Rules

Enchanted Realms Rulebook

 
 Contents
 Introduction
 Overview
 How to Play
 Create a Character
   Qualities
   Race
   Skills
   Backstory
   Personality
   Summary
 Using Skills
   Karma
   Acquiring Skills
   Modifiers
   Saves
   Perception
   Group Feats
   Advantage and Disadvantage
   Raw Dice
   Summary
 Racial Skills
 Vocational Skills
 Combat Skills
 Adventuring Skills
 Magickery
 Rune Magic
 Divine Powers
   Invocations (A-C)
   Invocations (D-L)
   Invocations (M-R)
   Invocations (S-Z)
   Divine Skills
   Holy Ground
 Sorcery
   Axioms (A-C)
   Axioms (D-M)
   Axioms (N-Z)
 Armor
   Craftsman Armor
 Weapons
 Economy
   The Market
 Combat Detailed
   Rounds
   Initiative
   The Action
   Reactions
   Movemment
   Different Modes
   Terrain
   Knocked Down
   The Attack
   Raw Die Scores
   Critical Hits
   Physical Damage
   Sneak Attacks
   Touch-based Effects
   Defending
   At The Ready
   Grappling
   Pushing
   Shackling
   Flee Attack
   Impalement Maneuver
   Cover
   Obscurement
   Friendly Fire
   Weapon Negating
   Defense Rolls (Variant)
   Restrictions in Combat
 Adventuring
   Size Categories
   Brute Force
   Social Interactions
   Travel
   Mounts
   Recovery
   Short Rest
   Long Rest
   Death Saves
   Exhaustion
   Climate Extremes
   Petrification
   Asphyxiation
   Dehydration
   Starvation
   Poisons
   Disease
   Curses
   Falling
   Mind-Spirit Death
   Illusions
   Glamours
   Phantasms
   Shrouds
   Underwater
 Archetypes
 Game Master Details
   Labor Projects
   Metalworking
   Non-Metallic Crafting
   Chemistry and Alchemy
   Magic Items
 Appendix A - Character Sheet
Racial Skills

In this section, racial skills are discussed. These are traits that are exclusively possessed only by members of certain races. These cannot be learned by others unless specifically stated otherwise. However, in all other ways, they operate exactly as all other skills.

Skill
Armor-Movement
Body-Weapons
Chance
Under-Navigation
Armor Movement
With this racial skill, movement is not slowed by penalties of armor; however, initiative penalties still apply. It is only obtainable to dwarves and specifically identified monsters.
Body Weapons
This skill permits combat with natural body weapons of claws, tail wing-buffets and other body parts capable of being used as weapons. For playable races, this is unique to Lizardfolk; however, other non-playable monsters might have this skill also. In combat it adds a d20 for attack. In can only be combined with melee and spinning moves for additional dice in combat.
Chance
Halflings are quite propitious, often attributed to their agility. Those with the chance skill are allowed to re-roll any d20 which scores a natural 1. However, if re-rolled, the next die value must be used regardless of the score.
Under-Navigation
Through secret roles by the GM, a character can passively detect the following on a successful spirit feat:
  Slope and DirectionDC 5
  Unsafe WallsDC 8
  Depth UndergroundDC 11
  Cardinal PointsDC 15