Enchanted Realms Rulebook
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
Most skills in this section are generally reserved for NPCs; however, PCs could learn them. However, many have requirements of a forge or workshop. Player character could choose to invest in such, but that urban investment makes active adventuring difficult as such an investment often involves everyday maintenance. At best, the PC would have to hire a manager or trusted laborer to control the upkeep. The PC might own the investment but would not be able to use them as most NPCs do. That said, with these skills a PC could assist in his or her shop – or trade labor for price at another’s shop to decrease the time and cost of needed items or services.
There is also an exception to the karma rule for vocational skills. These can be trained without the use of karma. However, a character must spend a like number of days training with a mentor equal to the cost. The other option is self-training which costs double that duration. This training can be spent in half-days up. In other words, a 100-cost would require 200 days performed by self-training, which could consume up to 400 calendar days to be complete. If longer is taken, then the training is lost. At the end of the training, a spirit feat-save against is rolled. The DC is 2 points per every 50 points of karma expense of the skill. If successful, then the skill is acquired. If not, then all the training was invaluable, and the skill is not gained.
There are a few other skills outside of those in the vocational list which can be trained or learned with time. Those are denoted by the symbol. The formula for learning is the same unless noted in the skill description.
Skill | Cost | Skill | Cost | |
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Acting | 100 | Management | 150 | |
Agriculture | 100 | Mathematics | 150 | |
Animal Breeding | 100 | Musician | 150 | |
Armoring | 100 | Animal Training | 200 | |
Bowyer | 100 | Architecture | 200 | |
Brewing | 100 | Distillery | 200 | |
Carpentry | 100 | Enhanced Metal | 200 | |
Cooking | 100 | Engineering | 200 | |
Creature Lore | 100 | Fey Binding | 200 | |
Farrier | 100 | Gambling | 200 | |
Fishing | 100 | Occult Lore | 200 | |
Flora Lore | 100 | Phrenology | 200 | |
Gardening | 100 | Stone Lore | 200 | |
Glass-Blowing | 100 | Exotic Hides | 250 | |
History | 100 | Homeopathy | 250 | |
Hunting | 100 | Magical Reading | 250 | |
Knots | 100 | Arbor-Forging | 300 | |
Lapidary | 100 | Enchanted Metal | 300 | |
Leatherworking | 100 | Fiend Practicum | 300 | |
Legal Work | 100 | Magical Research | 300 | |
Masonry | 100 | Mago-mathematics | 300 | |
Mineralogy | 100 | Meta-Phrenology | 300 | |
Papermaking | 100 | Mixtures | 300 | |
Religious Studies | 100 | Bridge Building | 350 | |
Sailing | 100 | Gear Mechanics | 350 | |
Scribing | 100 | Hydraulics | 350 | |
Skinning | 100 | Stone Structures | 350 | |
Tailoring | 100 | Alchemy | 400 | |
Weaponsmith | 100 | Psionics | 400 | |
Woodworking | 100 | Cold Metallurgy | 450 | |
Creature Specifics | 150 | Life-Chanting | 500 | |
Linguistics | 150 | Statics | 500 | |
Locksmith | 150 |
Acting | No Requirement |
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This skill allows the coercing of information without intimidation but rather by social engineering and possibly costumes. This will give a +2 to the roll against the DC set by the GM to achieve information. It will also add +1 above the skill bonuses of bartering and interrogation if the character has either of those. |
Agriculture | No Requirement |
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While any laborer can work the land, this skill gives one the knowledge of soil rotation and methods of planting and sowing. An untrained laborer can work one acre of land and produce 1500 meals at harvest. This skill allows a person to supervise up to 25 laborers and up to 25 acres, but it will increase the output of each laborer to 2500 meals. Therefore, the harvest of maximum land and labor can produce over 20,000 vegetarian meals or enough to feed around 60 people a year. Certain machinery can also be able to increase these numbers. Also, the GM could adjust these numbers based on drought or other weather conditions. |
Alchemy | Homeopathy | ||||||
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This skill allows for the crafting of potions, oils and powders of a supernatural nature. After crafting the ingredients in the appropriate quantities, a d20 against the DC is rolled for each interval. The better of the craftsman's spirit or mind bonus can be added to these rolls. If score is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the batch is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined. | |||||||
Batch-Size | Ingredients | DC | Interval | Success | Max Time | Shelf Life | |
Elixir of Bravery | 4 doses | 12 Tbsp Frankincense 8 Tbsp Maiden’s Heart 6 Tbsp Moly 12 oz Red Mercury | 14 | Daily | 90 | 14 days | 3 months |
Extinguishing Foam | 4 doses | 8 Tbsp Maruera 1 gal Ylang-ylang Oil 2 pints Iodine solution | 13 | Daily | 75 | 10 days | 2 months |
Many other formulas are available in a separate document. |
Animal Breeding | No Requirement |
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This skill is animal husbandry of a specific animal. With this skill, the general feeding and caring for the type of animal can be performed. When an animal becomes sick, someone with this skill can successfully nurse the animal back to health with a mind feat (DC:7). This does not mean the animal will die on a failed feat, but merely that the caring made no influence. Breeding methods and selective breeding for stronger stock can be done with this skill; however, the results of that are not determined by a single die roll. |
