Spelljammer
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Campaign Info\Skills\Alpha Cat Skills

NameMultipleDescription
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Acrobatics400Acrobatics skill is the ability to control your actions in the air. Uses of this skill include vaulting fences, swinging on ropes, and landing on your feet after a fall. Acrobatics Roll: ((DEX - 15) x 3) + (Rank x 5) Free Move - In combat situations, combatants are allowed to make a 5 foot "free move" with losing any attacks or initiative. This distance is extended for Acrobats who make a successful Acrobatics roll. Compare the roll to the table below. Blunder - Terrible acrobatics move. Lose a
Acting175The character is very good at pretending to be someone else. Acting bonus is: (rank x 5) + ((CHA - 15) x 3) Although this skill has obvious use for entertrainment purposes, the skill can also be used for more nefarious purposes. The character can try to act like a specific person (i.e., the character has taken the place of Jeeves, the butler and is trying to act exactly like Jeeves normally acts). If the character is trying to act like someone other than who they really are (i.e., the character
Administration175Bonus for functioning successfully within any entity where record keeping, personnel interaction, and bureaucracy is present. Also useful in gaining public office and applying governmental power. Includes knowledge of public administration and how to maintain a bureaucracy as well as a general knowledge of laws and statutes.
Adrenal Strength200This skill temporarily increases the characters Strength by 1 point per 2 ranks and lasts for 1 round per rank. The character can keep it going longer but will take 1d6 of non-lethal damage (see rules) per round beyond what he is normally allowed. If the strength add brings the character to their racial maximum, this skill can increase it beyond racial maximum, but the ratio drops to +1 strength per 4 ranks (round down). Example: Philyra has a STR of 24 and is rank 6 with this ability. Rank 6 w
Alchemy400This skill has three tasks: General Alchemical Knowledge
This skill can also be used for general Alchemical Lore: ((KNOW - 15) x 3) + (Rank x 5) Identify Potion
The character with this skill can attempt a skill roll ((KNOW - 15) x 3) + (Rank x 5) to identify a magical potion. The skill roll should be made secretly by the GM. The character can identify a magical potion by observing the color, texture, consistency if he makes his roll at -15. If he also sniffs the potion, he can identify it if he
All Barbarian Weapons680The character gains proficiency with all weapons that are typically used by barbarians. Strike chance bonus is 4% per level with this skill (plus DEX bonus, plus base strike chance for the weapon). Barbarian Weapons include: Blowgun
Bola
Club
Dagger
Hand Axe
Lasso
Long Bow
Quarterstaff
Rock
Short Bow
Sling
Spear
War Club
All Hafted Weapons680The character gains proficiency with all hafted weapons. Strike chance bonus is 4% per level with this skill (plus DEX bonus, plus base strike chance for the weapon). Hafted Weapons include: Hand Axe
War Axe
Battle Axe
Great Axe
Giant Axe
Crude Club
War Club
Torch
Giant Club
Mace
Giant Mace
War Hammer
War Pick
Flail
Morning Star
Mattock
Sap
All Missile Weapons750The character gains proficiency with all missile weapons. Strike chance bonus is 4% per level with this skill (plus DEX bonus, plus base strike chance for the weapon). Missile Weapons include: Sling
Short Bow
Long Bow
Composite Bow
Giant Bow
Hand Crossbow
Light Crossbow
Heavy Crossbow
Spear Thrower
Blowgun
Ballista
All Pole Arms660The character gains proficiency with all pole arms. Strike chance bonus is 4% per level with this skill (plus DEX bonus, plus base strike chance for the weapon). Pole Arms include: Javelin
Spear
Giant Spear
Quarterstaff
Pike
Lance
Halberd
Poleaxe
Roman Trident
Neptune Trident
Glaive
Giant Glaive
All Swashbuckler Weapons740The character gains proficiency with all swashbuckling weapons. Strike chance bonus is 4% per level with this skill (plus DEX bonus, plus base strike chance for the weapon). Weapons included: Dagger
Main Gauche
Short Sword
Scimitar
Rapier
Longsword
Hand Crossbow
Flintlock Pistol
All Swords740The character gains proficiency with all swords. Strike chance bonus is 4% per level with this skill (plus DEX bonus, plus base strike chance for the weapon). Swords include: Dagger
Main Gauche
Short Sword
Falchion
Scimitar
Tulwar
Rapier
Sabre
Broadsword
Longsword
Hand & a Half
Claymore
2-Hand Sword
All Thrown Weapons650The character gains proficiency with all thrown weapons and entangling weapons. The skill only applies when the weapon is thrown (i.e., if the character uses a dagger in melee combat, this skill does not apply). Strike chance bonus is 4% per level with this skill (plus DEX bonus, plus base strike chance for the weapon). Thrown and Entangling Weapons include: Bola
Boomerang
Dagger
Dart
Granado/Thrown Potion
Hand Axe
Javelin
Net
Rock
Shuriken
Spear
War Club
War Hammer
Whip
Ambush450Ambush is the ability to make a very precise attack. To use this skill, the character must approach his foe undetected and be able to strike before the foe can react. The following are the base bonuses for using Ambush skill: Strike Chance: +rank
Damage: +rank
Critical Chance: +rank
Grievous Chance: +rank/3 (round down)
Confirm Grievous: +rank There are four possible cases: Target not in combat and drowsy or otherwise not alert: +5 SC, +2 Dmg, +2 Critical Chance, +1 Grievous Chance
Target not i
Anatomy150Anatomy skill is knowledge of the inner workings of the body. This skill is automatically applicable to the character's race as well as all of the common, humanoid races of the world, including humans, elves, dwarves, halflings, half elves, half orcs, orcs, kobolds, goblins, ogres and giants. It is also applicable to animals and monsters if the character also has Animal Lore and Monster Lore roll. Anatomical Knowledge
The character has an Anatomical Knowledge roll equal to ((KNOW - 15) x 3) + (
Animal Healer400This skill is identical to First Aid skill except that it can be used on any mammals without penalty. It can be used on other animals (besides mammals) with which the healer is familiar (e.g., beastmaster animal category or a lore roll for a specific type of animal). First Aid
Bonus for applications of emergency aid or treatment (limited to a type of creature), such as attempts to halt or slow bleeding. A character with this skill can stop up to 5 points per round of bleeding without resorting
Animal Lore100With a successful Animal Lore roll ((KNOW - 15) x 3) + (Rank x 5), the character knows something about the animal, as indicated below: Absolute Success - Knows all there is to know about the animal type
Success - Knows all common facts, and some uncommon facts about the animal type
Near Success - Knows most common facts about the animal type
Partial Success - Knows some common facts about the animal type
Failure - Doesn't recognize the animal
Absolute Failure - Misidentifies the animal
Blunder
Animal Trainer400The character is able to domesticate and train a specific type of animal, which must be chosen when the skill is taken. Domesticate Wild Animal
To domesticate a wild animal, the animal trainer must make five successful Domesticate rolls over the course of time not to exceed 10 days. One roll per day is allowed. A Blunder at any time indicates that the trainer is not able to domesticate the animal. Each time a roll is made, add the value of the roll to an ongoing total and, when the total reache
Appraisal300The character is skilled at estimating the value of various items excluding gems and jewelry, which have their own appraisal skill. The character's chance of appraising mundane items such as cloth, wine, simple art objects, etc. is equal to (((PER + KNOW) - 30) + 1.5) + (rank x 6). The character's chance of appraising rare items such as alchemical supplies, rare objects of art, common magical items, etc. is equal to (((PER + KNOW) - 30) + 1.5) + (rank x 4). The character's chance of appraising
Armor Lore250The character is very familiar with armor; armorsmiths and famous armories. He can look at any suit of armor and; with a succeesful skill roll; tell if the armor was made by humans; elves; orcs; etc. If the armorsmith was relatively well known; the character might be able to name the specific armorsmith. If the armor is magical; and the character rolls Success; he will know one property of the armor; plus one additional property for every 20 points above Success that he rolled. If he rolled Abs
Armorer400Armorer skill allows the character to make and repair leather armor as well as repair metal armor. If the character also has blacksmith skill, he can also make metal armor. An armorer must have an armorer's toolkit to make and repair leather armor, and repair metal armor. Note that a Mechanician's toolkit also has all of the necessary tools. At level 15, an Armourer can fashion Armour of Quality.
Artifact Lore450A character with this skill is familiar with magic items. The character must be literate to advance beyond rank 5. The character has heard many stories and read many books relating to magic items. He knows magic item descriptions and properties. For any given magic item, the character can request the GM to make a skill roll to see if he recognizes the item from any of his stories. Skill roll is 5% per rank, plus Know bonus. Consult the following table for the result: Level of Success
Roll
It
Artillery400This skill includes skills with ballista and catapult as well as any other artillery weapons that the GM might choose to use. Weapon
SC
Dmg *
Range (yards) **
Minimum Range
Max ROF *** Small Ballista 3d4+4
80 (-1/1)
NA
3 Medium Ballista 3d6+4
150 (-1/2)
NA
2 Large Ballista
40 + DEX + (rank x 5)
3d8+4
200 (-1/3)
NA
2 Small Catapult 3d6+5
150 (-1/5)
50
2 Medium Catapult 3d8+5
200 (-1/7)
100
2 Large Catapult
30 + DEX +
Artistry150The character is skilled with drawing and painting. At ranks 10 or less, the character is an increasingly skilled amateur. At ranks 11 to 15 or so, the character can earn a decent living as an artist. At levels 16 and higher, the character is a master artist. The artist can draw or paint simple pictures that represent a real object such as a creature, person, object or location. Chance of success is equal to (((DEX + PER) - 30) x 1.5) + (rank x 5). The artist is also skilled at creating more co
Assassination400This skill represents the character's knowledge of the assassination trade. It can be used to identify well-known assassins, spot assassination attempts in the making or even analyze an apparent accident or suicide to determine if it was actually an assassination. Other skills could compliment this, such as poison lore if poison was used. This skill can also be used to determine whether an assassination attempt succeeds or fails if the GM does not want to play out all of the details of a specif
Astral Lore250Astral Lore provides knowledge of the astral plane and astral space. Bonus is ((KNOW - 15) x 3) + (Rank x 5). This skill also serves as knowledge of the night skies and the names of the constellations. Assume that this world has the same night sky as Earth, and thus the same stars and constellations.
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Area Lore - Amedo Jungle50Knowledge of the Amedo Jungle part of Greyhawk.
Area Lore - Archeron75Kingdom-Level Area Lore. Knowledge of Archeron/Erelhei Cinlu, a drow asteroid and city in the saragasso to the galactic north of the Kingdom of Celestian. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Barbarian Altanis75Kingdom-Level Area Lore. Knowledge of the Blithwic Forest. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Blithwic Forest75Kingdom-Level Area Lore. Knowledge of the Blithwic Forest. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Blue Mountain Farmlands50City-Level Area Lore. Knowledge of the vast area of farmlands surrounding Blue Mountain. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Blue Mountain Proper50City-Level Area Lore. Knowledge of the city of Blue Mountain. To some extent, this could include Blackwater, Sunden Grove, Fishery Downs and the Beohere Grounds. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Cairn Hills75
Area Lore - Carse50City-Level Area Lore. Knowledge of the city of Carse and, to a lesser extent, the entire island. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Cherafir50City-Level Area Lore. Knowledge of the city of Cherafir. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Area Lore - City States of the Invincible Overlord75Kingdom-Level Area Lore. Knowledge of the Blithwic Forest. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Deep Port50
Area Lore - Dormun Deep75Kingdom-Level Area Lore. Knowledge of the dwarven city of Dormun Deep. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Area Lore - Emerald Sea75Kingdom-Level Area Lore. Knowledge of the vast plains in the Northern City-States knowns as the Emerald Sea. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Golotha50City-Level Area Lore. Knowledge of the city of Golotha. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Area Lore - Greyhawk City50
Area Lore - Greyhawk Region75
Area Lore - Grimtooth Mountains75Kingdom-Level Area Lore. Knowledge of the Grimtooth Mountains between the Emerald Sea and the Kingdom of Parderaan. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Hardby50
Area Lore - Herigund50City-Level Area Lore. Knowledge of the city of Herigund. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Area Lore - Highport50
Area Lore - Kaldor75Kingdom-Level Area Lore. Knowledge of the Kingdom of Kaldor and, to some extent, all of the cities within the kingdom. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Kingdom of Celestian125Knowledge of the Kingdom of Celestian in the Putarrhan Sector of the phlogiston.
