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| Healing Specialist | 600 | The 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 Shadows | 350 | In 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 Points | 600 | Base 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 Combat | 400 | This 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 | |
| Horsemanship | 250 | A 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, | |
| Hunting | 150 | The 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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