This is a list of skills from official sources that can be used to suppliment the general skill list in the Rules Cyclopedia. I have altered some of these, especially skills from PC3 The Sea People, because they were written to apply to underwater use, but above-water versions of the same skills could exist. Here are the source suppliments these skills are taken from: PC2 - Top Ballista PC3 - The Sea People GAZ1 - Karameikos GAZ11 - Darokin GAZ13 - The Shadow Elves This list compiled by Aaron Oliver to go along with my Rules Cyclopedia Errata & Companion Document. http://RCerrata.redirectme.net September 6, 2007 - Revision 2.6 Learning Additional Skills (adapted from PC3) -------------------------- As time goes by, characters may gain new skills or improve existing ones. A character starts with four initial skills (modified by Intelligence); at 5th level he gains an extra skill choice, at 9th level he gains an extra choice, and so on. Learning more skills takes time. At 1st level, players indicate to the DM which new skill their characters are studying. Characters gain the new skill when they reach 5th level. At that time, the DM must be informed of the next skill choice. A new skill can be studied only if a teacher can be found. This can be another player character, or any NPC with the skill who is known to the character. This may be a professional teacher, a tribal elder, or simply someone who knows the skill and is willing to teach it to the player character. A reaction roll or Charisma Check is then made to see whether the PC is accepted for training. Modifiers should be freely applied for monetary payments, gifts, or the local reputation of the PC: a heroic character who has beaten off a vampire attack will be more highly regarded than a character who is suspected of working with the vampires. If a PC or NPC cannot be found to teach a character, then a quest is in order. This may be as simple as visiting a nearby city, or as arduous as finding a far-away hidden monastery. Improving Skills ---------------- I will mention here, as I have in my main Document, that gaining a paltry +1 for each additional skill slot you spend in order to improve a skill would be a ripoff, when you could instead spend the slot on a whole new skill. It is suggested that each additional slot you spend on a skill should give a +3 modifier to that skill instead of +1. =============== STRENGTH SKILLS =============== Tackle (Adapted from the underwater Ram skill, PC3) ------ This is the ability to ram into an opponent using the shoulders and head. While it's an effective attack, the attacker always takes damage from it! This skill is available to any creature with a Move Per Round of 40' or more. Slower creatures may combine this with the Dart skill. The character moves forward at full speed before attempting to hit his opponent, and he must have moved a distance of at least half his move speed to carry out this attack. If a Tackle was declared on a previous round but the character did not have enough movement to reach the target, then any movement at all in the next round qualifies the character for a Tackle attack. The attack is made at the end of the character's movement phase, and if a successful hit is made the character makes a Tackle Skill Check. On a successful Check, the character hits his target for damage equal to half of the character's Strength (round up), +1 for every point the skill has been improved. The Tackling character takes 1d4 points of damage. A failed roll means the character takes one point of damage for every point by which the roll was failed, and the target takes damage equal to the character's Strength bonus. Set Spear vs. Charge may be used against this attack. =================== INTELLIGENCE SKILLS =================== Area Knowledge (PC3) -------------- The character has extensive knowledge of recent events and local geography. A successful Check on this skill allows a character to remember a piece of useful information or to know where to go to contact a useful NPC. Know Market Value (PC3) ----------------- A character with this skill automatically knows the market value of goods, including weapons, equipment, gems, etc. A successful Check allows the approximate value of special goods like magical items and treasures to be evaluated. Plant Manipulation (adapted from Coral Manipluation, PC3) ------------------ Knowledge of the process of plant and tree formation. It includes training in how to speed up the life cycles of plants, and how to form them into pleasing and exotic shapes. A character with this skill can sense the approximate thickness and strength of plants and wood structures on a successful Skill Check. ============= WISDOM SKILLS ============= Animal Empathy (adapted from Fish Empathy, PC3) -------------- A character with this skill can communicate empathically with one type of animal (including giant varieties) within a range of 100 feet. This skill also gives a +2 bonus to Riding the chosen type of animal. Direction Sense (PC2) --------------- Direction Sense is the ability to know which way is up (so to speak) in totally unfamiliar surroundings or in very limited visibility (fog, thick jungle, and the like). It differs from Navigation. Navigation requires clear external cues (where the moss is on trees, where the stars are in the sky), whereas Direction Sense is pure gut feeling and intuition. Which way is up and down, east and west, north and south, can be detected on a successful Wisdom Ability Check. First Aid (PC2) --------- The ability to perform simple medical aid. A successful Check allows a character to restore 1d4 hit points to any wounded character or creature. This skill may not be used on a wounded character more than once. If the character is subsequently