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Skills

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Phyiscal Skills: Fasting to Hold Breath
Fasting (Physical 1, Constitution/Fitness -1) — This skill allows a character to go long periods without food, though liquids are still necessary. Any amount of time under one week spent fasting causes no ill effects to the character. At one week, a skill check is required. Success means that the character suffers no ill effects and loses five pounds. Failure means the character temporarily loses one point from Strength and one point from Constitution as well as 10 pounds. The character’s weight will not fall below 15 pounds per foot of height.
At the end of each week after the first, the character must make a skill check at a cumulative penalty of -5%. If the character’s Strength or Constitution falls below one, the character dies.
Once the character is able or decides to end the fast, he must begin to eat slowly. Each day following the fast the character recovers one point each of Strength and Constitution, and may only eat normally once fully recovered. Lost weight may be regained after this time if desired.
This can be used as a survival technique, though it is most often used in religious or mystical situations. The DM should consider granting a bonus where applicable to any character who chooses to fast before performing some sort of religious or mystical activity. The longer the fast, the larger the bonus.
Fine Balance (Physical 1, Dexterity/Balance) — A character with this talent is blessed with an innate sense of balance and has an uncanny knack for keeping his feet under him. With a successful skill check, the character gains a +2 or +10% bonus on any climbing checks, saving throws or ability checks to avoid slipping or falling. In addition, the character reduces any penalties for fighting in off-balance or awkward situations by two points or 10%.
The Fine Balance talent is also very useful in conjunction with Tightrope Walking and Tumbling. If the DM determines that a particular feat would be influenced by the character’s exceptional balance, the character gains +10% bonus to his skill check to resolve the action.
Racial modifiers: Halflings possess an uncanny sense of balance and receive a +5% bonus when using this skill.
Forgery (Physical 1, Dexterity/Aim -1) — This skill enables the character to create duplicates of documents and handwriting and to detect such forgeries created by others.
To forge a document (military orders, local decrees, etc.) where the handwriting is not specific to a person, the character needs only to have seen a similar document to copy. To forge a name, an autograph of that person is needed, and a skill check with a -10% penalty must be successfully rolled. To forge a longer document written in the hand of some particular person, a large sample of his handwriting is needed and a -15% penalty is applied to the skill check.
It is important to note that the forger always thinks he has been successful; the DM rolls the character’s skill check in secret and the forger does not learn of a failure until it is too late.
If the check succeeds, the work will pass examination by all except those intimately familiar with that handwriting or by those with the Forgery skill who examine the document carefully (see below). If the check is failed, the forgery is detectable to anyone who is familiar with the type of document or handwriting — if the document is examined closely. If the die roll is a 96-00, the forgery is immediately detectable without close examination by anyone who normally handles such documents. The forger will not realize this until it is too late.
Furthermore, those with Forgery skill may examine a document to learn if it is a forgery. On a successful skill check, the authenticity of any document can be ascertained. If the die roll is failed but a 96-00 is not rolled, the answer is unknown. If a 96-00 is rolled, the character reaches the incorrect conclusion.
A character with an Artistic Ability skill — such as calligraphy, painting or drawing — that could prove useful in forging a document, may add a +10% bonus to his skill score.
Freefall (Physical 1, Dexterity/Balance -2) — Only a character who has experience in Wildspace can take this skill.
This skill is handy when a spelljamming ship’s gravity plane shifts. This can cause objects, cargo, weapons and crew members to fly across the deck or even straight up! This skill gives the character a chance to personally counter these shifts.
If a skill check is successful, the character does not need to roll the usual Dexterity/Balance check. The character recovers quickly and continues with his current duties as though nothing happened. If he is manning a weapon, he can still attack. If loading, he is not interrupted.
If the skill check fails, the character is required to roll the standard Dexterity/Balance check to see if he maintains his balance. This skill does not negate the disruption of activity due to a Ship Shaken critical hit.
A character with the Tumbling skill adds a +5% bonus to his Freefall skill.
Hold Breath (Physical 1, Constitution/Health) — This skill helps a character hold his breath for extended periods of time. (See the rules in the Player’s Handbook, Chapter 14, for the amount of time a character can normally hold his breath.)
With Hold Breath skill, a character can hold his breath for half his Constitution/Fitness score in rounds (rounded up). If the character is exerting himself, this time is halved (again, rounding up). A character with a skill score of 50% or higher gains this benefit automatically and need not make a skill check. A character with lesser skill must make a skill check to hold his breath longer than normally possible.
When attempting to hold his breath beyond the time normally allowed, the character rolls a skill check or a Constitution/Fitness check (whichever is better) each round. The first check is made at no penalty, but each subsequent check is made at a cumulative -5% penalty. Once a check is failed, the character must breathe; if he cannot reach air, he dies.
Slow Respiration: A character with a Hold Breath skill score of 75% or more gains the ability to slow his respiration. A character with this skill has the ability to enter a deep trance and reduce the amount of air he needs to stay alive. To induce the trance, he must be in a restful position, either sitting or lying down. After concentrating for one turn, his pulse and breathing rates drop well below normal, so that only 10 percent of the normal quantity of air is required to sustain the character (i.e., fouled air can be breathed 10 times longer by a character with Slow Respiration than by a character without, before penalties are applied). The character emerges from his trance at will, fully aware of anything which has occurred nearby.
A character with a skill score of 90% or higher has expert control over his respiration and may, with a successful skill check modified by a -25% penalty, reduce by half the amount of air his body requires for one day. Concentration is required throughout the process, although simple actions like walking, sitting, eating and listening to music are possible. Talking, fighting, etc., require the character to roll another skill check.

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