Area Lore - Leukish50
Area Lore - Maegenthryth Mountains75Kingdom-Level Area Lore. Knowledge of the Maegenthryth Mountains between Blue Mountain and the Realms of Trensai. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Northern City States100Regional-Level Area Lore. Knowledge of the geographical and geopolitical landscape of the Northern City-States, which comprises the Realms of Trensai, Blue Mountain, Golotha, Carse, the Kingdom of Parderaan, Herigund and Cherafir. Major geographical features include the Emerald Sea, the Blithwic Forest, the Maegenthryth Mountains, the Grimtooth Mountains, the Beodoec Range and the Great Northron Barrier Mountains. Someone with this skill knows general information about the various locations, bu
Area Lore - Nyr Dyv75
Area Lore - Old Aerdy West75
Area Lore - Onwall75
Area Lore - Parderaan75Kingdom-Level Area Lore. Knowledge of the Kingdom of Parderaan and, to some extent, all of the cities within the kingdom. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Pomarj75
Area Lore - Putarrha200Continent-Level Area Lore The character has a broad knowledge of the entire continent, including major landmarks and the locations of various kingdoms. This knowledge can be based on cartography or personal travels so the characters knowledge of kingdoms is often dated. Bonus is ((KNOW - 15) x 3) + (Rank x 5)
Area Lore - Realms of Trensai75Kingdom-Level Area Lore. Knowledge of the kingdoms of Near and Far Trensai. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Area Lore - Sheldomar Valley75
Area Lore - South Flaeness75
Area Lore - Southern Seas125Lore of the seas south of the main Grayhawk area.
Area Lore - Spelljammer75Knowledge of the physical layout of the massive ships known as Spelljammer, where the Spelljammer campaign starts.
Area Lore - Stornhill50
Area Lore - Tunlind Drop75Kingdom-Level Area Lore. Knowledge of area below Tunlind Drop and, to some extent, the cities of Herigund and Cherafir. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Area Lore - Urnst75
Area Lore - Vast Swamp50
Area Lore - Wild Coast75
Area Lore - Yrmen Desert100Regional-Level Area Lore. The character is knowledgeable about the Yrmen Desert and the cities, tribes and landmarks located within. Bonus is ((KNOW - 15) x 3) + (rank x 5).
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Barbarian750See barbarian profession for more details.
Barter250Bartering is the ability to negotiate with someone for a better price than the seller would normally give the buyer. It should be assumed that all merchants are good at bartering so only the character needs to make the roll. If the merchant is especially good or bad at bartering, the GM can assign a modifier to the character's roll. Level of Success
Roll
Discount
Notes
Incredible Success
226 or higher
30% Absolute Success
176 to 225
25% Success ++
161 to 175
20% Success +
131 to 160
15% Success
Beastmaster1000See Beastmaster description under professions.
Bite Attack450This skill is intended for creatures with a natural bite attacks, such as a lizard man or blink dog.
Blacksmith300Blacksmith skill allows the character to make and repair metal items such as horseshoes, metal wagon axles and metal weapons. Weapons that are a combination of wood and metal require either two craftsmen, a woodcrafter and a blacksmith, or one person with both skills. A blacksmith must have the appropriate tools to make and repair metal items. These include a forge, hammer, anvil, tongs, etc. At level 15, a blacksmith can fashion metal Weapons of Quality. For weapons that use both metal and woo
Blind Fighting375NOTE: This skill replaces the Combat Sense and Night Sense talents. See rules for Blind Fighting under Combat. Each rank of this talent adds 2 to the person's effective Perception when making a PER roll while in combat with an unseen target. This talent also allows the character to better move around in darkness. In "normal" darkness, where the character's eyes adjust to the gloom, allowing him to see a little, the character can sense objects out to a range of 10 (+3 per rank) feet. In total da
Blink300Blink dogs start at rank 5 with this skill, giving them the ability to blink once per round on a roll of 7 or higher on a d12. The first attack after their blink gains a bonus of plus (rank x 2) to SC. Roll a d12 to determine where they blink: 1 = front, 2 = left flank, 3 = right flank, 4-12 = behind. If the blink dog is already in the indicated position, they do not blink that round. At ranks 6 to 7, the blink dog can blink to an adjacent target and chance of blink increases to 6 or higher on
Body Speak75Body speak is the ability to communicate via hand and body signals. It is particularly useful for scouts when they don't want to make noise. The scout uses specific hand and body signals to communicate information. At low levels, this information is very basic, such as "I see 2 people in the room" but, at high levels, could be used to communicate much more complex information such as, "I see 2 people in the room. One is a fighter armed with a magical sword and the other is a mage with a wand po
Bowyer/Fletcher350A Bowyer/Fletcher is skilled at making bows and arrows. A longbow or short bow may be quickly made with the listed tools (Partial Success equals a -30% bow, Near Success means a 20% bow, Success yields a -10% bow and Absolute Success produces a bow with no penalties). If the character does not have a knife or dagger, but has another bladed implement, the penalty may be reduced. If the character takes his time in making the bow (at least 24 hours), then the penalty is reduced by 10% (i.e. Succe
Brawling100The character knows how to fight with their fists, clubs and ad hoc weapons. Strike Chance is (DEX x 3) + (Level x 5). Damage: The die rolled for damage depends on rank (see below). Damage is also modified by STR (see Characteristics - Strength) and rank. Damage increases by 1 at ranks 4, 8, 13, 20 and 30. For example, at ranks 1 to 4, damage is 1d4. At rank 5, it increases to 1d4+1. At rank 6, it increases to 1d6+1, and so on. Rank 1-5: 1d4
Rank 6-9: 1d6
Rank 10-13: 1d8
Damage Type: Half of al
Bribery250Bonus for offering a bribe to an official in the proper and unobtrusive manner.
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Cantrips100Cantrips are tricks and abilities that mages are able to perform by spending spell points. There is no cast chance associated with cantrips. The mage simply spends the point and the effect happens. Effects that target others (Clean, Dry, etc.) have a range of touch. If the mage is able to affect more than two targets, then all affected targets must be within 5 feet of the mage and touch is no longer required. Some aspects of the effect may be dependent on the mage's mastery of cantrips (e.g., t
Cartography225The character is skilled in reading and creating maps. He has a good eye for measuring distance and has the drawing skills to produce quick, rough maps, as well as more time-intensive detailed maps. Reading maps includes understanding shorthand codes on maps, judging the accuracy of a map and recognizing the maps of famous cartographers. Bonus is equal to ((KNOW - 15) x 3) + (Rank x 6) Creating maps can run the gamut of drawing a simple diagram of a dungeon or building, to an incredibly detaile
Cast Clerical Spells1800Spell progression chart
Cleric Spell Level
Level 1 2 3 4 5 6* 7**
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
4 3 2 - - - - -
5 3 3 1 - - - -
6 3 3 2 - - - -
7 3 3 2 1 - - -
8 3 3 3 2 - - -
9 4 4 3 2 1 - -
10 4 4 3 3 2 - -
11 5 4 4 3 2 1 -
12 6 5 5 3 2 2 -
13 6 6 6 4 2 2 -
14 6 6 6 5 3 2 1
15 6 6 6 6 4 2 1
16 7 7 7 6 4 3 1
17 7 7 7 7 5 3 2
18 8 8 8 8 6 4 2
19 9 9 8 8 6 4 2
20 9 9 9 8 7 5 2 * Usable only by clerics with 22 or greater Willpower. **
Character Judgment200This skill allows the character to make accurate judgments about people. The character must be able to observe the target as he interacts with other people before a roll may be made. Some applications of this skill are; determining phobias, classifying outlook (alignment), specifying likes and dislikes, etc. Note that the character gains additional rolls the longer he interacts with a given person.
Cleric2000Spell progression chart
Cleric Spell Level
Level 1 2 3 4 5 6* 7**
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
4 3 2 - - - - -
5 3 3 1 - - - -
6 3 3 2 - - - -
7 3 3 2 1 - - -
8 3 3 3 2 - - -
9 4 4 3 2 1 - -
10 4 4 3 3 2 - -
11 5 4 4 3 2 1 -
12 6 5 5 3 2 2 -
13 6 6 6 4 2 2 -
14 6 6 6 5 3 2 1
15 6 6 6 6 4 2 1
16 7 7 7 6 4 3 1
17 7 7 7 7 5 3 2
18 8 8 8 8 6 4 2
19 9 9 8 8 6 4 2
20 9 9 9 8 7 5 2 * Usable only by clerics with 22 or greater Willpower. **
Climbing300Climbing maneuvers are classified by difficulty. A climb up a 75 degree cliff face with occasional hand and foot holds would be a medium maneuver. A climb up the side of a stone building would be a Very Hard maneuver. A climb up a sheer cliff with no hand or foot holds would be an Absurd Maneuver. Someone with this skill is also skilled at climbing ropes. Climb Ropes – Everyone has a TMR for climbing ropes. Those with this skill are generally faster than those without the skill. Subtract 5 fro
Conversation250Someone with this skill is good at making conversation and small talk. Persuasion
Someone with this skill can attempt to persuade a target or targets to a particular course of action. The action must be plausible and not generally harmful to the target. This is not a combat skill and should not be used in combat. For example, someone could not use this skill to try to persuade a group of enemies to surrender. That doesn't mean that a group could not try to persuade a group of enemies to surrend
Cooking150This skill allows the character to prepare appetizing meals. This skill may also be used to make a normally unappetizing food into a tasty meal (e.g. Purple Worm steaks). At higher ranks, the cook becomes a chef and can learn special recipes that have magical effects. Prepare Meal
Eating well can also enhance healing. If the group is eating their required daily intake of food, the cook can prepare one hot meal a day that may improve healing. The cook must have the required resources available,
Courtesan250Courtesan is a social skill designed expressly to satisfy the needs of status conscious people. A Courtesan acquires one ability per rank. All acquired abilities can be performed competently. This by no means means he is a master of these skills, just that he may perform them with an acceptable level of competence. If a courtesan wishes to excel in an area, they must take the appropriate skill. I.e. the Dancing skill. Consider yourself ½ your courtesan rank in each of your areas for skill level
Cultural Lore - Barbarian Altanis75Knowledge of the culture and history of the elves who live in the Eastern Blithwic Forest. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Blithwic Forest Elves75Knowledge of the culture and history of the elves who live in the Eastern Blithwic Forest. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Blithwic Gorillas200This skill is a measure of the character's knowledge of the social structure and history of the Gorillas of the Blithwic - a race of intelligent gorillas who live deep in the Blithwic Forest.
Cultural Lore - Blue Mountain75Knowledge of the culture and history of the inhabitants of Blue Mountain. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Cairn Hills75
Cultural Lore - Carse75Knowledge of the culture and history of the inhabitants of Carse. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - City States of the Invincible Overlord75Knowledge of the culture and history of the elves who live in the Eastern Blithwic Forest. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Dormun Deep Dwarves75Knowledge of the culture and history of the dwarves of Dormun Deep. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Emerald Sea Barbarians75Knowledge of the culture and history of the centaurs who wander the Emerald Sea. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Emerald Sea Centaurs75Knowledge of the culture and history of the centaurs who wander the Emerald Sea. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Golotha75Knowledge of the culture and history of the inhabitants of Golotha. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Greyhawk75
Cultural Lore - Herigund75Knowledge of the culture and history of the inhabitants of Herigund and Cherafir. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Nadosokar75Knowledge of the culture and history of the inhabitants of the ancient city of Nadosokar. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Nynorsk Barbarians75Knowledge of the culture and history of the barbarians who live in the Great Northron Barrier Mountains. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Onwall75
Cultural Lore - Parderaan75Knowledge of the culture and history of the inhabitants of the Kingdom of Parderaan. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Pomarj75
Cultural Lore - Sea Elves75
Cultural Lore - South Flaeness75
Cultural Lore - Spelljammer75Knowledge of the culture of the massive ship known as Spelljammer.