Animal Training | No Requirement |
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This skill permits one to train an animal to follow basic commands. It is animal specific. |
Arbor-Forging | Armoring |
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With this skill, one can use feywood to create elfin-chain, which is a light armor. An elfin-chain shirt is AC 13, but has no penalty for sorcery; further, it sleeps as light armor. A full suit of elfin-mail is AC 15 and classified as medium armor, sleeps as medium, and only has a disadvantage for sorcery. Further, if someone with arbor-forging also has leatherworking, then the lateral appendages of the darkleaf tree can be sewn together to create armors equal to leather or even studded leather armor. The return for using darkleaf plants over actual leather is the lack of maintenance for the armor and minor healing properties it offers. |
Architecture | Mathematics |
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Building a single-story structure does not require a skill; however, larger buildings do require someone in with this skill to be involved. With this skill, wooden buildings up to 60 feet tall (6 stories) for a total of 10,000 square feet can be designed. This could be a rectangular building about 40x40 for each floor or a ziggurat with a 3600 square-foot base floor. However, if the architect also has engineering as an additional skill, the structure's height can be increased to 80 feet and a total of 20,000 square feet. The labor time is 1 day per square foot for wood. Thus, a ten-by-ten single story building is 100 labor-days. There are other modifiers, but these can be determined by the GM when necessary. This skill does not allow for the design of stone or metal structures. |
Armoring | No Requirement |
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This skill permits the fashioning of metal armors. It requires a forge and cannot be performed “on the road.” |
Bowyer | No Requirement |
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This skill conveys to ability to create bows, crossbows, arrows and bolts. |
Brewing | No Requirement | ||||||
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This skill allows the creation of beer and mead through fermentation. Brewing ale and other drinks have several components: batch-size, ingredients, DC, interval, success, maximum time and shelf life. After crafting the ingredients in the appropriate quantities, a d20 against the DC is rolled for each interval. If having distillery, homeopathy or alchemy, then additional d20s for each can be added to the roll. If any die is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the brew is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined. When brewing several batches at once, the character may choose to roll against each batch, the whole set or in divisions of his or her choice. Lastly, due to routine ingredient handling, one's risk for handling poison is reduced to DC 3 to avoid self-infliction. | |||||||
Batch-Size | Ingredients | DC | Interval | Success | Max Time | Shelf Life | |
Ale, Normal | 120-Flagon Barrel | 80 lbs Barley | 8 | Weekly | 22 | 5 weeks | 1 year |
Ale, Stout | 120-Flagon Barrel | 120 lbs Barley | 9 | Weekly | 24 | 5 weeks | 1 year |
Liqueur, Fruit | 30-Flagon Firkin | 75 lbs Fruit 5 gal Cheap Rum | 10 | Weekly | 23 | 6 weeks | 3 years |
Mead | 30-Flagon Firkin | 25 lbs Honey | 9 | Weekly | 24 | 6 weeks | 2 years |
Wine | 60-Flagon Cask | 300 lbs Grapes | 10 | Weekly | 25 | 6 weeks | 10 years |
Bridge Building | Architecture, Engineering |
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With this enhanced skill, the engineer can create plans for building simple bridges and aqueducts, upwards to 5000 cubic feet. This is not the actually creation of the bridge, but rather the designing and planning for one. Those with a masonry or carpentry skill can be the laborers to build the structure from the plans. Building time is 1 cubic foot per day per worker. For each worker over the first for a single build increases the time, which is detailed in the Game Masters section. |
Carpentry | No Requirement |
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The basic skill of constructing simple wood structures. |
Cold Metallurgy | Enchanted Metals |
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Can work grow adamantine and other crystyline metals for forging weapons and armor. |
Cooking | No Requirement |
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Cooking is exactly what it sounds like - the ability to cook and prepare food. Cooking uses raw meat and ingredients to prepare a meal. However, this has an advantage for the adventurer on the road to add a bit of variety for any “road kill” that happens. |
Creature Lore | Mind 2 or Higher |
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This is a scholarly skill of the general information of animals and monsters. Someone with this skill can identify many creatures on the spot, meaning the attack methods or strategies of the creature would be known, as well as any resistances or special weaponry needed to harm it. This identification is successful on a mind feat (DC:12) for the typical creature; however, this is limited to beasts of the native plane of existence. Celestials, fiends or other extraplanar creatures would be require a DC of 20, and even very rare creatures might be modified by the GM to a required 15 or higher. |
