In most cases,
skills in Theeurth games follow the standard D&D models.
There are, however, a few exceptions.
Skill
Changes
This material also appears on the House
Rules page.
Craft (Alchemy) Skill
The Alchemy skill allows
a chance (DC 15+minimum caster level of potion) to identify common
potions by taste or smell.
Concentration Skill
Casting defensively using the Concentration skill has a DC of
the threatening character's attack roll + the spell level.
So a wizard casting invisibility standing next to an ogre must
make a check based on the ogre's attack roll plus 2 for the
2nd-level spell (d20 + 8 attack + 2 for spell level). This
mechanic often makes this check harder, except when fighting very
weak opponents.
Credit: Monte Cook
Intimidate Skill
Intimidate is a class skill for Fighters. Characters may
choose to add either their Strength modifier or their Charisma
modifier to Intimidate rolls.
Knowledge Skill - Every character may
take one Knowledge skill as a class skill.
Spellcraft Skill
In order to recognize a spell being cast or to recognize a spell
by its effects after it has been cast, the DCs are as follows:
- For spells known by viewer: DC 10 + the
level of the spell
- +5 for spells not known by the viewer
- +5 for spells from a restricted school or
other realm of magic.
- +5 for rare spells (unless known by
viewer)
- +1 per for every 5' (rounded up) over 30'
distant to the caster
Use Magic Device and Use
Psionic Device Skills
These skills no longer exist in Theeurth
games.
NEW USES FOR OLD SKILLS
Appraise/Diplomacy - A character with 5 or more ranks in
Appraise receives a +2 synergy bonus to Diplomacy when haggling
over the price of goods. This bonus stacks with the synergy
bonuses from Bluff and Sense Motive. Dwarves receive a
further +2 synergy bonus when haggling over the price of items
crafted from metal or stone.
Credit: Heroes of High Favor: Dwarves
Craft - Theeurth games use the rules for dwarven
craftsmanship set forth in Bad Axe Games' Heroes of High Favor:
Dwarves, pp. 11-18
Theeurth games use the rules for elven craftsmanship set forth
in Bad Axe Games' Heroes of High Favor: Elves, pp. 11-12
Forgery - A dwarf can use this skill to create maps or
runes that are invisible to the untrained eye. Some such
runes remain hidden forever, though often they become visible
under certain conditions - when viewed by starlight, for example,
or only when seen under a certain phase of the moon during a
certain season. The creator can decide such factors when the
map or writing is created, and though mysterious and fantastic,
such writings are not magical in any way. The map's creator
sets the DC of discovering the hidden writing when he makes his
initial Forgery check. Although the map's original creator
can easily see his own writing, others must discover the runes
with an opposed Decipher Script check or through the use of true
seeing or more powerful magic.
Credit: Heroes of High Favor: Dwarves
|