Cultural Lore - Symbaya75Knowledge of the culture and history of the civilized inhabitants of the Yrmen Desert. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Thune75Knowledge of the culture and history of the barbarian tribes of the Yrmen Desert. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Trensai75Knowledge of the culture and history of the inhabitants of the Realms of Trensai. Bonus is ((KNOW - 15) x 3) + (Rank x 5).
Cultural Lore - Urnst75
Cultural Lore - Wild Coast75
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Dance175A dancer is skilled in the various forms and styles of dance. Bonus for dancing is 5% per rank plus DEX bonus. When dancing in a non-performance setting (i.e., a party or royal ball, they gain an additional bonus equal to their DEX). A dancer must be very agile. The table below indicates the minimum DEX for a Dancer to advance beyond the indicated rank. Rank Minimum DEX
1 12
5 15
8 18
10 20
12 22
15 25 Thus, a Dancer with an DEX of 16 could advance to rank 7, but could not advance beyond rank 7
Danger Sense400Source: Champions 5th ed. A character with this talent has a sixth sense about danger. At its most basic level, Danger Sense prevents the character from being surprised in combat; at more powerful levels, Danger Sense alerts the character to any threat to his person or even the region he is in (e.g., a tsunami will be hitting in four hours). As a general rule, the character makes a Danger Sense roll by rolling percentile dice and adding his Danger Sense modifier ((PER - 15) x 3) + (rank x 5) an
Defense750A Character with this skill is practiced in the art of defending themselves from the attacks of others. For every rank with this skill, the Characters defense is improved as indicated below: Ranks 1 to 5 - 3% per rank
Ranks 6 to 10 - 3.5% per rank
Ranks 11 to 15 - 4% per rank
Ranks 16 to 20 - 4.5% per rank
Ranks 21 to 25 - 5% per rank
Ranks 26+ - 5.5% per rank Rank
Defense Bonus 1
3 2
6 3
9 4
12 5
15 6
21 7
25 8
28 9
32 10
35 11
44 12
48 13
52 14
56 15
60 This skill cannot be c
Demon/Devil Lore100Bonus for recognizing and identifying the major powers and abilities of extra dimensional beings, and things pertaining to Demons/Devils.
Dimension Door300Without this skill, the blink dog can teleport up to 300 feet, 3 times a day. Each rank adds 25 feet to distance. At ranks 5, 10, etc., they gain an additional use per day. This otherwise works the same as the spell of the same name.
Dimensioning125The character is very good and determining the dimensions of an object or space. With a successful roll, they can determine if a room that looks to be 20 ft by 20 ft, is really that size or is really a foot or two shorter, which might indicate the presence of a hidden passage. They are also good and determining volume. For example, if the character sees a pile of coins, then they can make a skill roll to know how many coins are in the pile.
Diplomacy250Bonus for operating successfully in a complex, bureaucratic foreign environment, such as a foreign royal court or any other foreign government structure. Tact, negotiation, and deceit are all facets of diplomacy. Useful in conducting relations between nations. Bonus for using the proper protocol in an unfamiliar situation and impressing a person in authority. This applies to situations ranging from an audience with the High King to an involuntary meeting with the Prince of Thieves. For operatin
Direction Sense200This arcane ability allows the character to determine relative position. If the character makes his skill roll, then he knows where he is relative to where he was previously as he moves. The GM may apply negative modifiers for particularly twisting routes. When the character is able to see the sky, he has a chance to determine which direction is north. This chance is equal to 15 + ((INT - 15) x 3) + (Rank x 5). This roll will usually be made by the GM. If unable to see the sky, the bonus is cut
Disease Resistance125The character gains a bonus of 3% per rank to his Normal Save for the purpose of making saving throws vs disease. Some exotic diseases may use a characteristic other than CON for the saving throw, in which case this talent still applies.
Disguise225The character can disguise himself to look like someone else. Trying to look like a specific person requires a disguise kit that includes wigs, pads, putty, makeup, false noses, ears, etc. A disguise kit costs 500 silver to purchase, and 50 silver per year to maintain, assuming moderate use. The kit weighs 10 lbs. The character’s skill bonus with disguise is (rank x 5) + ((INT – 15) x 3) Modifiers
Only trying to hide own appearance
+25
Trying to appear as someone who has roughly the same buil
Distant Death200The Martial Artist is able to mentally focus their blow so greatly that they are able to strike a target from a short distance away. Armor does NOT protect from this damage but those with a high Willpower are resistant to this form of attack. Additionally, Lack of Weakness acts as normal protection from this attack. Those with a WP of 22 or higher gain a protection (PROT) equal to (WP - 21) to resist this damage. For example, a martial artist attacks a target with a WP of 23 and rolls 8 damage.
Diving400This skill includes the Swimming skill. The character is adept at both cliff diving into water, and in deep sea diving. Encumbrance – A diver’s effective rank is reduced by 1 if clothing is worn and by 1 (plus 2 times DEX penalty) if armour is worn. This applies to TMR and combat, but not to holding your breath. Non-Swimmers - Characters with no levels in swimming or diving do not know how to swim and will lose 1 hit point cumulative every round (1 point the first round, 2 points the second r
Dragon Lore200Bonus for recognizing and identifying the type, major powers and abilities of Dragons and things pertaining to Dragons.
Drow Spells300At rank 1 in this "skill" the character can cast the following spells at a rank equal to their rank with this skill. Dancing Lights (GK) - See below
Faerie Fire (GK) - As the Illusionist spell of the same name. Darkness (GK) - As the Dark Mage spell of the same name. Detect Lie (SK) - See below
Clairvoyance (SK) - As the Phase Magic spell of the same name. Suggestion (SK) - See Below
Dispel Magic (SK) - See Below At rank 6 in this skill, they gain the following additional spells which can also
Druid800This special ability is only available to priests of Ki, who are referred to as Druids. Druids may only wear natural armors such as padded, hide or leather armor and wooden shields including those with magical enchantments. His weapons are limited to club, sickle, dart, spear, dagger, scimitar, sling, and staff. Save Bonus
Druids gain a +1 per rank to their saves vs. fire and electrical attacks. At rank 11, this bonus improves to 2% per rank above 10th. Thus, at rank 9, bonus is 9%. At rank 10,
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Elemental Lore100Bonus for identifying different types of Elementals and determining abilities and other things pertaining to Elementals.
Endurance200Endurance is a measure of how long a player may exert themselves before collapsing. See the rules for Exertion in the Characteristics document under Constitution (CON). Each rank with this skill adds 2 hours to the time before a character's activities would be penalized i.e. a person with an CON of 15 and 10 ranks in this skill would be able to increase their base time from 20 hours to 40 hours before penalties and damage would start to accrue. Additionally, the character gains 2 points per ran
Endure Cold200For each level with this skill, the temperature is considered 4 degrees warmer (plus bonus) for the purpose of determining the ill effects of cold (damage, etc.). Additionally, the character suffers 1 less point of damage per rank from spells such as Frost Bolt and Ice Storm.
Endure Heat200For each level with this skill, the temperature is considered 4 degrees cooler (plus bonus) for the purpose of determining the ill effects of heat (greater END usage, etc.). Additionally, the character suffers 1 less point of damage per rank from spells such as Fire Bolt and Fireball.
Engineering400Bonus for constructing buildings properly and knowledge of different types of building techniques.
Environmental Movement250Environmental Movement is an advanced martial artist ability. Prerequisites: WP 19, DEX 22, Martial Artist 6 This ability is similar to the skill Woodland Movement except that it is not limited to wooded areas but can include any locations where the GM has restricted movement due to impediments hampering movement. This could crowded market, a boulder strewn field, or anything else that reduces movement. In all other ways, it works in identical fashion to Woodland Movement (c.f.).
Excavation250The character with this skill has the learned the techniques for the careful unearthing of a site or ruin. This process involves shoring up crumbling foundations, choosing the proper tools, and protecting exposed finds. Without the proper use of this skill, delicate finds may be destroyed by crude and reckless digging. Characters with the excavation skill can ensure that the structural details of a dig are left intact so that further visits to the excavation site can still yield useful knowledg
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Faerie Lore100Bonus for recognizing and identifying the major powers and abilities of Fairies, and things pertaining to Faerie. These include elves.
Fast Healer400As the name implies, a Fast Healer recovers from wounds faster than most. This ability works automatically but assumes that the character gets a full night's rest, plus occasional rest during the rest of the 24 hour period. If the character's opportunity to rest is reduced, the GM will determine how much Fast Healer will help them, if at all. For example, if the character is a prisoner who is being subjected to torture and sleep deprivation, the GM may rule that their Fast Healer is only giving
Find Traps400This skill applies primarily to finding intricate traps on doors, chests, coffers, drawers, etc. If the character rolls a Blunder when attempting to find a trap, he has probably set it off, depending on the nature of the trap. If the character desires to remove the trap, he must have the skill Remove Traps. His chance to remove a trap is modified by -25% if his Find Traps skill roll resulted in Partial Success, -10% for Near Success and +15% for Absolute Success. It generally takes 1d4 rounds t
Find Weakness300With a successful skill roll (5% per rank plus stat modifier), the character is able to find weaknesses in their opponent’s armour. The result is that the opponent only gains one half of their armour value (round up) vs. the character’s weapons. To use this ability, the character must take half a round to study the opponent and then make a Find Weakness roll (((INT + PER) - 30) x 1.5) + (Rank x 5). The character loses half of their attacks (round down) and suffers a -5 to initiative for all r
First Aid400Bonus for applications of emergency aid or treatment (limited to a type of creature), such as attempts to halt or slow bleeding. A character with this skill can stop up to 5 points per round of bleeding without resorting to a tourniquet. Used normally in the field without the benefits of a proper medical facility or elaborate equipment. First Aid to stop bleeding takes one round and a successful skill roll. First Aid roll is (INT + KNOW - 30) x 1.5. Each rank of Anatomy skill also improves the
Fishing150Represents the ability to find good fishing locations and catch fish. Finding or otherwise knowing whether a particular spot is a good fishing spot is (((KNOW + PER) - 30) *.15) + (Rank x 5). Catching enough fish suitable for a meal for a number of people equal to rank is ((LUCK - 15) x 3) + (Rank x 5). The bonus catching fish assume that the character has made a successful roll to find a good fishing spot. Otherwise they suffer a -20 to their roll to catch a fish. It takes 2 hours to catch fis
Fletcher175A Fletcher is skilled in making arrows. It takes the character 60 (minus Level x 2) minutes, and a successful skill roll, to make an arrow (partial success = -10 arrow, near success = -5 arrow, absolute success = +5 arrow). At rank 13, a Fletcher is able to make Arrows of Quality. At rank 13, they may make excellent arrows, and at rank 16, they may make superior Arrows.
Flying275This skill is only available to those who have the native ability to fly, such as myyrrhn. Manueverability - Maneuverability is a function of rank. The flyer has a flying agility roll equal to ((DEX - 15) x 3) + (Rank x 5). Encumbrance – A flyer's effective rank is increased by 1 if completely unencumbered (light clothing and nothing more). Effective rank is reduced by one if wearing a backpack. Running skill is effectively negated if encumbered (c.f., Strength). Improved TMR - Flying skill im
Focused Attack450A focused attack allows someone using unarmed combat to sacrifice an attack to do extra damage. A focused attack can only be used with Unarmed Combat and Martial Arts. A character with Unarmed Combat must be at least rank 8, and have a minimum STR of 24 or WP of 22, to acquire this skill. A character with Martial Arts must be at least rank 6, and have a minimum WP of 22 to acquire this skill. Both hands must be free to make a focused attack. The character gains a bonus of +1 to strike chance an
Forgery350Bonus for the creation of false but believable writings, illustrations, or records from scratch. It is used to falsify blank records and accounts, change testimony records to misrepresent the facts, reproduce works of art or official documents including currency, stocks or bonds. A Forger can duplicate almost anything that is already in existence, or reproduce a successful style, technique, procedure, process, trademark, or copyright.
Fungus Lore100Bonus for recognizing and identifying different types of fungi, normally most useful in underground environments.
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Gambling250A character skilled in Gambling knows how to play many different games of chance and has a working knowledge of the odds/percentages of winning any given hand. Of course, marked cards or loaded dice may drastically increase these odds.
