Rules

Enchanted Realms Rulebook

Adventuring Skills

Certain skills are very helpful to the adventurer, which are typically not taken for other reasons. Below is a list of skills that can be obtained in exchange of karma.

SkillCost   SkillCost
Acrobatics100 Fish200
Astrology100 Foul-Play200
Bartering100 Interrogation200
Cartography100 Lock-Picking200
Dash100 Marathon200
Discipline100 Sea-Horse200
Fire-Building100 Sleight of Hand200
Language100 Stealth200
Lip-Reading100 Tracker200
Mountsmanship100 Poison Resistance250
Stamina100 Aerial Reins300
Swimming100 Flow300
Tap and Touch100 Heart of Stone300
Under-Navigation100 Voice Imitation300
Wilderness Lore100 Fire Proof350
Wound Care100 Inner Fire350
Animal Companionship200 Beast Bond400
Alertness200 Keen Alertness400
Center Focus200 Silver Tongue400
Climbing200 Tell-Tale400
Communication200 Dark Mind450
Disease Resistance200 Era of Stone500
Field Medicine200   
AcrobaticsNo Requirement
Grants a +2 on any feat save involving the body quality, such as breaking down a door or grappling.
AstrologyMind 2 or Higher
Navigation by the stars. When lost, under clear skies, navigate back on path successful mind feat against a DC 7. Also, minor foretelling can be discerned from the stars in the sense that a general future action bodes well or not. This is a four-hour reading at night. The GM will make a secret mind feat against a DC 12, then reveals the reading information accordingly.
BarteringNo Requirement
Allows a spirit feat against a DC 9 to reduce prices or raise trade-in price by 10%. If used against a merchant who also has a bartering skill, then treat as a competition.
CartographyNo Requirement
Cartography is the skill of reading and making maps. As there are no standards set for map symbols and scale, this skill is required for using maps. Reading one’s own map or one made by familiar sources can be performed without a roll; however, reading maps from unknown sources can only be interpreted correctly on a mind feat against a DC 8.
DashBody 2 or Higher
With this skill, a character can double his or her movement in combat for three consecutive rounds. After performing this, it cannot be done again until after a short rest.
DisciplineNo Requirement
Grants +1 on all saves (preservation, feat or competition) on all dice when spirit is involved.
Fire-BuildingNo Requirement
Building a fire requires tools, like flint and steel; however, with this skill and five-minutes of effort, a fire can be started without tools on a successful body feat against a DC 7. Obviously, fires could not be started in impossible environments, such as underwater.
LanguageSpecial
This slot can be used to learn a new language, both written and spoken as applicable. However, the maximum number of languages a character can know is equal to his or her quality mind score.
Lip-ReadingMind 2 or Higher
This is determining what is being said without being able to hear. Clear line of sight is required. Mind feat against a DC 11.
MountsmanshipNo Requirement
Riding a trained mount in a general direction can be performed without a skill. However, to command one well requires mountsmanship. With this skill, one can ride at a gallop and travel the extended daily distance. Conversely, without the skill, the movement rate of a mount is 15 feet slower in combat. Also, one can fight effectively from atop his or her mount, gaining the movement of the steed; doing so without this skill places the fighter at disadvantage. Finally, this skill is specific to an animal. If one has mountsmanship for a horse that does not imply mountsmanship of a lizard steed.
StaminaNo Requirement
Grants +1 on all saves (preservation, feat or competition) on all dice when body is involved. This is broader than acrobatics but not complementary if both are applicable.
SwimmingNo Requirement
Anyone can wade through water, even moving water; however, to travel through it when no surface below is available requires a swimming skill, which is measured as a movement of 20 feet. The duration one can swim is equal to three times one’s current body score in minutes. This means distances of 360 feet per body point can be traversed. However, should a character choose only to wade water, this can be performed for one hour per body point. After either, a short rest is required before swimming again. The armor worn can also create penalties. Medium armor and heavy armor reduce movement just as they would for land movement; therefore, swimming in heavy armor without certain armor skills is impossible.
Tap and TouchNo Requirement
This is a trained skill for locating concealed compartments on a surface, be it a secret bottom of a chest or a hidden door in a wall. It grants advantage anytime this is being actively performed.