restored to full hit points, and then wounded again, first aid may again be applied. A roll of 20 when using this skill results in the patient taking 1d4 points of damage. Monster Empathy (adapted from Sea Monster Empathy, PC3) --------------- The character chooses a particular monster and is able to sense and communicate basic feelings with it. A Check is needed for each attempt, and is penalized by -1 for each HD of difference between the character and the monster (if the monster is the tougher of the two). This skill can give a +2 bonus to Monster Riding. Natural Healing (PC2) --------------- A character with this skill is knowledgeable in the use of plant and herbal cures. On a successful Natural Healing Check, any character who has been poisoned is allowed a second Saving Throw at -2. It also allows a character to naturally heal 2 hit points per day of rest, on a successful Check. Water Divining (PC2) -------------- This is the ability to sense underground deposits of water in areas which appear barren or devoid of it. It is a skill greatly prized among desert dwellers and those who live in arid land, steppes or savanna. The creature using this skill must work at ground level. The user can only sense water directly underneath it. However, a preliminary Check allows it to detect signs of terrain fruitful for subterranean water up to a mile away. It is up to the DM to decide whether there is actually any water in the locale. ================ Dexterity Skills ================ Climbing (GAZ11) -------- This skill can be most valuable in a variety of situations. Although it is not as versatile as a thief's ability to climb walls and similar sheer surfaces, the Climbing skill makes a character far more agile in ascending trees and cliffs which offer plentiful hand and toe holds. Dart (PC3) ---- Using this skill a character can travel at twice normal speed for one round. A Skill Check is is required every round. It makes Tackle attacks possible for slower moving characters and is useful in chase and pursuit situations. After 10 rounds of darting or attempting to dart (characters are still expending energy), an Endurance Skill Check is required each round or the character is no longer able to Dart. To avoid making an Endurance Check a character must have rested for a full turn before attempting to Dart. I'd recommend that each round of attempting to Dart counts as 2 rounds of exertion for the purpose of determining when Exhaustion sets in. Dismount Rider (PC2) -------------- On a successful Check a character can attempt to dismount an enemy. The character inflicts normal damage and the target must make a successful Riding Check to avoid being dismounted. The difference between the levels or HD of the two characters is used as a modifier when attempting to dismount an enemy, and when trying to avoid being dismounted. Dodge (PC3) ----- This skill can be used only by unencumbered characters (carrying 400 cn or less). It allows a character to dodge out of the way of an attack, effectively increasing AC by -2 on a successful Check. A roll of 20 means that the character has dodged the wrong way and will automatically take double damage from an attack. I recommend that this skill is only effective against up to 3 attacks per round, though only one skill check is needed during the Intentions step (when the character must announce that he is Dodging). If the check is successful, the character gains a -2 AC bonus against the first 3 attacks upon him that round. If the character rolls a 20, he will take double damage from the first attack that hits him that round. To use this skill, the character must be able to move around freely, and can't be entangled or underwater, for example. Furthermore, since the character must react to his opponents' attacks, he must give up initiative during any round he uses this skill. The character also cannot apply the Dodge bonus against any attack that he doesn't see coming. Improving this skill by spending an additional skill slot could give the character a mere 1 point increase to his skill level, but could also allow him to Dodge against 1 additional attack each round. Fighting Instinct (PC3) ----------------- The reaction of compulsively attacking first in order to gain an advantage in combat. Successful use gives a +2 bonus to Initiative in hand-to-hand combat. Juggling (GAZ13) -------- A character with this skill can juggle three objects of similar shape and size. A skill check is required to juggle more objects, with a -1 penalty for every object more than four, or objects of varying weights. Monster Riding (adapted from Sea Monster Riding, PC3) -------------- A successful use of this skill allows a character to ride a monster (as the Riding Skill). The Check is, however, subject to a -1 penalty for each HD of difference between the character and the monster (if the monster is the tougher of the two). A Check may be needed if the monster takes damage, with failure meaning the character loses control. Rapid Fire (GAZ13) ---------- A successful Check enables a character to fire a bow twice instead of once. Each shot is made with a penalty of -3 to hit. The first arrow is fired according to which side wins initiative, the second arrow is always fired at the end of the round. Rope Use (GAZ13) -------- The aptitude for making knots and nets. With a successful Check a character can use a lasso to get a solid hold on an object or creature. Surprise (PC3) -------- The ability to surprise opponents. It can be used to attack, or to avoid a conflict. Successful use of this skill gives a +1 to surprise. Thief Skills* ------------ For the following Thief skills, I recommend that a non-Thief character has to first make a successful Skill Check before he can even attempt