Gem and Jewelry Appraisal300A character with Gem Appraisal skill can determine the value of a gem by examining it closely. They also possess knowledge of various types of gems and specific items of jewelry.
Giant Lore200A character with this skill is knowledgeable about all manner of giants, include ogres and trolls.
Gnosis400The Lycanthrope's starting Gnosis is based on their Breed. Each rank of this skill increases their Gnosis by 1 point.
Goblin Lore175Goblin lore is knowledge of the various humanoid races that include uruk-hai, orcs, goblins, kobolds, hobgoblins and bugbears. The character knows the names of the many of the tribes and, with a skill roll can determine a humanoid's tribe by its markings and gear.
Great Leaps400Great Leaps is an advanced martial artist ability. Prerequisites: DEX 22, STR 20, Martial Artist 4, Acrobatics 5 The martial artist has the ability to leap up to 13 feet forward, 5 feet straight up or 9 feet backward. This ability does not ensure safety in landing (make an acrobatics roll for this, if needed). This ability can be used once per day per rank. Each rank with this ability increases jump distance by 2 feet forward, and 1 foot up or backward. The martial artist can leap half their di
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Healing Specialist600The cleric has increased effect with all Cure spells (Cure Light Wounds, Cure Serious Wounds and Cure Critical Wounds). Healing is increased by 10% per level, rounded up. Thus, if the cleric is level one with this ability and casts a Cure Light Wounds that heals 2 points, the effect is increased by 10% which brings it to 2.2 points, rounded up to 3 points of healing for the spell. Note that a Cleric can either be a Healing Specialist, or have the ability to Turn Undead. He cannot have both abil
Hide in Shadows350In order for a character to hide himself in shadows, there must, of course, be shadows to hide in. Other modifiers may be applied based on availability of light and quality of hiding place, etc. Perception rolls required are: PER +25 for Partial Success, 2x PER for Near Success, 1x PER for Success, and Per -12 for Absolute Success. For example, if the character rolls absolute success on his Hide in Shadows roll, and someone with a PER of 18 walks by, they must roll a 6 or less of percentile dic
Hit Points600Base hit points are equal to CON x 2. Each rank with this skill gives the character 5 more hit points. Thus, someone with a CON of 15 and 5 ranks with this skill will have 55 hit points.
Homid Combat400This skill can be used by a Werewolf in Homid, Glabro or Crinos form. In Homid form, it is virtually identical to the skill Unarmed Combat. IM is improved by the indicated amount, plus any modifier for DEX. Damage is as indicated, but modified by STR. Rank
Strike Chance
IM
Homid
Damage
Homid
Att/ Rnd
Glabro
Damage
(claw/)
Glabro
Att/ Rnd
Crinos
Damage
(claw/bite)
Crinos
Att/ Rnd
1
(DEX x 2) +
(STR – 15) +
(Level x 5) +
10
+1
1d4
2
(fists)
1d6
2
(fists or claws)
1d8+1/1d6+1
3
(claw/claw/bite)
2
Horsemanship250A character may use his Horsemanship skill to ride any animal with which he is familiar. The character will roll a D100 whenever his Horsemanship comes into play. The type of mount will also modify the roll: Type of Mount
Modifier
Notes Camel
-5 Donkey
0 Elephant
0 Horse
0 Pony
0 Wolf
-5 Fantastic Equine
-30
Modifier assume mount does not want to be ridden, otherwise 0 Fantastic Avian
-50
Modifier assume mount does not want to be ridden, otherwise 0 Mount Familiarity
At rank 1,
Hunting150The character is skilled at stalking prey and knowing where to look to find animals to hunt. If he spends a day hunting, he can attempt a Hunt roll (((DEX - 15) x 3) + (Rank x 5), assuming decent hunting grounds. The character can determine how good the hunting grounds are with a successful Identity Hunting Grounds roll ((((PER + KNOW) - 30) x 1.5) + (Rank x 5)). Note that the character must generally be skilled in some sort of ranged weapon in order to hunt. This is usually bow or crossbow but
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Infravision200Infravision out to 60 feet, plus 2 feet per level. The character can attempt a skill roll to classify a specific heat signature. Absolute Success - As Success but may gain additional insights
Success - Can identify the creature or object if he is familiar with it. Near Success - Can determine dimensions
Partial Success - Can determine general outline
Failure or Worse - Can get extremes of size and heat but is otherwise just a blob.
Instructor300Instructor skill is used to teach others a skill or ability that the instructor knows. See the rules for Earning EXP from Training for more information. Old Rules Normal time required to improve a skill is equal to the EXP cost of the skill rank being purchased, divided by 100. Thus if a character is rank 2 in a skill that has a multiple of 200, rank 3 costs 600 EXP and it will take 6 hours of training to learn it. INT modifies the time required by .1 per point over or under 15. Thus, someone w
Interrogation250Interrogation has four possible applications: Subtle Extraction
Verbal Sparring
Physical Pain
Torture Subtle Extraction – The interrogator appears to be carrying on a normal conversation with someone, but is actually pumping them for information. The character tells the GM what information they are trying to get and then makes a skill roll. Targets with an INT of 16 or higher may attempt a 1x INT roll to understand what is happening and react accordingly. A target with an INT of 25 or higher i
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Jeweler400A Jeweler is skilled in making and appraising jewelry. If the jewelry is set with gems, the Jeweler must also have Gem Appraisal skill.
Jirdunian Lore225The jirduns inhabited the Phlogiston long ago and the ruins of their ancient civilization can still be found throughout the phlogiston. Someone with this skill knows about both the jirdunian race and culture. Commonly known is that the jirdunians were an ancient race of elves. They had a single emperor who ruled the entire phlogiston. It is thought that they were generally a lawful evil society.
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Leathercraft250A Leatherworker is skilled at making and repairing items of leather. For fine tooling and intricate designs, other tools are necessary. Only a heavy needle and some heavy weight thread are required to repair leather armour or saddles.
Lightsleep225A character with this ability has a sixth sense that wakes him up when things aren't as they should be. It is up to the GM when this skill comes into play. Skill roll is equal to ((PER - 15) x 3) + (Level x 5).
Linquist300A Linguist is able to recognize spoken and written languages, whether foreign, racial, cultural, social, professional, religious, or magical. Absolute Success will even allow him to understand enough to get the gist of a conversation. He is also able to distinguish regional accents of languages with which he is familiar (i.e. by hearing a certain thief speak he could tell that he hails from Souvrael in the Kingdom of Illyravoin and probably from the poorer section of town). A linguist may be ab
Lip Reading250Bonus for reading lips. Lip Reading is only possible with languages the reader knows and then only to the known skill rank. For every foot of range beyond 20 feet, subtract 2%.
Living Weapon300Roll (Rank x 3) + ((WP - 15) x 3) or less to become a Living Weapon. Attempt takes a full phase during which Martial Artist can take no other action. If failed, cannot try again for two rounds. Rank determines abilities. To end Living Weapon, the Martial Artist must roll 2 x current WP or less. The Martial Artist loses one point of WP for every 2 rounds (or fraction thereof) that he is a Living Weapon. WP returns at a rate of 1 point per hour. If WP drops below 6, the return rate increases to
Locate Secret Openings300A person with this skill is able to more readily discern irregularities in surfaces that could lead to secret or concealed openings. The base chance to find a secret door or opening is equal to 2x PER on percentile dice. This assumes that the character is actively looking for a secret door and spends 10 minutes searching a 20 foot long section of wall. Each rank with this skill adds one to the character's PER roll for the purpose of finding a secret door. Additionally, the character has a chanc
Lupus Combat400This skill can be used by a Werewolf in Lupus or Hispo form. IM is improved by the indicated amount, plus any modifier for DEX. Damage is as indicated, but modified by STR. Rank
Strike Chance
IM
Lupus
Damage
Lupus
Att/ Rnd
Hispo
Damage
(claw/bite)
Hispo
Att/ Rnd
1
(DEX x 2) +
(STR – 15) +
(Level x 5) +
10
+1
1d6
1
(bite)
1d8/1d6
3
(claw/claw/bite)
2 1d6 1d8/1d6 3 1d6 1d8/1d6 4 1d6+1 1d8+1/1d6+1 5 1d6+1 1d8+1/1d6+1 6 1d6+1
2
(bite)
1d8+1/1d6+1 7 1d8+1 1d8+1/1d6+1 8 +2
1d8+1 2d6/1d8+1 9 1d8+1 2d
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Language Aerdi200The most commonly spoken language of the World of Greyhawk. It uses the Oeridian alphabet. The most widespread tongue in the Flanaess. Is still considered the dominant language of the North Kingdom, Ahlissa, the Solnor Compact, the Sea Barons, the Pale, the Urnst states, Ratik, the Iron League (Onnwal, Sunndi, and Irongate), the Lordship of the Isles, the Bandit Kingdoms, and Nyrond
Language Altanian200
Language Asheeran200Language of the Asheeran Steppes.
Language Baklunish200The most commonly spoken language of the World of Greyhawk. It uses the Baklunish alphabet. Many colloquial Baklunish dialects used in Baklunish lands (Ekbir, Ket, the Plains of the Paynims, Tusmit, and Zeif) are based upon Ancient Baklunish, and are collectively called Low Baklunish.
Language Brodignagian200Language of the giants
Language Canine250Braking language spoken by intelligent canines such as blink dogs
Language Carpathian200Language of the lands of far western Putarrha. Used by gypsies who originate from those lands.
Language Centaur200
Language Cynidicean200Cynidicean maps to the earthly language of Egyptian.
Language Draconian300
Language Drow200
Language Dwarvish200
Language Elvish200
Language Enochian300Language of demons.
Language Ferrond200The most commonly spoken language of the World of Greyhawk. It uses the Oeridian alphabet. Ferrond is the official language of Veluna, Furyondy, Dyvers, and Verbobonc, which made up most of the former Viceroyalty of Ferrond.
Language Galacian200Language of Trensai
Language Gathaxian200Language of Gathax.
Language Giff200
Language Gith250Language of Mind Flayers and Gith
Language Gnomish200
Language Gorillyan250Language of Blithwic Gorillas.
Language Halfling200
Language Japanese200Language of The Japans.
Language Jirdunian200Language of the Spelljammer ancients.
Language Keo Ti Shou200The most commonly spoken language of the World of Greyhawk. It uses the Shou Ciang alphabet. Also known as "Shou". This is the common tongue of the Celestial Imperium. Many local dialects exist.
Language Keoish200The most commonly spoken language of the World of Greyhawk. It uses the Oeridian alphabet. Also called "Keolandish," Keoish is the primary language of the Sheldomar Valley, reaching up into Bissel.
Language Lizardman200
Language Mandarin200Language of Cathay.
Language Naga200This language maps to the earthly language of Sanskrit.
Language Nynorsk200Language of the Wolf and Bear Barbarians.
Language Ogrish200
Language Orcish200
Language Passel Tongue200
Language Prussian200Language of Prussia
Language Putarrhan200Language of much of the City States and other areas of Putarrha. Also called the Common Tongue.
Language Symbayan200Language of the "civilized" tribes of the vast Yrmen Desert.
Language Thieves Cant150
Language Thunish200Language of the nomadic tribes of the vast Yrmen Desert.
Language Undercommon200This is the common language of the underworld.
Language Uralic200Language of the Sea of Falling Stars
Language Venetian200Language of the Venetian City States.
Language Viridian200
Language Wenzhounese300Language of devils.
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Maneuver in Armor600Each rank with this skill reduces the DEX penalty for armor or shield. Each rank reduces 1 point of penalties from armor or shield. For example, if you are rank 6 in this skill, and are wearing armor that has a DEX penalty of 5, and carrying a shield that has a DEX penalty of 2, the combined DEX penalty is -7 (5 + 2 = 7). Your rank with this skill reduces the penalty to only -1. Old Description Odd numbered ranks reduce penalty for armor while even numbered ranks reduce for shield. Thus, if you
Martial Artist1800See description under professions.