Creature Specifics | Creature Lore |
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This lore is an expansion of creature lore for a specific taxonomy, such as humanish, mutants or undead. Even celestials or fiends could be selected. However, to pick up another classification of monster, another skill would have to be obtained. Nonetheless, for the identification of a creature in that group, the DC is lowered by 2 points (typically DC:10), and two d20 rolls are permitted to check for success. |
Distillery | Brewing | ||||||
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This skill allows the creation of liquors, spirits and minor chemicals. Homeopathy or alchemy can each add d20s to the chance of success rolls; however, as brewing is a requirement, it will not aid with this skill. The better of the head craftsman's spirit or mind bonus can be added to these rolls. | |||||||
Batch-Size | Ingredients | DC | Interval | Success | Max Time | Shelf Life | |
Absinthe | 30-Flagon Firkin | 5 lbs Herbs 5 lbs Sugar | 12 | Weekly | 24 | 6 weeks | 1 year |
Acid Splash | 1-Flagon (8 uses) | 10 lbs Salt 1 pound Copper 1 pint Ethyl Alcohol | 13 | Daily | 25 | 2 days | 3 months |
Bonfire Blend | 1-Flagon (8 uses) | 12 Tbsp Jaffray 1 lb Phosphorus | 13 | Daily | 48 | 5 days | 1 month |
Bourbon | 60-Flagon Cask | 50 lbs Corn 10 lbs Barley | 12 | Quarterly | 60 | 4 years | 20 years |
Coma Draught | 1-Flagon (8 uses) | 8 Tbsp Laishaberries 1 gal Ethyl Alcohol | 13 | Daily | 42 | 6 days | 3 months |
Ethyl Alcohol | 30-Flagon Firkin | 500 lbs Corn | 10 | Daily | 40 | 10 days | 3 years |
Rum | 60-Flagon Cask | 15 lbs Sugar 1 gal Molasses Various Spices | 11 | Quarterly | 60 | 5 years | 20 years |
Smelling Salts | 1-Flagon (8 uses) | 24 Tbsp Venus Flora 1 gal Ethyl Alcohol | 10 | Daily | 35 | 10 days | 1 year |
Sun Oil | 1-Flagon (8 uses) | 8 Tbsp Jaffray 12 eggs 1 gal Ethyl Alcohol | 10 | Daily | 38 | 6 days | 1 year |
Whiskey | 60-Flagon Cask | 40 lbs Rye 15 lbs Barley 5 lbs Corn | 11 | Quarterly | 40 | 2 years | 15 years |
Enchanted Metals | Enhanced Metals |
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Can work with special metals for forging weapons and armor. |
Engineering | Mathematics |
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This is the basic understanding of mechanics and structures. It allows the building of simple structures. Some routine actions can be performed with a mind feat save. These are: identifying weak points in walls and structures; calculating large volumes by sight; converting weight and evaluating sturdiness. The DC for these is 9 with the skill; without the skill is a DC18. The GM should give an answer when calculating or evaluating quantitative values even if the roll is failed. A guideline would be to be off 10% per point missed. Other feats as deemed reasonable by the GM can also be made. Additionally, the engineer can create and set simple spring-loaded or weight-shifting traps. In combat, if materials exist, an engineer can create a temporary melee weapon, which acts with the weight and balance of a specified one, allowing any character to use it with full skills rather than as a “improvised weapon.” For example, if a combatant in the group has swords in addition to melee fighting, the engineer could fashion a "sword" from a scabbard and broken door handle to act as an actual sword, allowing the combatant to roll 2d20 in an attack, instead of just 1d20 for a random weapon. However, the make-shift sword will break on a score of a ‘natural 1” on either die set. Ranged weapons cannot be fashioned this way. The time to create is an action in combat. Lastly, engineering can offer bonuses to the architecture detail under that description. |
Enhanced Metals | Armoring or Weaponsmith |
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This allows a lesser metal-working skill to use techniques of silvering and crude carbon-steel. Silvering weapons allows them to get around the damage resistance of some creatures. Silvering weapons add 100 bits to the cost. Steel weapons gain a +1 to hit, but inflicts damage as a normal weapon. They cost an additional 200 bits or three times, whichever is greater. Armors made from crude steel are 1 point higher in armor class. More details can be found in the Game Master section. However, silvering a steel weapon is not a successful technology. It can be done, but the plating falls from the steel quickly, making it a moot method. |
Exotic Hides | Leatherworking |
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Create leather armor from monster hides. |
Farrier | No Requirement |
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The farrier skill is that of shoeing horses. This is most often performed on a horse, but it can include a borgaaz, goat and a mule. When shoeing an animal its burden increased by 100 pounds. |
Fey Binding | Creature Specifics (Fey) | |||||||||||||||||||||||||||||||||