Wilderness LoreNo Requirement
This skill is essentially the knowledge and understanding required to survive outside of an urban environment. There are many things an adventurer can perform with this skill. If lost, one can navigate back on path provided there is sufficient light when making a successful spirit feat against a DC 9. One can also forage and live from the land for a week, provided the terrain can provide such, by a body feat against a DC 7; for each 4 points above that (11, 15, 19) an additional person can be fed as well. Locating signs of passage can be found on a mind feat against a DC 11. This can be modified by the GM. Conditions for modification can be found in the tracker skill. Following those signs of passage can be performed for half an hour, at which point a new feat is required.
Wound CareNo Requirement
With this skill, on an action, this renders aid to a creature who has been wounded by body damage. If the recipient has fallen in battle at zero or lower points, then this will immediately stabilize the being and remove the death saves; however, it will not remove any exhaustion from being rendered unconscious. Care can be continued for two more actions at the discretion of the one rendering aid. During those actions, a skill check using mind modifiers can be rolled against a DC 9 to restore one point of body. If the first check fails, then another action can be used to try again. However, only a single point of body can be restored through this skill, which will help those even if in negatives. Recipients of wound care cannot receive another treatment until after a long rest.
Animal CompanionshipWilderness Lore
This skill allows a person to sense the presence of animals within 60 feet and discern their temperament. If an animal is hiding or otherwise acting in a way that would require a perception check, then someone with this skill would gain +5 on that roll. If the animal is not frightened, threatened or hostile in any way, then an empathetic connection can be created with the animal, provided the animal’s spirit score is 2 or lower (even 0 where applicable). The animal is allowed a spirit save against a DC of 13 + the skill owner’s spirit bonus. If the animal fails, then it is considered charmed for up to the next 10 minutes. In this time period, a simple favor can be requested, such as “show me which way the man in black went” or “bring me the coin from that ledge.“
AlertnessNo Requirement
With this skill, one gains +2 to perception checks in a particular environment: plains/grasslands, forest, hills/crags, mountains, swamp, desert or urban. This skill can be acquired again for a different environment.
Center FocusNo Requirement
With this skill a character becomes less affected by the environment. He or she requires only half the normal amount of food to survive, and can act as if temperatures are 20°F for the better.
Climbing No Requirement
Anyone can climb a tree or scale a five-foot wall or climb a secured rope next to a surface up to 20 feet tall; however, this skill is required to navigate a slope greater than 60° and more than 10 feet without the need for special climbing gear. Climbing is performed in 20-foot increments. A skill check against a DC 9 as a base is used to determine success. Body modifiers are added to the roll as are any skills which would be appropriate. If successful, the distance is crossed; otherwise, no movement can occur. Other modifiers may apply as well.
Rope Braced To Wall+8 Rough Surface, Rock, Mortar+0
Rope Freely Hanging+6 Raining-2
Movement while bracing between 2 surfaces+4 Smooth Surface With Handholds-2
Tiger Claws Used+3 Ice Covered-5
Surface covered by vegetation or vines+2 Overhang, Traversable Ceiling-6
CommunicationNo Requirement
Normally, a character can only share information on his or her turn. With this skill allows one to have enhanced communication during combat by being able to use a reaction at any time to communicate a short message as deemed appropriate. The character can still use normal speaking or gesturing on his or her turn as well.
Disease ResistanceCenter Focus and Body 3 or Higher
This conveys a +4 to any saves involving disease. If infected and damage occurs as a result, then that damage is halved per incident, just as any other form of damage resistance.
Field MedicineWound Care
This is an advancement of wound care and for all practical purposes should be considered the same effect; however, when restoring body points, no roll is required. Additionally, it is possible to restore a total of two points to a recipient. Of course, three actions are required to achieve this maximum effect. As with its lesser form, it will not remove any exhaustion from being rendered unconscious. Recipients of this skill are treated the same as wound care and cannot gain the benefit of one and then the other without a long rest occurring between them.
FishCenter Focus and Body 3 or Higher
The ability to hold one’s breath is tripled in duration. See the Asphyxiation subsection in Recovery.