Master Bowman400This skill enhances a archer's ability with a bow. The archer's rank with this skill cannot exceed his rank with his bow. Bow specialists and double specialists can learn this skill at a reduced EXP Multiple. Bow specialists have a multiple of 250 while bow double specialists have a multiple of 225. Bonus to Initiative
Starting at rank 2, the master bowman gains a +1 to their initiative every 3 ranks (ranks 2, 5, 8, etc.) with his specialized bow(s). Bonus to Damage
Starting at rank 3, the mast
Master Defender300Defend Other
This skill allows a warrior who is skilled with Large Shields to use his shield to defend a nearby target. The master defender can use his shield to defend himself and one other target. The target being defended must be involved in the same melee as the master defender (using a melee weapon), or otherwise to the immediate right or left of the target and the declaration to defend them must be made at the beginning of the round. If the Master Defender is using a Large Round Shield, t
Master of Barbarian Weapons300This skill enhances a barbarian's ability with all weapons on the All Barbarian Weapons list, but only if they are specialized with the weapon. The barbarian's rank with this skill cannot exceed his rank with All Barbarian Weapons. The Master Swordsman gains the following bonus with their specialized weapon (or weapons) as they improve in rank. Rank
Initiative
Damage
Defense *
Notes 1 +1
+1 2
+1 +2 3 +3 4 +1
+4 5
+1 +5 6 +6 7 +1
+7 8
+1 +8 9 +9 10 +1
+10
+1 chance o
Master of Battle Magics350A Master of Battle Magics is skilled at casting spells in combat. The master skill cannot exceed the lower of the mage's Spell Energy and Spell Memory skills (i.e., if the mage is rank 8 with Spell Energy and rank 12 with Spell Memory, they are limited to rank 8 in this skill). Bonus to Initiative
Starting at rank 2, the master gains a +1 to their initiative every 3 ranks (ranks 2, 5, 8, etc.) when casting spells in combat(s). Concentration
Spell casting comes easier to a Master of Battle Magic
Master of Defensive Magics300A Master of Defensive Magics is skilled at casting protective spells in combat. The master skill cannot exceed the lower of the mage's Spell Energy and Spell Memory skills (i.e., if the mage is rank 8 with Spell Energy and rank 12 with Spell Memory, they are limited to rank 8 in this skill). Defensive spells are those that provide the target with a bonus to a saving throw, defense or protection or make them immune to a type of magical attack. The GM will decide whether a given spell is defensiv
Master of Hurled Weapons250This skill enhances a specialist's ability with thrown weapons. The specialist's rank with this skill cannot exceed his rank with his thrown weapon(s). Only those who have specialized in a thrown weapon can develop this skill and then it only applies to those thrown weapons in which the character is specialized. Thus, a double specialist with a dagger can develop this skill to to apply to daggers but if he throws a spear, and he is not specialized in spear, this skill cannot help him. If the ch
Master of Knives400This skill enhances a specialist's ability with daggers and knives, both in melee and thrown. The specialist's rank with this skill cannot exceed his rank with dagger. Only those who have specialized in dagger can develop this skill. The Master of Knives gains the following bonus with their specialized weapon (or weapons) as they improve in rank. Rank
Initiative
Damage
Defense *
Armor Piercing
Notes 1 +1
5% 2
+1 +2
10% 3 +3
15% 4 +4
20% 5
+1
+1
+5
25% 6
Master Ritualist300A Master Ritualist is skilled at casting magical rituals. The master skill cannot exceed the lower of the mage's Spell Energy and Spell Memory skills (i.e., if the mage is rank 8 with Spell Energy and rank 12 with Spell Memory, they are limited to rank 8 in this skill). Ritual of Preparation
A Master Ritualist can perform this ritual faster than most mages. Normally each hour, up to a maximum of 10, spent in this ritual improves the cast chance for a single spell or ritual by 3%. Thus, a 10 hou
Master Swordsman400This skill enhances a specialist's ability with melee weapons. The specialist's rank with this skill cannot exceed his rank with his melee weapon(s). Although this skill is called Master Swordsman, it can apply to any melee weapon in which the character is specialized, with the exception of blackjack, club, dagger, garrote, hand axe, javelin or war club. Only those who have specialized in a melee weapon can develop this skill and then it only applies to those melee weapons in which the characte
Mechanician600See description under professions.
Memory225A character with this skill has a very good memory. A successful skill roll (5% per rank plus ((KNOW - 15) x 3)) allows the character to dredge up some forgotten tidbit of information or remember, verbatim, the layout of a map that he saw only briefly, etc. Additionally, all lore rolls (Armor Lore, Artifact Lore, Monster Lore, etc.) are increased by 1% per rank of Memory.
Mental Perception250Only psionically aware characters may use this skill. The character is able to "burn" a mental point and detect mental energy out to a range of (rank x 3) feet for a period of 1 minute per rank. At rank 11 and higher, range increases to 30 + ((rank - 10) x 6) feet while duration extends to 10 + ((rank - 10) x 3). Thus, at rank 10, range is 30 feet and duration is 10 minutes. At rank 11, range is 36 feet and duration is 13 minutes. At rank 12, range is 42 feet and duration is 16 minutes, and so
Mental Resistance275Mental Resistance is a psuedo-psionic ability that makes the character more difficult to affect with mental attacks. A complimentary skill to Mental Resistance is Mental Perception. Those with both skills can use Mental Points from this skill to "burn a point" for Mental Perception. Rank with this skill cannot exceed Overall Level. Mental Save Bonus - Each rank with the ability increases the character's Mental save by 1% (already included in mental save in the online character sheet). Mind Mask
Mercenary Lore100A character with this skill has knowledge of mercenary ways and mercenary groups. They know how mercenaries act and where to find them. They know how to make contacts with people who want to hire mercenaries.
Metal and Mineral Lore100Bonus for recognizing and identifying and appraising metals, alloys, metallic crystal structures, etc as well as types of stones and gems. Someone with this lore might be able to positively identify a diamond but, without Gem and Jewelry Appraisal skill, would not be able to determine its value. This skill will also give information on famous, magical artifacts and historic, legendary, or cursed types of metals or gems.
Military Scientist450A military scientist is skilled at leading men in battle. A military scientist can directly lead (15+(rank squared)+ (4 X WP)) troops effectively in battle
Anyone can try to lead an unlimited number of troops in battle. However, any troops beyond leader’s effective limit will usually become disorganized in the midst of battle. A military scientist can form a personal guard. After drilling for (150-(Instructor rank x 10)) days (minimum 10 days), the military scientist forms a personal guard of
Mining300A Miner is familiar with natural formations of stone and earth. A successful skill roll will tell him whether a given passage is safe from the chance of collapse. He is able to tell how thick a stone wall is by knocking on it and how long it will take to cut through it. No tools are required to use this knowledge. If the miner is clearing away the debris from a collapsed tunnel, he should have the materials on hand to make tunnel supports or the tunnel may collapse again. Cutting a new tunnel t
Monster Lore300This skill gives the character a knowledge of the various monsters. As a general rule, this skill only applies to prime material plane creatures. Refer to the following list for the applicable lore skill: Animals - Animal Lore
Avians - Monster Lore (e.g., roc, stirge)
Bugs - Monster Lore (e.g., carrion crawler, giant wasp, phase spider)
Demons and Devils - Demon/Devil Lore
Dragons - Monster Lore and Dragon Lore
Elementals - Elemental Lore
Faeries - Faerie Lore
Giant Animals - Monster Lore and A
Mountaineering200Bonus for climbing in the mountains, rappelling, finding the safest path through the mountains, etc. It does not include the ability to climb sheer cliffs. User Climbing skill for that. Mountaineering is more about finding the best way through difficult, mountainous terrain, with occasional difficult climbs. Climb Mountain - Bonus is equal to (STR + DEX + PER - 45) + (Rank x 5). Use this skill to find the best way up a mountain that does not involve vertical climbs (Climbing skill is needed for
Move Silently325This skill allows a character who makes a successful skill roll to move without making a sound. If hard-soled shoes are worn, the roll is at -20%. Maneuver penalties for armour also apply. A character may not move silently in metal armor. Perception rolls to notice someone who is moving silently depends on the character's Move Silently roll: PC +25 for Partial Success, 2x PC for Near Success, 1x PC for Success, and PC -12 for Absolute Success.
Musician250A musician is skilled with music. At rank one, he must choose a single instrument that he is skilled in. His bonus for playing is 5% per rank plus DEX bonus. Musicians are familiar with a wide variety of musical numbers. The chance that a musician knows a particular piece of music (assuming that it is moderately well known) is 4% per rank, plus Know bonus. The GM may assign modifiers for particular well-known or particularly obscure pieces of music. Play Musical Instrument – At rank 5, the mus
Musketry550Musketry skill allows characters to use Flintlock Pistols, Muskets and similar weapons.
Mystic Sense350Mystic Sense is an advanced martial artist ability. Prerequisites: WP 20, PER 22, Martial Artist 4 The martial artist is able to sense invisible, ethereal and out-of-phase creatures within rank x 3 feet. The chance of successfully noting the presence of such a creature is equal to (((PER + WP) - 42) x 3) + (Rank x 5).
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Mage Air Magics Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Air Magics General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Air Magics Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Dark Magics Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Dark Magics General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Dark Magics Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Disenchanting Magics Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Disenchanting Magics General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Disenchanting Magics Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Earth Magics Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Earth Magics General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Earth Magics Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage E&E Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage E&E General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage E&E Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage General Spells Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage General Spells General Knowledge400Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage General Spells Special Knowledge725Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Green Magics Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Green Magics General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Green Magics Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Illusions Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Illusions General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Illusions Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Lay Healer Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Lay Healer General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Lay Healer Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Lesser Summonings Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Lesser Summonings General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Lesser Summonings Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Sorceries of the Mind Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Sorceries of the Mind General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Sorceries of the Mind Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Transformation Magics Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Transformation Magics General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Transformation Magics Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Water Magics Arcane Knowledge1250Max rank with this skill is equal to rank with Mage <College> Special Knowledge minus 12. For example, if rank with Mage <College> Special Knowledge is less than 13, you cannot buy this skill. At rank 13, you can buy rank 1 in this skill.
Mage Water Magics General Knowledge725Rank with this skill cannot exceed Overall Level by more than 3. For example, if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
Mage Water Magics Special Knowledge950Rank with this skill cannot exceed rank with Mage <College> General Knowledge. Rank with this skill cannot exceed Overall Level by more than 3 (i.e., if Overall Level is 10, max rank with this skill is 13 until Overall Level increases.