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Once learning specific lore for fey creatures, this skill allows the ability to bind a fey spirit to another person or to oneself. Only one fey spirit can be linked to another living being at one time. The process is a special woodlands summoning, requiring 24 hours where the person to whom the fey will be linked must be present. The material costs are roughly 100 bits for herbs, amber incense, and a brazier full of duskwood chips. The fey spirit is summoned on a successful spirit check (DC:8), and it will come in the form of another creature and act as a charmed animal companion (see skill) serving its master for the following five years; however, unless noted in the benefits fey spirits cannot attack unless defending themselves against direct attack and will still often flee to survive. One further benefit from a fey companion is the ability to see and hear through that creature once per day, which acts as an act of scrying for one minute. Thus, fey-bound companions are often used as spies. Different types of fey forms offer different benefits, but each will have the abilities of their form. Some are due to advantages for the spirit while others benefit the master. The form will be based on a 2d6 roll:
|
Fiend Practicum | Creature Specifics (Fiend) |
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After acquiring “fiend lore” by taking creature specifics for fiends, this skill allows some methods for dealing and harming creatures of the lower planes. • Protection from Evil: By spreading a two-foot diameter circle of runes made from herbs and silver shavings (cost: 50 bits), the occupant inside the circle gains a preternatural protection from fiends. So long as the being on the interior does not cross the circle or reach outside of it, then no fiend can physically enter or harm the occupant. Further, any charms, fear or spell-effects originating from the fiend are at disadvantage to affect the protected being. • Pentagram Cage: This allows the complex knowledge to create a pentagram that can trap a fiend, who once entering it cannot easily break free from it. The materials needed are herbs, silver shavings, and powdered rubies. The circle can be from two-feet in diameter to a maximum of ten-feet. The cost increases according to size (100 bits multiplied by 3x-diameter). Tiny fiends, such as imps, can be trapped by a two-foot diameter; small require three-feet; a medium fiend can be trapped by a six-foot diameter circle; and the largest is required for large-sized fiends. The fiend is guaranteed to be trapped for one hour. However, after that, each hour it may make a spirit check to fine a weakness in the cage. When creating it, the GM secretly rolls the DC, which is 12+2d4 (and it remains that DC for every attempt to escape). • Binding Pact: Once trapping a fiend in a pentagram cage, a sage with fiend practicum can recite a supernatural binding ceremony to create a pact with the captured creature. This is an hour-long process, meaning the fiend will have one-chance to escape before being bound. This becomes an agreement in exchange for being set free from the cage. This could be knowledge or a specific act. Fiends with a spirit score of 1 are immediately bound. Those with a spirit score from 2 to 4 are permitted a save every hour against spirit (DC:12) and are only bound to the pact after failing the save. Those with higher spirit scores must fail two saves before bind bound to the pact. |
Fishing | No Requirement |
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Someone with a fishing skill can fish from the bank with poles, use traps and nets in shallow waters or even troll with larger nets from a boat. Assuming normal populations in the area fished, a person can produce 10 meals per day and double that on body feat skills roll (DC:13). If the person also has wilderness lore, then +3 is added to the roll. |
Flora Lore | Mind 2 or Higher |
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This skill allows one to identify all common plants, trees and bushes in the region. If a plant is a monster, magical or outside of the region, then success is made on a mind feat save (DC:13) for identification. If there is a truly unique or extraplanar plant encountered, then on a DC:20, the person could have reasonable knowledge from guess work based on similarities to other plants. |
Gambling | No Requirement |
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With this skill, one is an expert at risk analysis. This often applies to playing games of chance for money, but it has a wider application as well. Gamblers may appear lucky, but in truth tend to enter into things where the odds tip in their favor. Ironically, this often makes them persons who are not big risk takers and like to be able to know things that others often overlook. This means that the gambling should not be interpreted as some sort of augury. That said, gamblers are very good at reading other people's tell, meaning that the GM should give the gambler a +1 or +2 bonus in social interactions where there is deception occurring, not a typical barter but rather a broken product, for example. Also, when playing games of chance, if the results are determined by a d20, then the gambler should be granted a +1 on his or her roll. Finally, can also make a karma sacrifice for advantage for only 9 points rather than the typical 10. |
Gardening | No Requirement |
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This is a small scale agriculture skill combined with a bit of artistry. While this can produce 2 meals per day for a small house, it also adds beauty to an area by landscaping flowers, bushes and trees. |
Gear Mechanics | Engineering |