Foul-PlayNo Requirement
This is the art of unethical behavior. With this skill one can handle and deliver poisons. Without the skill, one risks self-infliction if failing a body feat against a DC 6 per each handling. This does not convey any skills to extract poison from dead creatures without also having a skinning skill. Moreover, to milk poison from a live creature, an animal breeding skill would also be required. Additionally, a person with this skill is well versed in combat exploitation and fighting dirty. This is throwing dust in the eyes, lulling an opponent into an unfriendly position, or other dirty tricks. This functionally causes a single opponent to be at disadvantage in a melee scenario on his or her next turn. The opponent is aware of the disadvantage and may choose not to perform a melee action. Invoking the disadvantage comes at a cost of 10 points of karma. If the foul-player does not have the karma, it cannot be used. Conversely, if 20 points are available, disadvantage could be thrown against the opponent for 10 points and advantage given to oneself could be gained for another 10 points.
InterrogationNo Requirement
With this skill, gains +4 on any rolls to resist extracting information. Additionally, when attempting to threaten or interrogate another the DC used is increased 4 points. See Social Interactions.
Lock-PickingNo Requirement
Locks cannot be opened with a key, breaking or some magical effect. This skill allows a character with simple tools to mimic having the key. A standard lock has 5 body points if choosing to break it. Of course, the container or door being secured might be easier broken than the lock. A standard lock also has a DC of 9 if attempting to open it with picks. Body score modifiers are added to the feat roll. However, if genuine picks are not available, this person can create make-shift picks; however, that will throw a -4 penalty on the roll. Each attempt will require a base of 60 seconds. If the feat roll failed, then 60 seconds was spent. Another attempt may begin immediately. On success for each point above the required DC, 3 seconds are removed. Therefore, if the DC is 9 and the adjusted roll score is 16, then a 21-second duration is subtracted and the lock is opened in only 39 seconds. The quickest a lock can be undone is 3 seconds, regardless of the math.
MarathonNo Requirement
While this skill will not alter the base movement rate for combat, it will change the calculation for total miles traveled in a day. The new daily becomes the numerical value of adjusted movement value in feet times 0.45 in miles, rounded down. See Travel.
Sea-HorseSwimming
This allows riding a trained sea-mount, such as a giant sea-horse, sharks or manta rays. Functionally, this is the same skill as mountsmanship other than the prerequisite and riding one without this skill is not possible. This skill is also animal-specific.
Sleight of HandBody 2 or Higher
This skill is used anytime manual trickery or act of legerdemain is attempted, such planting something on another person, picking a pocket or creating the non-magical illusion of a small object disappearing. The base DC for an act is 10; however, the GM will likely modify for the conditions, such as how many people are present (if that is germane to the action) or the size and weight of the object being planted.
StealthBody 2 or Higher
Anyone can attempt to be sneaky, move quietly and hide; however, this skill improves the odds of success. Without this skill, someone hiding, sneaking up on another attempts to do so and creates a DC based on how well it was accomplished by rolling 2d6 plus mind modifiers as well as anything else that could apply. Then potential victims make perception checks against that value. Those unskilled must have the GM roll in secret, as they will not know how well they have done. With this skill, the DC is rolled by 4d6 including body modifiers plus any other applicable adjustments. Persons with the stealth skill can know the result of the roll, allowing one to take preparations if rolling poorly. If unnoticed, the stealthy one could be at advantage against an unsuspecting victim for whatever action taken against him, her or it. It is also possible that victim might be at disadvantage. See Sneak Attack in the Combat Detailed section.
Tracker Wilderness Lore
This skill improves odds for location signs of passage from wilderness lore by considering the character is always at advantage for performing the mind feat. Further, checks are required to follow only every two hours.
Surface Subject
Very Soft (snow, wet mud)+8 Size Category: Tiny-2
Soft (semi-dry mud)+4 Size Category: Small-1
Firm (soil)+0 Size Category: Medium+0
Solid (bare rock)-4 Size Category: Large+1
Conditions Size Category: Huge+2
Every 8 hours since passage-1 Size Category: Giant+4
Every hour of rain since passage-1 Size Category: Colossal+6
Fog or mist present-3 Every three in the group being tracked+1
Only Moonlight visibility-3  Tracked party hides trail (half-speed)-5
Near Darkness-6 
Fresh snow cover since passage-8 
Poison ResistanceCenter Focus and Body of 4 or Higher
This conveys a +4 to any preservation saves involving poison. If infected and damage occurs as a result, then that damage is halved per incident, just as any other form of damage resistance.
