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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