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The specialty allows the design of machines with mechanical motion. While a cart or wagon could be created without this, gear mechanics would permit the building of drawbridge or portcullis. Even a swinging floor as a mechanical bridge between points could be built with this skill. This skill also permits one to sabotage an existing pulley or gear mechanism to prevent it from normal operation. Sabotage is a specific feat if during combat and requires d3 actions to complete. If applied against a one-time mechanical trap, preventing the trap from triggering is successful on a mind feat save (DC9) with the roll being secretly made by the GM. As for the time required to build a structure is 1 day of labor per cubit foot of the design. Thus, a wooden twenty-foot drawbridge would be 200 cubic feet for the bridge and 600 cubic feet for the wall face, making the total 800 labor days. Further, there is a 10% addition to the total labor time for each additional laborer. A team of 20 workers could complete this in 120 days. The details of a work project is explained in the Games Masters section. |
Glass-Blowing | No Requirement |
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This allows the creation of glassworks. It does require tools and a heat source. |
History | Mind 2 or Higher |
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This allows a mind feat roll when historical knowledge would allow the character to know something others would not. There is no direct baseline, but story plots should typically have their own DCs defined for historical clues or information. When another creature attempts to remember determined by a feat roll, if historical information or dates are valuable to the recall, then the person with this skill can help by adding +1 to the other being's feat roll. |
Hydraulics | Engineering |
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Hydraulics allows the creation of pipelines for gas and fluid delivery. Pipelines will either be ground-drains or buried clay-stone tubing. This skill is for design and project oversight, not the building itself, which is performed by laborers. The time to build a pipeline is based on ten-feet in length per day. For each foot of depth required, one addition half-day per ten-foot section is required. Therefore, 500-feet of ground-drain requires 50 days of labor, but 500-foot pipe five feet deep requires 125 days of labor. As with all labor projects, for each worker over one, an extra 10%-time estimate is added; however, due to the nature of leveling and fluid mechanics, only one location can be worked at a time, meaning the project can't be split into different sections to perform simultaneous effort. Again, details for labor projects can be found in the Games Masters section. One additional bonus is if an engineer has both hydraulics and bridge building, then total cubic feet for a bridge or aqueduct project is increased to 10,000 cubic feet. |
Homeopathy | Distillery | ||||||
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This skill allows for the creation of materia medica from herbs, plants and distilled creations. Alchemy is the only skill which can increase the number of d20s used for success rolls. The better of the head craftsman's spirit or mind bonus can be added to these rolls. | |||||||
Batch-Size | Ingredients | DC | Interval | Success | Max Time | Shelf Life | |
Healing Salve | 6 doses | 6 Tbsp Moly 2 gal Olive Oil 1 Lizard Tail | 14 | Daily | 30 | 6 days | 6 months |
Lekhan Oil | 6 doses | 6 Tbsp Belladonna 12 oz Quicksilver 3 Tbsp Iocane Powder Rind of a Sea Sponge | 14 | Daily | 34 | 7 days | 1 month |
Subsistence Cube | 6 doses | 6 Tbsp Pattran 1 oz Red Mercury 2 lbs Sugar | 14 | Daily | 34 | 7 days | 1 month |
Hunting | No Requirement |
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Of course so sort of weapon, typically bow and arrow, is required for this skill. However, a hunter performs for a week at a time to determine how much food he brings in. At the end of each week, a d20 is rolled. That raw number times 10 is the number of meals from the game he or she got during that week. If the person also has wilderness lore, then another d10 is rolled for the meal calculation. |
Knots | Body 2 or Higher |
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Most tasks involving rope are relatively simple and often do no require a feat; however, without this skill a GM may secretly roll a body feat with a DC 8 to ensure a knot holds, such as on a grappling hook or binding a captive. However, with this skill which is often taken in conjuction with sailing, it guarantees the knot will hold. Further, this skill allows specialty knots, like slipping ones that slide or loosen by tugging. It further means the skilled character can tie knots one-handed, something not possible without this skill. As such, someone with knots also has the opportunity to untie a secure knot by which the person is being bound. This is significantly slower than being bound but can be attempted each five minutes with success if rolling a body feat (DC:16). |
Lapidary | No Requirement |
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This is the skill to cut gems, gild metal and create jewelry. It also requires a stationary workshop. A trinket can be produced in a day, but a masterpiece may require a month. |
Leatherworking | No Requirement |
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This skill allows the creation of cloaks, robes and light armor from various skins, fabrics and materials. It requires a workshop. |
Legal Work | No Requirement |
