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- 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 barbarians 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 characters 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 characters Visibility
Ranges (from the Players 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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