Aerial ReinsMountsmanship or Sea-Horse
This allows riding a trained flying mount, such as a giant eagle or a gryphon. Functionally, this is the same skill as mountsmanship other than the prerequisite and riding one without this skill is not possible. This skill is also animal-specific.
FlowSwimming
This is an enhancement skill for the prerequisite of swimming, which increases the movement rate to 25 feet. The duration one can swim is equal to nine times one’s current body score in minutes. This is 1350 feet per body point for swimmable distance. Should a character choose only to wade water, this can be performed for two hours per body point. After either, a short rest is required before swimming again. Armors reduce movement as they would otherwise.
Heart of StoneCenter Focus and Spirit 4 or Higher
This conveys a +4 to any saves involving fear or charm; it also renders one immune to sleep. Even if charmed or frightened, any damage associated directly with the affect, such as weapon of doubt, then that damage is halved per incident, just as any other form of damage resistance.
Voice ImitationCommunication
With this skill, one can imitate the voice of another that has been heard. Whenever using this to deceive another, the victim is permitted a mind save against a DC 16 or be fooled by the impression. Obviously, if more than voice is observable, this could change the believability of the trickery.
Fire ProofCenter Focus
Through mind-over-matter techniques, one gains a resistance to fire damage.
Inner FireCenter Focus
Through mind-over-matter techniques, one gains a resistance to cold damage.
Beast BondWilderness Lore and Animal Training
This skill is an empathic affinity with any true animal or dire creature. A mystical creature could be bonded, permitted its mind score and spirit score are both precisely 1. However, in no circumstance could a bonded beast exceed 12 body points. Through this bond, the handler can give commands to the bonded beast telepathically provided the beast is within 120 feet and line of sight. Any actions made by the creature occur on the handler’s turn. The beast master can only create a telepathic link between himself and one creature at a time. This bond can only be broken by death; however, either side is still susceptible to charm.
Keen AlertnessAlertness
If having the alertness skill for an environment, this skill can enhance it for that environment to gain +3 to perception checks for such locations.
Silver TongueTell-Tale
With this ability, a character can speak bold-faced lies without being detected by magical divinations. Unless an item or spell specifically states it can overcome this skill, then methods of detection will not distinguish it from the truth. However, it does not aid for social interactions in any way, and a person could choose to believe something said was a lie, especially if it was illogical or unlikely.
Tell-TaleVoice Imitation
By reading another’s subtle body language, this skill allows a character to potentially discern whether or not a lie has been spoken. It will only detect deliberate lie or known exaggeration. The examination requires an action for study if used during combat. In social interactions, this can be performed on around 20 seconds of speech, which is typically four sentences, depending on what is being spoken. If more than one statement of logical truth exist, then only one can be discerned. An example would be “I went to the blacksmith, and I requested his services. He will provide me a sword in four days.” The scrutinizer would have to choose between “went to blacksmith,” “requested services” and “provide sword in four days” to discern. The others would be lost from analysis because too much time will have passed. Further, there is no distinction between a lie and just exaggeration. When discerning, the base DC to detect is 6 and mind modifiers will add to the feat save. If successful and what was spoken is deception, then that is known, all other conditions produce no indication. Finally, this skill cannot discern lies if the speaker has the silver tongue skill.
Dark MindHeart of Stone
A character with this training may be undetectable to scrying and divination inquiries, as well as many magical detections, including the reading of thoughts or detection of his or her lifesong. This protection is in constant effect and completely passive, including when the being is sleeping or unconscious. Against any effect which attacks the mind and allows a save, the dark mind skill grants a +5 bonus to those saves. Any form of thought-reading, mental communication, detection or other divinations which do not typically allow a save used upon the effected target, a special mind save against DC 8 is permitted. If successful, the target is fully protected from mental intrusion, including even knowing its existence is confirmed. GMs should not reply, “You can’t read him” but rather merely answer from the perspective. In other words, if attempting to detect magic on the person with dark mind who makes a successful special save, the GM would reply, “There is nothing magic on him.”
Era of StoneHeart of Stone
This slows the natural aging process. For each two chronological years that pass, only 1 year of aging occurs.