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Skills

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Mental Skills: Ventriloquism to Weather Sense
Ventriloquism (Mental 1, Intelligence/Knowledge -2) — The character has learned the secrets of throwing his voice. Although not actually making sound come from somewhere else (like the spell), the character can deceive others into believing this to be so.
When using Ventriloquism, the supposed source of the sound must be relatively close to the character. The nature of the speaking object and the intelligence of those watching can modify the character’s chance of success. If the character makes an obviously inanimate object talk (a book, mug, etc.), a -25% penalty is applied to his skill score. If a believable source (a PC or NPC) is made to appear to speak, a +10% bonus is added to his skill score. The observer’s Intelligence/Reason modifies this as follows:

Table 5.4.15: Ventriloquism Modifiers
Intelligence/
Reason
Modifier
less than 3
+30%
3-5
+20%
6-8
+10%
9-14
0
15-16
-5%
17-18
-10%
19
-20%
20
-30%
21
-40%
22
-50%
23
-60%
24
-70%
25
-80%
A successful skill check means the character has successfully deceived his audience. One check must be made for every sentence or response. The character is limited to sounds he could normally make (thus, the roar of a lion is somewhat beyond him).
Since ventriloquism relies on deception, people’s knowledge of speech, and assumptions about what should and shouldn’t talk, it is effective only on intelligent creatures. Thus, it has no effect on animals and the like. Furthermore, the audience must be watching the character since part of the deception is visual (“Hey, his lips don’t move!”). Using Ventriloquism to get someone to look behind him does not work, since the voice is not actually behind him (this requires the ventriloquism spell). All but those with the gullibility of children realize what is truly happening. They may be amused — or they may not be.
Veterinary Healing (Mental 1, Wisdom/Intuition -3, Intelligence/Reason -3) — The character can attempt to heal all types of normal animals, following the same procedures described in the description of the Healing skill (heals 1d3 hit points if done within one turn of wounding, once per creature per day; continued care can restore one hit point per day during non-strenuous traveling for up to six creatures; gives a +2 to save vs. poison if treated for five rounds before onset of poison; diagnose disease, magical origins identified, natural diseases take mildest form and shortest duration).
Supernatural creatures (such as skeletons or ghouls) or creatures from another plane (such as aerial servants or xorn) cannot be treated with this skill.
This skill is not cumulative with the Healing skill — the first used will take precedence. The Veterinary Healing skill can be used on humans, demihumans and humanoids at a -40% penalty to the normal chance for success.
Racial modifiers: Forest Gnomes receive a +20% bonus when using this skill. Elberethi elves, Rock Gnomes and Uldra receive a +10% bonus. Fälgornian humans receive a +5% bonus.
Visual Concealment (Mental 2, Intelligence/Knowledge -2, Wisdom/Understanding -2) — This skill enables a spellcaster to totally remove all secondary visual traits from a spell if he makes a successful skill check before casting.
This skill works on the premise that many spells have visual components not connected to their function. For instance, the appearance of fire is required for fireball because the spell’s primary function is to release a ball of flames. Ray of enfeeblement, on the other hand, need not create a visible beam as it weakens its target. Other possibilities include the various Detect spells, fire shield, and anything else the DM thinks appropriate. Whether a particular spell has a visible component secondary to its function is up to the DM.
Removing the visual components of a spell doubles the normal casting time.
Voice Mimicry (Mental 2, Charisma/Appearance) — Voice Mimicry is the art of convincingly imitating the voice of another person. It is a very demanding skill, requiring intense training and practice with the vocal cords.
A character with Voice Mimicry is able to imitate any accent he has heard. Success is automatic (if the character’s skill score is at least 50%) unless confronted by those who speak the mimicked accent. In such a case, a skill check is required to maintain the ruse.
More difficult is the imitation a specific person’s voice. To do this, the character must be familiar with the voice of the person to be mimicked. A skill check is required to determine if the imitation is detected; modifiers depend on how well the listener knows the voice that is being mimicked. Success is certain if the listener has never heard the voice of the person being mimicked. To fool an acquaintance, there is no modifier; fooling a friend of the subject is more difficult, requiring a -10% penalty to the skill check; an attempt to fool a close friend is made at a -25% penalty to the skill check; and an attempt to fool someone extremely close to the person being mimicked (i.e., a parent or spouse, a longtime friend) is made at a -35% penalty.
This skill is often used in conjunction with the Disguise skill. The skill which must be checked first depends on whether the character is seen or heard. If the Disguise skill check is made successfully first, then there is a +25% bonus to the check for Voice Mimicry — the listeners have already accepted the appearance, so they are less likely to doubt the voice. If the Disguise fails, it doesn’t matter how good the voice imitation is. If the Voice Mimicry skill check is the first to be rolled and is successful, then the Disguise skill check is made with a +5% bonus.
Water Find (Mental 1, Intelligence/Knowledge) — Even the most barren desert yields water to those who know how to find it. Small animals burrow in the ground and store water there; some rare plants store water in cistern roots beneath the soil; seemingly lifeless trees sometimes have moist heartwood.
The Water Find skill is only useful in areas where little water or little pure water can be found. It can only be used once per day and takes an hour to perform. During this time the character can only move at half his normal Movement Rate. A successful check indicates he has found sufficient pure water to sustain himself for one day. It does not mean that he has found enough water to rehydrate, but he will not further dehydrate. The character can only find enough water for himself — if he shares his find with others, none of them gain any benefit. On a skill check of 01-05, the character finds enough water to sustain himself and 1d6 other people.
Special note: The Water Find skill is included as part of the Survival skill. A character who later chooses to learn Survival may add a bonus equal to half his Water Find skill score to his Survival skill score the first time he takes it (learning Survival in additional terrains incurs its own bonus, see Survival).
Weather Sense (Mental 1, Wisdom/Intuition -1) — This skill enables the character to make intelligent guesses about upcoming weather conditions. A successful skill check means the character has correctly guessed the general weather conditions for the next six hours. A failed check means the character read the signs wrong and forecast the weather incorrectly. The DM should roll the check secretly.
A skill check can be made once every six hours. However, for every six hours of observation, the character gains a +5% bonus to his skill check (as he watches the weather change, the character gets a better sense of what is coming). This modifier is cumulative, although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus.
Sometimes impending weather conditions are so obvious that no skill check is required. It is difficult not to notice the tornado funnel tearing across the plain or the mass of dark clouds on the horizon obviously headed the character’s way. In these cases, the player should be able to deduce what is about to happen to his character anyway.
Weather Sense is a common and useful skill aboard seagoing vessels. In addition to the obvious benefits (i.e., not sailing out of port into the teeth of a storm), a navigator who makes successful Weather Sense and Navigation skill checks can adjust for the effects of adverse winds (see Table 79: Weather Conditions in the Dungeon Master’s Guide), reducing the penalty for these winds to only a quarter of the ship’s movement.

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