minuscule amounts. It is still quite possible for a character with survival knowledge to die in the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom!
A character with survival skills in one type of terrain has some basic skills that carry over into other terrain types. In games terms, a character can use his Survival skill in a terrain closely similar to the one in which he is trained with a -25% penalty (i.e., mountain Survival skill could be somewhat useful in hill country). In terrain not closely related the penalty is -50%.
Some specific forms of the Survival skill are detailed on the following page:
Underground Survival: This form of the skill provides knowledge of the underground. It helps the character distinguish between edible and poisonous insects and to be able to determine the safety and stability of tunnels, cavern ceilings and the like. This skill is only available to natives and frequent visitors to the Everdark.
Wildspace Survival: Only a character who has experience in wildspace can take this skill.
This skill gives the character an understanding of the hazards he might face in wildspace. He knows the methods required for survival in the emptiness between the celestial objects. A character with this skill can survive on half the normal food, water and air rations each day he makes a successful skill check. Each day the character fails the skill check, he uses a full day’s supply of these rations.
Once the air, food and water supplies are exhausted, the character must roll a Constitution/Health check every day at a cumulative -1 penalty to stay alive. After three consecutive days without food water or clean air, the character passes out and will die without outside care.
Once the character fails a Constitution/Health check, he will die in a number of days equal to his Constitution/Health, unless rescued. If rescued, the unconscious character gets a Constitution/Health check every day at a cumulative +1 bonus until he awakens. He must have complete rest for three days before he can exert himself again.
Druids and rangers: Druids and rangers have basic survival skills in their primary terrain (as a bonus skill). Additional skill points may be spent to add more terrain types or improve the druid's or ranger's skill in his primary terrain.
Barbarians: Every barbarian has basic survival skills in his homeland terrain and receives Survival skill in that terrain as a bonus skill. A barbarian may spends skill points to acquire this skill for a terrain type other than his homeland terrain or to improve his skill in his homeland terrain. The barbarian can take this skill multiple times to learn survival skills in several types of terrain, but during character creation the player should justify how the barbarian has learned these skills.
Racial modifiers: Dwarves, rock gnomes, goblins, hobgoblins, kobolds and orcs may take Survival in hills or mountains as a Mental 1 skill. Elberethi and Variquesti elves, forest gnomes and wild halflings may take any woodland Survival skill as a Mental 1 skill. Lizard Men may take Survival in swamps as a Mental 1 skill. And, Oceanus elves may take underwater survival as a Mental 1 skill.

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