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Such a skill allows a character the working understanding of the legal system of a region, kingdom or society. It conveys the ability to make arguments and petitions in a court that will be taken seriously. |
Life-Chanting | Alchemy, Mago-mathematics |
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This skill allows the creation of life via constructs. The details of how to build various forms is available from the GM. |
Linguistics | No Requirement |
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With linguistics, a person becomes proficient in languages and dialects. Due to an expertise in grammar and etymology, any mortal language can be partly interpreted. For each sentence heard or read, can be translated on a mind save feat (DC:16). For each language the linguist knows, there is a +1 bonus. However, extraplanar languages, such as abyssal or infernal, cannot be translated. |
Locksmith | No Requirement |
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By the way of locksmithing, one creates standard locks. |
Magical Reading | Linguistics |
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This is an enhancement of linguistics that extend into exotic and magical languages. Extraplanar languages can be translated similar to mortal ones by linguistics on a mind feat save (DC:16); however, there are no bonuses for languages known. This also grants an additional +3 to the save for translating mortal sentences from the linguistics skill. However, the most auspicious benefit of this skill is the chance to read truly magical verbiage, such as divine scrolls or runes. There is a chance someone with this skill could cast the magic from a scroll or activate rune-magic from a stone. The baseline is DC:14; however, the more powerful the invocation or rune, the more difficult the DC becomes. For divine magic, the priestly point cost divided by two (rounded down) is the increase of the DC. For runic magic, for each 100 points of cost for the creation of the rune increases the DC by 1. However, the expert linguist is permitted to add his mind bonus to the feat roll. If it is successful, then the scroll or rune is successfully identified and the character can choose to cast or activate the item when desired. |
Magical Research | Occult Lore |
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With this skill and access to a library or similar source of knowledge, the scholar has a change to determine what a magical item does. Libraries range in knowledge. A personal study of a village sage might add +1 to the research roll, while a grand metropolitan library could add up to +5 against the DC. Research requires one day plus an extra day for each bonus of the library. Thus a village-sage study researcher would spend two days and gain a +1 bonus, while the metro-librarian could spend up to six days for a +5 bonus. Of course, less than the maximum could be spent in duration with diminished bonus. The item itself will have a DC, rated by the GM. Simple, single-purpose items, like an elemental sphere, would be around a DC:5; while a rare and powerful item, like dimensional shackles, would be about DC:18. At the end of the the scholars research, the GM secretly rolls the save. The scholar adds his or her mind bonus as well as the library bonus. If successful, the general working purpose is known, although specific numbers, charges, duration or other details would not be known. Further, a history and name can be learned, which may add further to the wonder of the magic. If the roll fails, then nothing is known -- except on a “natural 1” where false information is believed to be true. (GMs practice your poker face) |
Mago-mathematics | Mathematics |
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This skill conveys an understanding of supernatural mathematics used in life-songs, teleport sigils, etc. It further increases the bonus on success rolls for homeopathy and alchemy to +2. Additionally, all DCs cast from axioms by a mago-mathematician become increased by 2. |
Management | No Requirement |
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This allows an ordered control of an organization with less bureaucracy. If combined with other skills that supervise others, such as agriculture, then the number of persons managed is doubled. Using agriculture as an example, instead of the maximum land being 25 acres and 25 people, up to 50 acres with 50 people could be managed by a single person. |
Masonry | No Requirement |
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Any stonework must be done by a mason, and this occupation includes plasterers as well. However, this is not an artistic sculpting skill. |
Mathematics | No Requirement |
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This skill conveys an understanding of basic algebra and geometry. It further grants +1 on success rolls for homeopathy and alchemy |
Meta-Phrenology | Phrenology |
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This is a lore into the study of preternatural psychology, which eventually becomes psionics. This allows one to identify psionic usage on a mind save feat against DC:14. This means when an effect occurs, it would be known to be psionic rather than magical or other supernatural source. This also grants a practical knowledge of the brain's sensory perception, allowing the person to put oneself in a trance after one minute of meditation to double the normal range of sight, sense and smell. Perception checks are normal, but the detectable distance is greatly increased, meaning whispers normally unheard in the room may be overheard or similar such things. However, this trance cannot be re-entered again before a short rest. |
