Characters choose three starting skills at character creation from this list, but skills outside this list could also be chosen to aid with a characters theme. The skills Animal Handling and Swindle are used in conjunction with the Labyrinth Lord reaction tables, and saves (more tomorrow) are categorized into three types Mind (mind altering effects), Body (poison, paralysis, etc.), and Reflex (area of effect, traps, etc.) saves. Shorthand MS, BS, and RS. I use the Table of Bloody Dismemberment for wounds, which is what first aid is supposed to help. Encumbrance is worked differently in my campaign, so more on that later.
Acrobatics- (DEX) DC 15+/- Feats of balance and precision, modified by distance and difficulty. Slow fall to avoid damage at +5 DC per 10’. +2 DC per encumbrance point
Acrobatics- (DEX) DC 15+/- Feats of balance and precision, modified by distance and difficulty. Slow fall to avoid damage at +5 DC per 10’. +2 DC per encumbrance point
Animal Handling - (WIS) DC 10 + HD to better reaction of animal. Lower on failure. +3 DC per
attempt. Modified by food.
Astronomy - (INT) DC
13+ must be outside at night to predict astronomical phenomena. -5 DC with
astrolabe. Navigate gains +2
with Astronomy, able to navigate at night
Climbing – (DEX) DC
15+/- to climb improbable surfaces with proper gear. +5 DC without
gear. +2 DC per encumbrance point
Craft (Armor) – (STR) DC 10 + AC bonus. Takes AC bonus worth of days to
complete and 1d6 x AC go for materials
Craft (Object) – (STR) DC 13+/- for the creation of a specific object. For weapons +3 DC
per weapon size. Must have appropriate tools, materials,
and workspace
Decipher/Scribe – (INT) DC 15+/- Use knowledge of language and writing to
decipher cryptic or ancient texts and glyphs. Can also be used
to make accurate forgeries
Disguise – (CHA) DC
13+/- to make the disguise, then roll a disguise rating: d20 +
CHA mod. + Skill bonus = DC MS an opponent must
make to recognize the character. Requires a disguise kit
Dowsing – (WIS) DC
15+/- Using a dowsing rod, one may find water, minerals, herbs,
or ley lines. Or not.
First Aid – (WIS) DC
15+/- to stabilize a major wound. Or, roll vs. disease/ poison
DC to allow victim a save reroll with + skill mod.
bonus
Legerdemain – (DEX) DC
15+/- a.k.a. sleight of hand. Use to pick
pockets (as robbing), palm daggers, etc. Failure twice
gets you caught
Lore (???) – (INT) DC
varies from basic information of a subject (DC 10) to expert knowledge (DC
30). Must first be trained, receives skill XP
from research (+1d10/hour), not success
Navigation – (INT) DC
15+/- Trained to use maps, compasses, etc. to path-find. Success can find
short cuts and prevents getting lost.
Perform – (CHA) DC
13+/- gain gold equal to degree of success x 1d6. Failure angers
patrons. 1 attempt per location, takes full turn
Pick Locks – (DEX) DC
range from Simple locks (DC 10)
to Master locks (DC 30). 2 attempts per
lock and requires proper tools
Stealth – (DEX) DC
13+/- Used to hide/move
silently in natural cover or shadows. Make the stealth
check then roll a stealth rating: d20 + DEX mod. + Skill bonus = DC
MS
Survival – (CON) DC
13+ Skilled at surviving in the wild while sustaining and
enduring the elements. Gain +2 to tracking and navigation
in the wild
Swindle - (CHA) DC
13+/- through gambling/trickery gain or lose gold based on degree
of success/failure x 1d6. Swindle can also be used on NPCs
like animal handling, or for haggling.
Tinkering – (DEX)
DC 15+/- Used to manipulate mechanical devices and create new
mechanisms. Often used to sabotage or create small
traps. Tools and parts needed and mechanism must be visible
to tinker with it. Tinker DC is equal to a traps Reflex Save number.
Tracking – (WIS) DC
varies from soft ground (DC 10) to hard ground (DC 25). Used to follow
tracks left by enemies and modified -/+3 DC for creature size and weather
When starting, note that skills that encompass any kind
of previous profession or talent, should be cleared with the GM. When in doubt,
use DC 15+/- and be sure it isn’t a craft skill! (E.g. chariot
driving, seamanship, underwater basket weaving, etc.)
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