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Magic Dampener600Spells that affect the character with this talent are dampened with regard to duration and effect. The duration and effects are reduced by 5% per level with this ability. The character can voluntarily suppress his dampening effect to let beneficial spells work at normal efficiency but this requires conscious effort. If the character is unconscious, then he cannot suppress the dampening effect and beneficial spells cast on him will be dampened. This effect occurs before saving throws for the spe
Magic Enhancer650Spells that affect the character with this talent are enhanced with regard to duration and effect. The character can activate the ability at will and, if affected by a spell while the ability is active, the duration (if other than instant) and effect (if applicable) are increased by 10% per level. Thus, at level 10, the duration and effect are doubled. When the ability is activated, it remains active for the entire round. Fractions are rounded normally (.5 and above rounds up; less than .5 roun
Magic Language - Elementia110Elementia is the magic language of the elemental colleges (Air, Earth, Fire and Water). Knowledge of the magical language also grants the ability to read and use magical scrolls written in the language. The chance of success is: For General Knowledge scrolls: (rank x 7) + INT + MA + KNOW - 45
For Special Knowledge scrolls: (rank x 5) + INT + MA + KNOW - 45 It takes one round to attempt to read a scroll during which the character must roll equal to or less than their chance of success. If the at
Magic Language - Naturian110Shadian is the magic language of Green Mages and Lesser Summoning Mages. Knowledge of the magical language also grants the ability to read and use magical scrolls written in the language. The chance of success is: For General Knowledge scrolls: (rank x 7) + INT + MA + KNOW - 45
For Special Knowledge scrolls: (rank x 5) + INT + MA + KNOW - 45 It takes one round to attempt to read a scroll during which the character must roll equal to or less than their chance of success. If the attempt fails, th
Magic Language - Nifle165Nifle is the magic language of Lay Healers, Necromancers and Transformation Magics. Knowledge of the magical language also grants the ability to read and use magical scrolls written in the language. The chance of success is: For General Knowledge scrolls: (rank x 7) + INT + MA + KNOW - 45
For Special Knowledge scrolls: (rank x 5) + INT + MA + KNOW - 45 It takes one round to attempt to read a scroll during which the character must roll equal to or less than their chance of success. If the attemp
Magic Language - Oozian110Oozian is the magic language of Sorceries of Slime Mages. Knowledge of the magical language also grants the ability to read and use magical scrolls written in the language. The chance of success is: For General Knowledge scrolls: (rank x 7) + INT + MA + KNOW - 45
For Special Knowledge scrolls: (rank x 5) + INT + MA + KNOW - 45 It takes one round to attempt to read a scroll during which the character must roll equal to or less than their chance of success. If the attempt fails, the scroll remain
Magic Language - Psion110Shadian is the magic language of Sorceries of the Mind Mages. Knowledge of the magical language also grants the ability to read and use magical scrolls written in the language. The chance of success is: For General Knowledge scrolls: (rank x 7) + INT + MA + KNOW - 45
For Special Knowledge scrolls: (rank x 5) + INT + MA + KNOW - 45 It takes one round to attempt to read a scroll during which the character must roll equal to or less than their chance of success. If the attempt fails, the scroll re
Magic Language - Shadian110Shadian is the magic language of Dark Magics and Illusions. Knowledge of the magical language also grants the ability to read and use magical scrolls written in the language. The chance of success is: For General Knowledge scrolls: (rank x 7) + INT + MA + KNOW - 45
For Special Knowledge scrolls: (rank x 5) + INT + MA + KNOW - 45 It takes one round to attempt to read a scroll during which the character must roll equal to or less than their chance of success. If the attempt fails, the scroll rema
Magic Language - Sorcery100Sorcery is the magic language of the common spell list, E&E mages, Disenchanting magics, Phase magics and Rune magics. Knowledge of the magical language also grants the ability to read and use magical scrolls written in the language. The chance of success is: For General Knowledge scrolls: (rank x 7) + INT + MA + KNOW - 45
For Special Knowledge scrolls: (rank x 5) + INT + MA + KNOW - 45 It takes one round to attempt to read a scroll during which the character must roll equal to or less than the
Magic Language - Witchery110Shadian is the magic language of Black Mages and White Mages. Knowledge of the magical language also grants the ability to read and use magical scrolls written in the language. The chance of success is: For General Knowledge scrolls: (rank x 7) + INT + MA + KNOW - 45
For Special Knowledge scrolls: (rank x 5) + INT + MA + KNOW - 45 It takes one round to attempt to read a scroll during which the character must roll equal to or less than their chance of success. If the attempt fails, the scroll re
Magic Lore225Provides knowledge of magical colleges, how magic works, history of mages, etc. For knowledge of the spells of a given college, you should buy the magical language for that college.
Magic Resistance450The character has true Magic Resistance. MR level is equal to 10% + (3% per rank). Each time the character is hit with a magical attack, they must roll equal to or less than this bonus to completely negate the attack. The character can voluntarily suppress their magic resistance to benefit from favorable spells such as magical healing. The suppression requires only minimal concentration so the character can do other things at the same time. However, if they are unconscious, they cannot suppress
Magic SensitivityThe character is able to sense the presence of magic in the immediate area. There are three uses of this talent. Innate Sensitivity - When a new source of magic comes within (rank x 3) feet, there is a chance equal to (((PER - 15) x 3) + (Rank x 3)) that the character will feel the source. This could be someone who is Walking Unseen or invisible. It could be someone with a magic item or two. If the roll is made, the character than then concentrate to learn more (see below). Active Magic Finding
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Navigation350Bonus for determining position relative to the planet. Partial Success indicates that the navigator knows his position within 100 miles or 50 miles if a sextant is used. Near Success will narrow his position down to within 50 miles or 25 miles with a sextant. If Success is rolled, the navigator knows his position within 25 miles or 5 miles with a sextant. If the roll is an Absolute Success result pinpoints the navigator's position to within 5 miles without a sextant or 1 mile with one. This ski
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Open Locks350This skill is used to unlock doors, chests, drawers, etc., without the benefit of a key. A lockpick is a required tool for this skill. In some cases, an extra-long lockpick may be required. When attempting to pick a lock, make a skill roll and compare the result to the following table. Absolute Success - (Treat as normal Success if not rolled on the first attempt.) In the future, you may automatically open this lock or any identical lock. +10 to any lock related skill rolls (Find or Remove Tra
Overhand Attack350GM NOTE: Think about simplifying this. Maybe max additional damage equal to rank but for every +1 damage, suffer minus to SC and DEF. An overhand attack allows to the character to make an exceptionally hard blow by taking advantage of the weight of his weapon. An overhand attack can be done with any moderately heavy weapon. It cannot be done with a dagger, short sword, longsword or any pole arm (to name a few). An overhand attack can be used one handed or two handed. It can be used two handed e
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Paladin1800
Phase Attack300The blink dog must be at least rank 7 with Teleportation before this skill can be bought. The blink dog must have Spell Energy skill to use this ability as it requires 2 spell points for each attack. The target of the attack, who must be within (rank x 10) feet, must make a magic save or be teleported up to ((rank x 10) or (rank x rank): whichever is higher) feet away. Distance and direction are random. Use 1d8 for direction and most appropriate die roll for distance. The target will not appear
Phlogiston Lore10
Phlogiston Lore - Grayhawk Sector200
Phlogiston Lore - Krynnian Sector200
Phlogiston Lore - Kulthean Sector200
Phlogiston Lore - Putarrhan Sector200
Pickpockets200To liberate an object from another person requires this skill. If the object is in an easy to reach pocket, no tools are required. If the object is in the bottom of a pouch or purse, a sharpened coin or razor-edged ring may be required. Absolute Success - The character successfully lifted the item. The target may attempt a 1/2 PER roll on percentile dice to notice. Success - The character lifted the item. The target gets a 1x PER roll to notice. Near Success - The character lifted the item. The
Plant and Herb Lore150A character with Plant Lore skill is adept in identifying various types of magical and mundane plants and herbs. The character can also forage for edible plants. Note that Plant and Herb Lore can be used a Fungus Lore at -1 level (i.e., Success would be treated as Near Success, etc.). General Knowledge - General knowledge plant and herb lore roll is equal to ((PER - 15) x 3) + (rank x 5)
Find & Identify Mundane Plants & Herbs - Base chance to find and identify mundane plants and herbs is equal
Poison Lore150The character is skilled at recognizing, making and using poison. Identify Poison
His bonus for identifying poisons is ((KNOW - 15) x 3) + (Rank x 5) Identify Poison Symptoms
His bonus to see the symptoms in someone who has been poisoned is (((KNOW + PER) - 30) x 1.5) + (Rank x 5) Identify Poisonous Source
His bonus to identify a source of poison, such as an animal or plant, is (((KNOW + PER) - 30) x 1.5) + (Rank x 5) Poison Perception
His bonus to determine if an object, drink, food item, etc
Poison Resistance250The character gains a bonus of 3% per rank to his Normal Save for the purpose of making saving throws vs poison. Some exotic poisons may use a characteristic other than CON for the saving throw, in which case this talent still applies.
Power Perception300Only a character who can see magic may use this skill. The character is able to "burn" a spell point and detect magic out to a range of (rank x 3) feet for a period of 1 minute per rank. At rank 11 and higher, range increases to 30 + ((rank - 10) x 6) feet while duration extends to 10 + ((rank - 10) x 3). Thus, at rank 10, range is 30 feet and duration is 10 minutes. At rank 11, range is 36 feet and duration is 13 minutes. At rank 12, range is 42 feet and duration is 16 minutes, and so on. Powe
Primal Urge - Homid700Primal Urge has multiple uses to a lycanthrope. It's most important use, however, is the ability to control Rage. When the GM calls for a Rage roll, the player makes a skill roll (((WP - 15) x 3) + (Rank x 5)) and compares the result to the Rage table (c.f., Rage and Frenzy, under Rules). This same bonus is used for Control Rolls (q.v.). Primal Urge skill is also a factor in the lycanthrope's ability to Change Form. Change Form A lycanthrope's ability to change into the various forms depends on
Psionic Combat500The below rules were superseded on 6/11/2022 by the rules listed under Rules -> Psionics -> Psionic Combat Ignore the rules below and refer to the new rules. Psionic combat can be taken by any psionicist or by a character who is rank 10 or higher in Mental Resistance. It allows the character to engage in mind to mind combat with other psionicists. Psionic Combat Specialization A psionicist can choose to double specialize in a single attack or defense form, or single specialize in either all att
Psionic Concentration500For each rank with this skill, the psionicist can maintain one discipline requiring Minimal concentration (sometimes called Concentration Points). For purposes of this skill, a discipline requiring Moderate concentration requires 3 Concentration Points while a discipline requiring Full concentration requires 5. Under no circumstances can a psionicist use more than one discipline require Full concentration at the same time, even if his rank with this skill would normally allow this. Willpower (W
Psionic Energy400Each level gives the character 2 Psionic points for use in using psionic discipliens. The character gains bonus psionic points for high WPequal to standard bonus (+1 for 18-19, +3 for 20-21, +5 for 22-23, +7 for 24.25). Thus, a psionicist with a WP of 20 and level 1 in this skill has 5 psionic points - 3 for his WP of 20 and 2 for his level with this skill. Psionic points recover with a good night's rest. In general, the GM should allow the psionicist to recover all of their psionic points if t
Psionic Lore100The character has knowledge of various things related to psionics, including knowledge of what monsters tends to be psionically aware, various types of psionic attacks and defenses, etc.
Psionic Memory300A Psionicist may have a number of disciplines memorized at one time equal to 2x his rank with this skill, plus standard bonus for KNOW. Thus, a psionicist with an KNOW of 18 and rank 3 in this ability, could have a total of 7 disciplines memorized: 1 for his KNOW of 18 and 2 more for each rank of this ability. This doesn't mean that he can't know more, it just means that at any one time he can only have a limited number of disciplines in memory. Note that the counter discipline for the psionic
Public Speaking250Sermons and political speeches alike are usually delivered by someone with this skill. Public Speaking skill may be used to influence the opinions and actions of a large group of people.
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Quarterstrength225This "skill" represents the strength of the centaur's equine body over that of their human body. For each rank with this skill, their equine body strength increases by 1. Thus, if a centaur had a STR of 20 and 2 ranks of this skill, their equine body would have a STR of 20 + 2 = 2. This value is used to determine encumbrance. It is not used for damage, either with weapons or with hoof attacks.
Quick Draw150Someone drawing a weapon normally incurs a -5 penalty to their initiative for the round in which they draw the weapon. Someone with this skill can attempt to draw their weapon faster. Skill roll is ((DEX - 15) x 3) + (Rank x 5). If they want to draw more than one weapon, they can split their bonus between the weapons as they see fit. Absolute Success - No penalty to Initiative. +10 to Strike Chance due to unexpected speed. Success - No penalty to Initiative. Near Success - -2 to Initiative (ins
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Range of Field350Range of Field skill reduces the multiple attacker bonus that attackers get if they outnumber their opponent. Attackers normally get a +10 to their Strike Chance (SC) for every person above one attacking a target. Thus, if three people are attacking a single target, the three attackers each get a +20 to their SC. Each level of Range of Field skill reduces this bonus by 2% per rank. So, if the character is rank 4 in Range of Field, and is outnumbered two to one, the attackers gain a +2 bonus to
Ranger1000See Ranger description under professions.
