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- Dancing (Physical 1, Dexterity/Balance) The character knows many styles
and varieties of dance, from folk dances to formal court dances.
- Barbarians: A barbarian with this skill knows the ceremonial and recreational
dances associated with his homeland. Such dances may be augmented
with hoops, sticks, rattles and other objects that enhance both
the complexity and aesthetic quality of the performance.
- Shamans: Shamans are only adept in dances required in shamanic rituals.
Attempts at performing other dances are made with a -10% to -20%
penalty to the skill check, depending on factors such as the intricacy
of the dance or whether it is common among the people of the characters
culture.
- When performing shamanic rituals involving dancing, the character
receives a +5% bonus to the Shamanic Ritual check.
- Deep Diving (Physical 1, Constitution/Health -3) Swimming (50%) and Hold Breath (50%) are prerequisites for this skill.
- Diving: All characters can dive to a depth of 20 feet in a single round.
For each point of movement due to encumbrance below the normal
Movement Rate, two feet are added to this depth (the additional
weight helps pull the character down).
- A short run or a few feet of height adds 10 feet of depth to the
first round of a dive. For every 10 feet of height an additional
five feet of depth is added, up to a maximum addition of 20 feet.
A character who dives from a platform higher than 40 feet above
the water risks damage (higher dives may be safely accomplished
by a character with the Platform Diving skill). Thus, with a run and a dive from a height of 40 feet,
an unencumbered character can dive 50 feet below the surface in
a single round.
- Surfacing: A character can normally rise at the rate of 20 feet per round.
This rate is reduced by two feet for every point of normal movement
lost due to encumbrance. A character simply floating to the surface
(for example, an unconscious character) rises at a rate of five
feet per round slower than a similarly encumbered character who
is actively swimming to the surface.
- Skilled diver: A character with the Deep Diving skill can add 10 feet per round
to his speed of descent when diving into the water from the surface.
Thus, a character with the Deep Diving skill can, with a successful
skill check, descend 30 feet per round, plus modifiers for encumbrance,
running start and height. Likewise, a character with the Deep
Diving skill can surface at a rate of 30 feet (not 20 feet per
round.)
- Diving, Platform (Physical 1, Dexterity/Balance) A character with this skill
is an accomplished diver. The character may attempt a normal dive
from a height equal to 40' plus an additional 10' per 10 skill
points devoted to this skill. This use requires no skill check.
If the character wishes to dive from a higher distance, perform
a truly awe-inspiring dive or wishes to improvise on the dive,
modifiers to the chance of success are applied.
- For every added level of complexity (a somersault, twist, pike,
etc.), the character must subtract 5% from his chance of success.
In addition for every additional 5' in height above that normally
allowed by his skill score, an additional -5% penalty is applied
to the chance of success. These modifiers are cumulative, and
the DM may add other penalties or bonuses based on the circumstances.
A safe depth of water equal to the divers height plus an additional
1' of water per 10' of height (or fraction thereof) dove is needed
to avoid injury.
- A character can perform one fast manoeuver (somersault, for example)
for every 10 feet of travel or one slow maneuver (holding a pike,
for example) for every 20 feet of travel. Use of a springboard
adds an additional 5' height to the initial jump, giving a total
distance increase of 10'. A diver may dive outwards five feet
plus an additional one-third the distance that he travels downward.
- Drinking (Physical 1, Constitution/Health) A character with this skill
can on a successful check consume up to two times the normal amount
of drink at one sitting. This will allow the character to go twice
as long without drinking before beginning to suffer adverse effects.
If alcoholic beverages are involved, a successful check allows
the character to consume twice as much before adverse effects
begin to bother him.
- Racial modifiers: Any character race may take this skill, however, half-ogres
receive a +20% bonus to their skill score; dwarves, gnomes, goblins,
muls and uldra receive a +10% bonus when using this skill; and
halflings, hobgoblins, kobolds, orcs and half-orcs receive a +5%
bonus when using this skill.
- Eating (Physical 1, Constitution/Health) Much like the Drinking skill, this skill allows the character to store up food. A successful
check indicates that the character can consume up to twice as
much as normal. This allows a character to go twice as long without
food, without suffering any adverse effects from hunger.
- Racial modifiers: Any character race may take this skill, however, half-ogres
receive a +20% bonus when using this skill. Lizardmen receive
a +15% bonus and hobgoblins, goblins, kobolds, muls and orcs receive
a +10% bonus when using this skill. Halflings and half-orcs receive
a +5% bonus when using this skill.
- Endurance (Physical 2, Constitution/Fitness) A character with Endurance
skill is able to perform continual strenuous physical activity
for twice as long as a normal character before becoming subject
to the effects of fatigue and exhaustion. In those cases where
extreme endurance is required, a successful skill check must be
made. Note, this skill does not enable a character to extend the
length of time that he can remain unaffected by a lack of food
or water.
- A character with an Endurance skill score of at least 50% increase
his fatigue points by 50%.
- Racial modifiers: Dwarves gain Endurance as a bonus skill. Lizardmen because of
their history as a slave race have also developed strong endurance
and receive a +25% bonus to this skill. In general, the humanoid
races also have strong endurance: half ogres receive a bonus of
+20%, goblins and hobgoblins receive a +15% bonus, orcs and half-orcs
a +10% bonus, and kobolds a +5% bonus. Elves, however, are not
accustomed to sustained physical exertion and are penalized by
-10% on their Endurance skill scores.
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