to make the % roll for the Thief Ability. Also, anyone who already has one of these skills (i.e., a character who has already spent 2 skill slots to gain the general skill, OR a Thief who already has these skills as part of his class) may improve his skill at the usual cost of 1 skill slot, in which case a successful Skill Check could allow the character to make the % check for the Thief Ability as if he were 3 levels higher. For example, any 4th level character who improved his Find Traps ability by taking the general skill (as noted above), may make his Find Traps % check as if he were a 7th level Thief (assuming he passed his general skill check). Of course, characters who already have the general skill could instead choose to increase it normally if they prefer, gaining a +3 modifier to the skill, but no bonus levels when making the % check. Find Traps* (PC3) ---------- The ability to detect traps after observing a room or area. This skill costs two skill slots, but gives the character the Thief's Find/Remove Traps abilities, used at the same level as the character. Hear Noise* (PC3) ---------- This skill costs two skill slots, but allows a character to Hear Noises as though a thief of the same level. Hide in Shadows* (PC3) --------------- This skill costs two skill slots, but allows a character to hide in dark, shadowed places as though a Thief of the same level. Hide in Woodlands* (adapted from Hide in Corals, PC3) ----------------- This skill costs two skill slots, but allows a character to hide among foliage as though a Thief of the same level Hiding in Shadows. =================== CONSTITUTION SKILLS =================== Drinking (GAZ13) -------- A talent for absorbing alcoholic beverages without being affected. The first failure means your character is drunk; he passes out on the second failed check. Sleeping (PC3) -------- The habit of being able to sleep through anything. A successful Check means your character manages to sleep through a fight. This is a useful skill for spellcasters needing rest. Slow Respiration (GAZ13) ---------------- A successful check means your character survives in a reduced space with limited air (such as after a cave-in). A check is needed for each day of imprisonment, with a cumulative penalty of -1 for each day the character has been trapped. The same could be applied when your chracter is underwater, with a penalty of -1 for each minute (6 rounds) of immersion. These checks are made after the character can no longer hold his breath normally (see RC p.90). A failed roll in either situation means the character suffocates and dies. Stamina, Running (adapted from Stamina skill in GAZ13, but split into 2 separate skills) ---------------- The ability to continue arduous physical activity for long periods. The character can run twice as long -- 60 rounds (10 minutes) -- without becoming exhausted, and receives a +2 bonus on any Constitution-based checks concerning resistance to fatigue from extended periods of exertion. Stamina, Hiking --------------- The ability to to endure physical hardship. In non-combat situations the character moves as though encumbered at one class lower than his actual encumbrance, and receives a +2 bonus on any Constitution-based checks concerning resistance to effects of adverse weather. ================ CHARAISMA SKILLS ================ Allure (PC3) ------ A character with this skill appears to be exceptionally beautiful or handsome and desirable to a member of the opposite sex. Your character may direct this skill at any character of the opposite sex regardless of race. On a successful Check, a character will be favorably disposed toward you, willing to offer help and advice, but not to endanger his people or himself in any major way. Requests for aid in a fight are okay; requests to attack comrades or do something dangerous like wrestle a bear are not. The allurement lasts as long as your character does not attack or harm the your admirer in any way. Fortunetelling (GAZ1) -------------- This skill includes knowledge of a variety of methods of divination, mostly fake. The character with Fortunetelling is usually familiar with numerous devices and methods, such as cards, palm reading, interpreting bird flight, and so forth. At the very least, the character is familiar enough with these practices to appear to be an authentic soothsayer. Some predictions by such characters are accurate, though the skill confers no magical powers. If the skill check is a 1 or 2, the character using the skill has a flash of insight and is able to make an accurate prediction based on the method used. If the check succeeds with any other number, the character simply invents a prediction that the client believes. If the check fails, any prediction made is not believed by the client. Note that Persuasion modifiers can be applied with the fortunetelling skill if the DM allows it. Gain Trust (PC3) ---------- With this skill a character can gain the trust of NPCs through a combination of courtesy, respect for traditions, and honorable behavior. In routine situations, a successful use of this skill is sufficient. In dangerous or threatening situations, or where the NPC has reason to distrust the character, the DM should apply penalties to the Check. When two races are involved, modifiers should also be applied based on how dissimilar the cultures are. Toadying (PC3) -------- This skill is useful for sucking up to more powerful characters. It allows the character to ingratiate himself by agreeing with an NPC and by generally polishing an NPC's ego. Failure at this skill can have interesting repercussions, as it makes the character sound highly insincere and sarcastic. This skill also lets a character plead for his life, or to avoid some other punishment.