Religious Language Aster175Aster is the religious language of the priests of Celestian, in all of his many aspects. Those who know this language are able to read religious scrolls written in the language. The base chance of success is equal to (rank x 5) + ((WP - 15) x 3) and is further modified by the level of the spell, as indicated below. Note also that rank with the religious language determines the max spell level that can be read. Spell Level
Min Rank
Modifier
1
3
+35
2
4
+30
3
5
+25
4
6
+15
5
7
+5
6
8
0
7
9
-5 For
Religious Language High Eirenay175The religious language of Mitra, Killian, St. Cuthbert and Mielikki. Note that there are High, Middle and Low versions of this language and those who know one version have some fluency in the others, as indicated below: Skilled In
Know Low
at Rank
Know Middle
at Rank
Know High
at Rank
High
-6
-4
-0
Middle
-3
-0
-3
Low
-0
-4
-6 Thus, if you are conversant in the High version of this language at rank 10, then you are considered to be rank 7 in the Middle version, and rank 4 in the Low version of
Religious Language High Sindathul175Religious language of elves, storm giants, cloud giants, centaurs and other ancient and non-human races. Note that there are High, Middle and Low versions of this language and those who know one version have some fluency in the others, as indicated below: Skilled In
Know Low
at Rank
Know Middle
at Rank
Know High
at Rank
High
-6
-4
-0
Middle
-3
-0
-3
Low
-0
-4
-6 Thus, if you are conversant in the High version of this language at rank 10, then you are considered to be rank 7 in the Middle versio
Religious Language Low Eirenay175Religious language of Keeerani and Set. Note that there are High, Middle and Low versions of this language and those who know one version have some fluency in the others, as indicated below: Skilled In
Know Low
at Rank
Know Middle
at Rank
Know High
at Rank
High
-6
-4
-0
Middle
-3
-0
-3
Low
-0
-4
-6 Thus, if you are conversant in the High version of this language at rank 10, then you are considered to be rank 7 in the Middle version, and rank 4 in the Low version of the language for purposes of
Religious Language Low Sindathul175Religious language of orcs, goblins, ogres, hill giants, frost giants, fire giants and other non-human races. Note that there are High, Middle and Low versions of this language and those who know one version have some fluency in the others, as indicated below: Skilled In
Know Low
at Rank
Know Middle
at Rank
Know High
at Rank
High
-6
-4
-0
Middle
-3
-0
-3
Low
-0
-4
-6 Thus, if you are conversant in the High version of this language at rank 10, then you are considered to be rank 7 in the Middle v
Religious Language Middle Eirenay175The religioius language of Ulogi, Putrexia, Thor and Tysep. Note that there are High, Middle and Low versions of this language and those who know one version have some fluency in the others, as indicated below: Skilled In
Know Low
at Rank
Know Middle
at Rank
Know High
at Rank
High
-6
-4
-0
Middle
-3
-0
-3
Low
-0
-4
-6 Thus, if you are conversant in the High version of this language at rank 10, then you are considered to be rank 7 in the Middle version, and rank 4 in the Low version of the langu
Religious Language Middle Sindathul175Religious language of dwarves, gnomes, halflings, stone giants and other non-human races. Note that there are High, Middle and Low versions of this language and those who know one version have some fluency in the others, as indicated below: Skilled In
Know Low
at Rank
Know Middle
at Rank
Know High
at Rank
High
-6
-4
-0
Middle
-3
-0
-3
Low
-0
-4
-6 Thus, if you are conversant in the High version of this language at rank 10, then you are considered to be rank 7 in the Middle version, and rank 4 i
Religious Language Nifle175Religious language of Guis-Wa. This is also known as the Language of the Dead. It is both a religious language and the magic language of the necromancer college. Those who know this language are able to read religious scrolls written in the language. The base chance of success is equal to (rank x 5) + ((WP - 15) x 3) and is further modified by the level of the spell, as indicated below. Note also that rank with the religious language determines the max spell level that can be read. Spell Level
Religious Language Sumerian175Religious language of Ki. Those who know this language are able to read religious scrolls written in the language. The base chance of success is equal to (rank x 5) + ((WP - 15) x 3) and is further modified by the level of the spell, as indicated below. Note also that rank with the religious language determines the max spell level that can be read. Spell Level
Min Rank
Modifier
1
3
+35
2
4
+30
3
5
+25
4
6
+15
5
7
+5
6
8
0
7
9
-5 For example, a character (WP 17) who is rank 6 with the religious
Religious Lore100Bonus to recognize religions and religious artifacts. The character may take Knowledge skills to know more about specific religions.
Religious Lore - Norse75This skill is similar to religious lore but applies only to the Norse pantheon of gods.
Remove Traps325The tools listed above are used to disarm the most common types of traps such as pin traps in locks. Other traps may required additional equipment. In order to remove a trap, the character must, of course, be aware of it. This usually means making a Find Traps skill roll which may modify his chance of removing it depending on how successful his Find Traps skill roll was. When attempting to remove a trap, make a skill roll and compare the result to the following table. Absolute Success - (Treat
Research200Bonus for researching topics at a library. May also be used for researching new ideas, inventions and spells. Research skill can also be used to peruse a book to determine how useful it is likely to be for the researcher's purpose. For example, the character finds a book in a store about monsters and wants to determine how useful it will be in improving their Monster Lore skill. In game terms, the GM makes the roll for the character and resolves the roll on the following table. Absolute Success
Rope Mastery250This skill encompasses several sub-skills. Each sub-skill is defined below. Skill Roll – Rope Mastery skill roll is determined normally (rank x 5) but the modifying stat will changed depending on the action. Climb Ropes – See Climbing skill for Climb Ropes information. Horizontal Rope Movement – Horizontal rope movement is used for moving along a rope that stretches more or less horizontally rather than vertically. For example, a rope that runs across a chasm. There are several ways to move
Rowing200Anyone can row a boat. A character with this skill is able to row it faster and with greater efficiency. This skill also applies to manning galleys. At rank 8 and higher, the character is assumed to have skills needed to be captain of a galley. Vessel Base Speed Bonus/Level
Canoe 5 ft/round * 5 ft/round
Rowboat (6 foot) 35 ft/round 4 ft/round
Longboat (12 feet) 25 ft/round 3 ft/round
Longboat (16 foot) 20 ft/round 2 ft/round * - Base speed for a canoe is 40 feet per round once the chara
Running200This skill represents the character's skill with running and goes beyond just Tactical Movement Rate (TMR). Use this skill to determine who can win track and field type races including steeple-chase and hurdles. Encumbrance – A runner’s effective rank is increased by 1 if completely unencumbered (light clothing and nothing more). Effective rank is reduced by one if wearing a backpack. Running skill is effectively negated if encumbered (c.f., Strength). Improved TMR - Running skill improves TM
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Sailing300A character with sailing skill is familiar with the operation of wind-driven vessels and, with a successful skill roll, is able to use the wind to its fullest advantage. At lower ranks, the character is skilled at operating a small vessel that can be managed by one or two people. At rank 8, he is skilled at managing a larger vessel that requires a crew of 5 to 10 sailors. They are also skilled with tying knots and running lines used in sailing vessels. This skill applies primarily in the contex
Scouting300A character with this skill is adept at estimating enemy strengths based on available clues, and communicating that information to others. The base chance of estimating enemy strength is (((INT + PER) - 30) * 1.5) + (Rank x 5). This assumes a moderate amount of available information. The GM will award bonuses or penalties depending on the situation. For example, a scout has been watching an enemy fortress for a few hours. The GM makes a roll for the scout at this point to estimate the size of t
Sea Lore150Sea Lore is knowledge of the sea and ships. It encompasses some Animal Lore and Monster Lore in the context of the sea. Someone with this lore will also have knowledge of maritime geography, ships, pirates, ports and other knowledge of the vast oceans and seas of the world.
Shadowing300Bonus for following someone, primarily in a city environment, without being noticed.
Shield Large350This skill applies to Large Round Shield, Kite Shield and Tower Shield. The character gains a bonus to defense (DEF) of 4% per rank of Large Round Shield (minimum 10%), 5% per rank of Kite Shield (15% minimum) or 6% per rank of Tower Shield (minimum 20%). The minimums apply only if the character has at least one rank of shield. Otherwise the shield provides no defense (i.e., the character does not know how to use it effectively). Example: Delana is rank 1 with Large Shield and is wielding a Lar
Shield Small325This skill applies to Buckler and Small Round Shield. The character gains a bonus to defense (DEF) of 2% per rank of Buckler (minimum 5%) or 3% per rank of Small Round Shield (minimum 8%). The minimums apply only if the character has at least one rank of shield. Otherwise the shield provides no defense (i.e., the character does not know how to use it effectively). Example: Delana is rank 1 with Small Shield and is wielding a Buckler. Her rank gives her a 2% DEF but since the minimum is 5%, her
Shipwright375A shipwright builds and maintains water-borne vessels. The required tools depend on the nature of the task. Repairing a hole in a vessel while at sea would require a hammer, nails and some wooden planking (Swimming skill might also help).
Singing150A singer is skilled with their voice. Bonus for singing is 5% per rank, plus CON bonus. Singers are familiar with a wide variety of songs. The chance that a singer knows a particular song (assuming that it is moderately well known) is 4% per rank, plus Know bonus. The GM may assign modifiers for particular well-known or particularly obscure songs. Reading/Writing – A musician must be able to read and write a language at rank 6 or higher to become a songwriter. Without this prerequisite, the Si
Sleep and Charm Resistance100The character is resistant to sleep and charm spells. The base chance to ignore such a spell is 75% + 1% per level.
Sleight of Hand200When a character desires to palm a small object or make something "disappear" he makes a Sleight of Hand skill roll to determine success. Perception rolls required for other to notice are: PER +25 for Partial Success, 2x PER for Near Success, 1x PER for Success, and PER -12 for Absolute Success. Someone with this skill is also good at juggling.
Snowshoeing150Someone wearing showshoes can move at half TMR. TMR improves by 1 per 2 levels of this skill, up to normal TMR for the character. Difficult maneuvers require a skill roll. This skill also allows the making of snowshoes if you have the right tools (fresh sapling, thin rope, and a drill).
Sorcery450This skill is used to modify the effects of casting a normal spell and has multiple possible uses. It also grants mages a Spell Pool of points that can be used to cast spells. The Sorcery skill roll is equal to ((MA - 15) * 3) + (Level * 5). Sorcery skill can be used for any of the following uses: Modify Description
Spell Displacement
Spell Split
Spell Trickery
Triad If attempting to use Sorcery for two different effects simultaneously (e.g., Spell Trickery and Spell Displacement) apply a -15 t
Speed Reading150For every level in this skill, the character can read 25% faster than normal. Thus, someone who is level 4 with this skill, can read a book twice as fast as normal.
Spell Energy450Each level gives the character 2 spell points. The character gains bonus spell points for high CON equal to standard bonus (+1 for 18-19, +3 for 20-21, +5 for 22-23, +7 for 24.25). Thus, a mage with a CON of 20 and level 1 in this skill has 5 spell points - 3 for his CON of 20 and 2 for his level with this skill. Spell points recover with a good night's rest. In general, the GM should allow the mage to recover all of their spell points if they spend 8 hours to so resting, including watches. If
Spell Memory300A Mage may have a number of spells memorized at one time equal to 2x his rank with this skill, plus standard bonus for KNOW. Thus, a mage with an KNOW of 18 and rank 3 in this ability, could have a total of 7 spells memorized: 1 for his KNOW of 18 and 2 more for each rank of this ability. This doesn't mean that he can't know more, it just means that at any one time he can only have a limited number of spells in memory. Note that the counterspells for the mage's own college do not count against
Spelljammer Astrogator350A spelljammer astrogator interacts with a spelljammer helm to plot distant destinations. The astrogator can plot destinations in two ways. Anchor Point Plot - The astrogator plots a course to a known anchor point. When the astrogator feeds spell energy into a helm, he sees a representation of all anchor points within the Astral Limit of the helm, plus an additional radius of 20% per rank. Thus, if the helm has an astral limit of 100,000 miles, and the character is rank 5, he will see all anchor
Spelljammer Lore150This lore skill gives the character general knowledge of spelljammers of all types.
Spelljammer Pilot350The Spelljammer Pilot operates the spelljammer. The skill is used to determine the success of difficult maneuvers. It also determines the speed that the pilot is able to coax out of the helm. A rank 1 pilot may not be able to get his ship to go any faster than a few miles per hour while a highly skilled pilot can get his ship to the maximum of the ship. Spelljammer Pilot skill also determines the Defense of the spelljammer by 5% per rank. Anyone will Spell Energy skill can feed spell points int
Staff Defense450Staff defense is the improved ability to parry weapons in melee combat. With regards to melee combat, staff defense works just like a shield or defense skill except that it only works in melee combat. It does not work against ranged attacks. Staff defense can be used in conjunction with defense skill but not with shield. Staff defense can only be used if the character is using a quarterstaff, or similar two handed weapon where the hands are spaced well apart on the weapon, and the weapon itself
Stonecraft300A character with this skill is able to fashion items from stone. The item may be as simple as a stone block for a wall or as complex as an intricate stone statue of an armoured warrior. He also has a chance of automatically noticing stonework traps such as falling blocks, pit traps, etc., as well as secret doors concealed in stone walls. A character can also do general stonework (bonus of ((DEX - 15) x 3) + (rank x 5)).
