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Skills

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Mental-physical Skills: Looting to Pilot Airship
Looting (Mental 1 or Physical 1, Observation) — This skill represents a knack for grabbing the best loot in the shortest time. For instance, a cat burglar breaks into a room in a wealthy mansion. He has about two minutes to fill his backpack, so that he can escape before guards are summoned by magical alarms. If his skill check succeeds, he is able to recognize and stuff into his pack the most valuable combination of items that is feasible, given his limitations of time and space.
Musical Instrument (Mental 1 or Physical 1, Wisdom/Intuition -1, Dexterity/Aim -1) — The character can play a specific musical instrument. A separate skill must be taken for every additional instrument the character wishes to play. However, a character with skill in an instrument who wishes to learn an instrument from the same family (a violinist who wants to learn another string instrument, for example) may take the second skill as a recommended skill. If the instrument to be learned is from another family, the character still benefits from his knowledge of music and may add a +10% bonus to his skill score in the second instrument.
A character with a skill score of 50% or higher plays quite well, and no skill check is normally required. However, a skill check may be made to determine the quality of a performance. Also, the DM may direct the character to make a skill check if he is attempting to perform under adverse conditions or other extraordinary circumstances.
Barbarians: A barbarian must choose an instrument from his homeland. Typical instruments include the following:
  • Bow and gourd — an animal sinew stretched taut on a curved stick with a hollow gourd attached; bending the stick when the string is plucked varies the pitch, which is amplified by the gourd;
  • Elephant horn — a hollowed tusk with openings at both ends, played like a trumpet;
  • Reed whistle — a hollowed branch or reed perforated with holes that can be covered with the fingers and played like a flute;
  • Log drum — a hollowed log with an animal skin stretched across the top, played with sticks or hands;
  • Lamellaphone — a thumb piano made from bamboo strips secured to a small box; the plucked strips produce tones that resonate inside the box.
A barbarian’s approach to rhythm and harmony may be unusual, but the complexity and emotional content of his performances are comparable to those of a trained outworld musician.
Racial modifiers: Gnomes are masterful instrumental musicians and receive a +15% bonus when using this skill. Dwarves are penalized by -5% when using this skill.
Night Vision (Mental 1 or Physical 1, Observation -2) — This skill improves a character’s ability to see in low-light conditions. It is not equal to infravision but is still useful.
To use Night Vision, the character must spend five rounds in the type of light he will be moving or waiting in. Until he has spent this amount of time in the dark, the skill just does not work. (However, the character can be doing other things while letting his eyes adjust, so long as these other tasks do not expose him to varying light conditions.)
Once his eyes have adjusted, the character can use his Night Vision at any time. Whenever he looks at something, he must make a Night Vision skill check. With a successful check, the character’s Visibility Ranges (from the Player’s Handbook, Chapter 13) are doubled in the following conditions Night (full moon), Night (no moon), Twilight. Thus, a character under a full moon at night would be able to spot movement at 200 feet rather than at 100 feet.
If the character with this skill is exposed to a change in illumination — such as having a fireball explode within 500 feet or by having a torch or lamp waved in his face — his eyes are dazzled; his Night Vision is gone and cannot be regained until the character has again spent five rounds letting his eyes adjust.
Pilot Airship (Mental 1 or Physical 1, Intelligence/Knowledge, Dexterity/Balance -3) — This skill covers all aspects of flying a Xan Kraban (Drow airship). Characters with this skill can serve as competent crew members, steer the ship and know how to maintain the level of uhl gas in the ship. This skill does not provide the benefits of the Rope Use or Navigation skills, which are also useful to windsailors.

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