Mineralogy | Mind 2 or Higher |
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This skill allows one to identify all type of rock, stones and crystal structures, as well as a general understanding of their physical properties. To know the details of a type of rock, the GM may allow automatic knowledge but might require a mind feat save (DC:7) for identification. If there is a truly unique or extraplanar stone encountered, then on a DC:15, the person could have reasonable knowledge from guess work. |
Mixtures | Distillery |
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The mixtures skill is general knowledge of how herbs, brews and chemicals combine. What this provides is a field test of a potion or oil to identify on a mind feat save (DC:14) for novel and unfamiliar blends without destroying the dose. Further, if in a lab and trying to identify a batch of potions, then with the destruction of one dose, the others of the same kind can be known without a roll. Lastly, this conveys the ability to handle poisons without a risk of self-infliction. |
Musician | No Requirement |
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Ability to play an instrument. This skill is specific to a type of instrument. |
Occult Lore | Mind 2 or Higher |
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This is similar to the history skill only it is specific to knowledge of events and persons involved with things of a preternatural state, such as stories of power struggles in Hell between Asmodeus and Belial or the hierarchical ranking of angels in command. The lore does not give specific information about creatures, as that would require a creature lore or creature specifics skill, but it could aid in certain checks based on the determination of the GM. For example, knowing the ranks of angels would not convey any information about the powers of the different angels. However, if having this skill in conjunction with creature specifics about celestials, then knowing how the gate-power of an angel might be allowed two rolls to determine success. Lores can combine additional die rolls for success, at the ruling of the GM. Normally, however, knowledge gained via the occult lore skill would would permit a character to roll a d20 against a DC to know information. There is no direct baseline, but varying events should have their own DCs set by the GM. |
Papermaking | No Requirement |
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This skill allows the various methods of creating paper, vellum and similar materials. |
Phrenology | Mind 2 or higher |
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This skill allows understanding the mind of another “humanish” creature. It requires physical contact with the target, who must be generally willing or unconscious during the process. Mental fortitude will not protect from a reading of this type, as this is a physically tactile reading. However, dark mind would still prevent the reading. Typically, fifteen minutes of touching, familiarizing and reading the target is needed to understand the analysis. With this skill, the phrenologist can acquire two pieces of information: race history and the target’s best skill. This will reveal the hereditary past of 2 generations but not the specific parents, or if the entity has 25% or more blood of a particular race. Secondly, the most costly skill (by measure of karma) is known. Further, the phrenologist may attempt to gain additional details. With an additional 15 minutes of examination, the target’s primary motivation can be determined with a mind feat (DC:10). If the phrenologist is successful, he or she will know what drives the target in a highly generalized sense: fame, greed, religion, adventure, guilt, etc. This is the motivation of the person’s purpose, not the basis of a specific action. The paraphrasing of one’s ideals or bonds might be given my the GM. If that is successful, the examiner may spend another 30 minutes to question a single action and discover the motivation for it. However, another mind feat (DC:12) by the phrenologist must be successful. Assuming that is successful, the phrenologist can perform a truth-reading, detecting the physical, psychic changes if the target tells a lie – so long as physical contact is continued. Some types of divine protection or extreme magic may be able to thwart this reading, but no common protections obstruct the reading. This may appear like a very long and drawn out “Vulcan mind-meld,” but at this point the examiner asks the target a question, when an answer comes, the GM rolls another mind feat (DC:14). If successful, the phrenologist knows whether the answer was truthful or not - and may ask another question. If not, then the connection is broken and the examination is over. |
Psionics | Meta-Phrenology |