Storytelling200A storyteller is skilled at writing at telling interesting stories. Bonus for telling a story is 6% per rank, plus CHA bonus ((CHA -15 ) x 3). Storytellers know many legends. The chance that a storyteller knows a particular legend is 4% per rank, plus Know bonus ((KNOW - 15) x 3). The GM may assign modifiers for particular well-known or particularly obscure legends. Reading/Writing – A storyteller must be able to read and write a language at rank 6 or higher to advance beyond rank 3. In additi
Streetwise275A character with this skill is adept at dealing with the seedier sides of human cities. He knows how to establish underground contacts, buy illegal items, and sell stolen goods. His bonus to find information or establish street contacts is ((CHA - 15) x 3) + (Rank x 5)
Strong Lungs250The character is able to hold their breath longer than most. A normal character with no Swimming or Diving skill can hold their breath for 15 + WP seconds without preparation, or 30 + (WP x 2) with preparation. See the descriptions for Swimming and Diving for how long characters with those skills can hold their breath. Each rank with this talent increases the duration that the character can hold their breath by 1 minute.
Suppleness125Can dislocate joints, contort body. Allows escape from normal rope or chains. Can squeeze through 19" opening. -1” per 2 ranks over 10, to a minimum of a 10” opening.
Survival300The character is adept at surviving in the wilderness. They can find food and construct shelters out of native materials. If the character is new to a particular environment, then it will take some time for him to be able to apply his skill to the new environment. For example, if the character has never been in an arctic environment before, then it will take some time before he will get his full survival bonus in the arctic environment. Exactly how long is up to the GM. The character's bonus to
Swashbuckler1200See Swashbuckler profession for details.
Swimming250Encumbrance – A swimmer’s effective rank is reduced by 1 if clothing is worn and by 1 (plus 2 times DEX penalty) if armour is worn. This applies to TMR and combat, but not to holding your breath. Non-Swimmers - Characters with no levels in swimming or diving do not know how to swim and will lose 1 hit point cumulative every round (1 point the first round, 2 points the second round, 3 the third, etc.). Surface TMR - A Swimmer has a base TMR of 15 in the water (10 for gnomes and 5 for dwarves).
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Tactical Games100A character with this skill is practiced in games of strategy and tactics, including chess. Bonus is (rank x 5) + ((INT - 15) x 3).
Teamster175A teamster is trained in handling teams of horses or other beasts of burden.
Teleport Other400The blink dog's rank with Teleportation must be at least 6 ranks higher than their rank with this skill (in other words, the blink dog must be at least rank 7 with Teleportation before they can buy rank 1 with this ability). Spell Energy skill is required as each use of this ability uses 2 spell points. The target must be either willing or unconscious. The ability works the same as the Teleport spell under the Phase Magic college except that it applies to another target. The blink dog can affec
Teleportation400This ability works the same as the Teleport spell under the Phase Magic college except that no cast chance roll is needed. It can be used once per day at rank 1-4, twice per day at ranks 5-9, etc.
Time Sense200The character has a very good sense for the passage of time, even if he has been asleep or unconscious. They can also attempt a roll to know the exact date and time. A successful roll will give them this information. Near Success or Partial Success will give them some information depending on the situation.
Tracking325A character with this skill is able to track a person or creature. The following modifiers may apply. Condition Modifier
Snow +50% (or automatic)
Soft earth +20%
Dusty floor +10%
Hard earth +0%
Loose rock +0%
Wooden floor +0%
Bare rock -50%
Per creature above 1 +2%
Per 12 hours since passage -5%
Per hour of precip. since passage -25%
Trader300Trader skill is useful to those who are responsible for buying and selling cargos between ports. It includes the following tasks: Find Cargo - This task encompasses a search at a port for someone who has a cargo that needs to be shipped. There are a number of variables with this item. The group could be purchasing a cargo themselves to try to sell at the other end of their trip. Or they may find someone who wants to ship cargo to a distant location and then try to sell it there. Or they may fin
Trap Building300The character is skilled at setting lethal traps such as deadfalls and snares, assuming he has the proper equipment. He can use otherwise ordinary materials and objects to build a potentially deadly trap. The character’s Build Traps bonus is equal to (rank x 5) + ((DEX– 15) x 3). To build a trap, the skill roll result is compared to the Build Traps table below. Generally the GM will make the roll in secret. Build Traps Table Absolute Success
Extremely well built trap. Trap will only be notic
Turn Undead500See the Turn Undead rules under Combat.
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Ultravision300Ultravision out to 30 feet, plus 5 feet per level.
Unarmed Combat500The character is skilled in unarmed combat. Characters with natural weapons (claws, hooves, etc.) gain a +2 damage bonus. Rank
Strike Chance
IM
Damage
Att/ Rnd
1
(DEX x 3) +
(Rank x 5)
+1
1d4
2
2 +1
1d4
2
3 +1
1d6
2
4 +2
1d6
2
5 +2
1d8
2
6
(DEX x 3) +
(Rank x 5) + 10
+2
1d8
2
7 +3
1d10
2
8 +3
1d10
2
9 +3
2d6
2
10 +4
2d6
3
11 +4
2d6
3
12 +4
2d6+1
3
13 +4
2d6+1
3
14 +5
2d6+1
3
15 +5
2d6+1
3
16 +5
2d8
4
17 +6
2d8
4
18 +6
2d8
4
19 +7
2d8
4
20 +7
2d8
4 Someone skilled with Unarmed Combat also gains
Undead Lore150With a successful skill roll, the character can identify a particular type of undead and know their strengths and weaknesses as will as attack forms. The skill may also give the character knowledge of particular undead creatures (e.g., a specific, powerful vampire that inhabited a particular location).
Underworld Lore200This is really a continent level area lore and should only be bought with the permission of the GM. The character has knowledge of the races and cultures that inhabit the underworld of Eilan. This also includes some knowlege of primary routes and a general knowledge of faunua and flora of the underworld.
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Weather Lore125A character with this skill may predict the weather for a number of hours equal to his skill level.
Weather Seer250A character with this skill may 1. Predict the weather for a number of hours equal to his skill level. Bonus is (((PER + KNOW) -30) x 1.5) + (Rank x 5) 2. Gain a fair idea of the weather for a number of days equal to his skill level. The seer must first study the skies for 1 hour. Bonus is (((PER + MA) -30) x 1.5) + (Rank x 5) 3. Have a vague to general idea of the weather for a number of weeks equal to his skill level. The seer must first meditate under the open sky for 6 hours. Bonus is ((MA
Woodcraft250A character with this skill can make and repair items of wood. The tools required vary with the job. Whittling a figure from wood would require nothing more than a knife or dagger, whereas making a table would require a hammer, nails, saw, etc. He also has a chance to notice traps and secret doors built into wooden walls, ceilings and floors.
Woodland Movement175The character with this skill is adept at moving through the woods, including jungles and swamps. They can find the best route through thick underbrush. Moving Through Undergrowth
The GM will determine the thickness of the underbrush as a percentage of TMR. For example, he might say that the jungle thickness restricts movement to half TMR. Each rank of this skill improves the percent by 5% + ((DEX - 10) x 3). So, if the GM says that TMR is reduced to 50% of normal, and the character has a 50% b
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Weapon Ballista450
Weapon Bastard Sword590
Weapon Battle Axe500
Weapon Blackjack350If a BlackJack is used to attack from surprise, or against an otherwise unresisting opponent, the attacker can choose to have all damage be NL damage so as to try to knock out the opponent instead of killing him. This ability can be used in conjunction with Ambush skill for a greater chance of a knockout. If a crit or grievous is indicated in the attack, the opponent is automatically knocked unconscious for (3d6 + Blackjack rank + Ambush rank) rounds. Thus, if the attacker is rank 6 in Blackjac
Weapon Bola320
Weapon Bow600Applied to short bow, long bow and composite bows
Weapon Broadsword510
Weapon Catapult450
Weapon Club420
Weapon Crossbow550Applies to hand crossbow, light crossbow and heavy crossbow
Weapon Dagger410
Weapon Dart380
Weapon FF Dagger380This skill allows the character to fight with a weapon in their offhand, as well as their main, one handed weapon, in their primary hand. The character uses the normal base chance of the weapon, plus DEX, plus 3% per rank with this skill to determine Strike Chance. Only one attack per round can be made with the offhand weapon, regardless of rank, though extra damage follows the normal weapon progression (i.e., +1 damage at rank 4, +2 damage at rank 8, etc.). If the offhand weapon is used to par
Weapon FF Flintlock Pistol100This skill allows some skilled with Musketry to use a flinklock pistol in their offhand. This would allow an extra shot if the character also had a flintlock pistol in their primary hand but the main use of it is to allow the character to wield a sword in their primary hand and a flintlock in their offhand. Of course, the fact that a flintlock pistol can only be fired one time is a limiting factor. If the character has multiple flintlock pistol on them (in holsters or tucked into waistbands or
Weapon FF Hand Axe450This skill allows the character to fight with a weapon in their offhand, as well as their main, one handed weapon, in their primary hand. The character uses the normal base chance of the weapon, plus DEX, plus 3% per rank with this skill to determine Strike Chance. Only one attack per round can be made with the offhand weapon, regardless of rank, though extra damage follows the normal weapon progression (i.e., +1 damage at rank 4, +2 damage at rank 8, etc.). If the offhand weapon is used to par
Weapon FF Short Sword375This skill allows the character to fight with a weapon in their offhand, as well as their main, one handed weapon, in their primary hand. The character uses the normal base chance of the weapon, plus DEX, plus 3% per rank with this skill to determine Strike Chance. Only one attack per round can be made with the offhand weapon, regardless of rank, though extra damage follows the normal weapon progression (i.e., +1 damage at rank 4, +2 damage at rank 8, etc.). If the offhand weapon is used to par
Weapon Flail490
Weapon Halberd510
Weapon Hand Axe530
Weapon Javelin450
Weapon Lance450
Weapon Long Sword490
Weapon Lore275The character is very familiar with weapons; weaponsmiths and famous weapon forges. He can look at any weapon and; with a succeesful skill roll; tell if the weapon was made by humans; elves; orcs; etc. If the weaponsmith was relatively well known; the character might be able to name the specific weaponsmith. If the weapon is magical; and the character rolls Success; he will know one property of the weapon; plus one additional property for every 20 points above Success that he rolled. If he roll
Weapon Mace450
Weapon Morning Star510
Weapon Neptune Trident460
Weapon Net400
Weapon Pike470
Weapon Quarterstaff460Those with this skill can also make a quarterstaff with the right tools and supplies. At minimum, an axe, knife and suitable piece of wood are needed. Base time is five minutes. With more time and more supplies, the character can get a bonus to his roll. By taking one hour to fashion the staff, the character gains a bonus of +5 to his skill roll. If the character has hammer and nails, something to use for a metal endcap, some leather and some leather thong, the character gains an additional +5
Weapon Rapier490
Weapon Roman Trident380
Weapon Scimitar450
Weapon Short Sword400
Weapon Shuriken400
Weapon Sling290
Weapon Spear500
Weapon Two Handed Sword550
Weapon War Hammer500
Weapon Whip400A whip is an unusual weapon in that it is a melee weapon but the whip end can't effectively be used on targets who are right next to the wielder. The wielder can avoid this issue by taking a 5 foot free move each round to put some distance between himself and his opponent but the opponent can counter by moving as well. As such, the wielder of the whip may only be able to get a single melee attack each round with the whip end. Fortunately, the handle of a combat whip is deliberately heavy and ca
Weapons Kata250Weapons Kata skill allows martial artists to retain their martial arts PROT and DEF when using weapon with which they are skilled. Their effective rank with martial arts, when armed with a weapon, is the lower of their martial arts or weapons kata for the purpose of determining PROT and DEF. For example, a martial artist with rank 7 in the their profession normally has a PROT of 4 and a bonus of 14 to the DEF. If they are rank 5 in Weapons Kata, they would have a PROT/DEF of 3/10 when wielding