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This is the next step in parapsychology where practical feats may be used. Using the method to enter a trance, similar to the perceptual augmentation from meta-phrenology, additional feats can be performed with this skill. However, this trance cannot be re-entered regardless of its use until a short rest is taken. Minor Projection: This feat is a limited form of astral projection which cannot extend beyond 5 miles per point of mind score. Thus, a psychic will a mind score of 4 could extend his or her presence up to 20 miles away from one's physical body. While doing this, the projection is in the very shallow ethereal plane (never truly escaping to the astral) and able to observe things on the material without being noticed naturally. However, magical devices such as a blindfold of etherealness might allow contact, and even a reveal incantation might expose the projection. Sights and sounds can be observed by the projection; however, no interaction with what is being observed can be made. The total time of observance is one minute per point of mind score. Lastly, while in this state, the projection is treated as a fey spirit, meaning holy ground cannot be entered or seen. Remote Viewing: Unlike scrying, remote viewing is sensing information about an object or person regardless of distance or space. There is no visual continuity and no obvious context of the location. Thus, if looking for the corpse of a person, then if that body had been dumped in a lake, things like water, fish, currents would become known to the psychic, but the specific location or even that it was a like would not be known. However, with continued viewings, a more information (a new word) would be added to the information learned about the object or person sought; however, this could lead to confusion if the object viewed has been moved. If physically visiting a site suspected as a location observed to be the psychic can make a mind feat against DC:8 to know this is not the location; however, if it is the location, the psychic can only be as certain as “maybe” unless that same save is a ”natural 20.” Telepathic Message: This technique will send a message to a known recipient, who the psychic has visited in person within the last year. The target will overwhelmingly know from whom the message comes. The message is not in any language, but rather telepathically. The communication will be limited two words per mind score of the psychic. No response can be made within the context of this mental connection. Further, skills like darkmind or magic of mind-shielding will prevent the telepathy from reaching its target. |
Religious Study | Spirit 2 or Higher |
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Similar to the history skill, this allows one to gain information based on when the story might allow a theologian addition information not commonly known. Further, it can reveal information about undead on a spirit feat (DC:9), about fiends and celestials on a spirit feat (DC:14), and about outer planar beings on a spirit feat (DC:16). |
Sailing | No Requirement |
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This skill allows a person to skipper a vessel. |
Scribing | No Requirement |
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This is the skill of writing, calligraphy, transcription and even forgery. One can create pens and quills with a scribing skill. Additionally, one can transcribe a conversation up to one minute without errors. Finally, a forgery can be attempted which will pass unless one inspects it specifically. Upon inspection, the observer makes a mind feat save against a DC base 10+d6. |
Skinning | No Requirement |
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This is a taxidermy skill that is sometimes picked up by adventurers. In a societal scene, it is used to process furs and leathers from animals and beasts for clothing. However, adventurers find it useful to preserve the hide of certain beasts they encounter in hopes of creating something from them. Without the skill, the collected hides are improperly preserved and useless. Further, if a character has foul-play, then he or she can extract the poison glands from a slain creature. |
Statics | Stone Structures, Engineering |
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This skill allows structures in architecture to be constructed in a massive scale. The height limit of a structure is 300 feet (or 30 stories). However, the base must be sufficient to support these super structures, which is 150x150 in this case. The formula is for every 10 feet of height of a structure, the bottom floor must be 2 feet in length and width. Therefore, a 100-foot tall building requires a 50x50 base; a 180-foot tall structure would require a 90x90 base; etc. |
Stone Lore | Mineralogy |
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This conveys a general knowledge and history of stonework and designs. This allows a +4 bonus rolls involving history related to the origin of stonework. Further, in conveys a +2 bonus on perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that is not stone but that is disguised as stone also counts as unusual stonework. |
Stone Structures | Architecture |
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With this skill, an architect can build stone structures with the same restrictions as wood. The labor time for stone is 2 days per square foot. |
Tailoring | No Requirement |
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This is the skill of design and sewing of clothing. It also allows the creation of padded and heavy-padded armor. |
Weaponsmith | No Requirement |
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This skill allows the creation of metal-based weapons. It requires a kiln. |
Woodworking | No Requirement |
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This occupational skill assumes most woodworking, including the creation of weapons. |