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As already stated, there is no need to add many new skills to the
D&D game. The following skills are either skills from the PHB
that, in my opinion require tweaking or further explanation, or
they are skills from other sources. The availability of skills from
beyond the PHB is at the discretion of the GM. Some of the
definitions of the following skills differ from descriptions in
the rulebooks.
Autohypnosis
(Wis; Trained Only)
Extraordianry useful for ignoring minor wounds and the effects
of poison, memorising difficult texts, resisting fear and generally
augmenting your stunning willpower. Usually only common in societies
where mental acuity is highly valued and psionics is common place.
See p36 of the Expanded Psionics Handbook for more information.
Concentration
(Con)
In addition to the description of Concentration on p69 of the Player's
Handbook, psionic characters should remember that you use the
Conscentration skill to "Gain Psionic Focus". See Expanded
Psionics Handbook p37 for more information.
Control Shape
(Wis)
Characters who contract lycanthropy or have a similar affliction
that means they lose control of their form, can take ranks in this
skill in order to stabilise their form. Natrual lycanthropes and
other shapechangers (such as doppelgangers or druids) don't need
this skill as they can always control their shape. Attacks from
certain creatures, like Chaos Beasts, may afflict a character with
involuntary body changes and this skill can be used to resist it.
Equally, if a character is the subject of a baleful polymorph
spell he can make a check against this skill instead of a saving
throw if it is more advantageous. Full details of this skill are
on p303 of the Monster Manual.
Craft (Alchemy)
(Int; Trained Only)
Regardless of what it says on p71 of the PHB you do not
need to be a spellcaster in order to take ranks in Craft: Alchemy.
You still require dedication and all the various paraphenalia necessary,
but the ability to cast magic is not a prerequisite. Alchemy is
not magical. Its effects are Extraordinary in the same way a troll's
regenerative abilities are Extraordinary, but that is as far as
it goes. Unlike other Craft skills, Craft (Alchemy) is a "trained
only" skill. Otherwise use the rules for Craft as stated on
pp70-71 of the Player's Handbook.
Iaijutsu Focus
(Cha)
Introduced on p58 of Oriental Adventures, this skill enables
a character to deal extra damage to a flat-footed opponent. This
skill is normally only available in Oriental campaigns, and then
only to samurai who practice the Iaijutsu techinque. The skill is
also used by opposing samurai in an Iaijutsu duel. The samurai,
as seen on p8 of Complete Warrior, has no particular understanding
of this skill unless he takes ranks in it.
Knowledge
(Int; Trained Only)
The general rules for Knowledge are unchanged from p78 of the PHB.
However, I disagree slightly with the number of 'core' knowledge
skills for D&D characters and what taking them represents in
terms of what you character actually knows. They are a little too
general for my taste, so I have paired them down slightly and added
a few new ones. Don't despair because on the whole characters do
get more skill points to spend in my games. Here's my list of the
standard areas of knowledge for adventurers:
- Arcana (ancient mysteries, traditions of arcane magic,
arcane symbols, building magical constructs such as golems, an
understanding of the theory behind arcane magic and magical beasts
but not dragons).
- Architecture and Engineering (buildings, aqueducts, bridges,
fortifications).
- Dragons (an indepth knowledge of dragons including their
powers and weaknesses, their history and beliefs and information
about the roles they choose not to play in the world).
- Geography (the lands, terrain, climate and people of
a particular region. Players choose a particular region based
on the campaign world. The smaller the region the greater their
knowledge. A player who specialiseshas Geography of Urova would
know less about Norandor that someone who had chosen Geography
of Norandor, for example).
- Local (the legends, personalities, inhabitants, laws,
customs and traditions of a specific area. This skill is far more
precise than Geography or History that tend to be more general
skills, but it also speaks from first hand experience. Someone
with Knowledge: History of Uris would have gained his knowledge
by study while someone with Local Knowledge of Uris would have
lived it).
- History (knowledge of the historical events of a particular
time and place that can encompass knowledge about royalty, wars,
colonies, migrations and the founding of cities. Players must
specialise in either a particular area or a particular time period.
The narrower this choice the more specific facts a character can
recall).
- Nature (information about all animals, fey, giants, monstrous
humoids, plants, seasons and cycles, weather, vermin, and also
traditions of Nature Magic, assuming the character can wield Nature
Magic).
- Nobility and Royalty (lineages, heraldry, family trees,
mottoes and personalities of a particular country. Players must
specialise in a country or possibly a region at the discretion
of the GM).
- Religion (players must specialise in a particular religion,
the degree of specialisation dictates the level of understanding.
Most characters will probably specialise in a certain pantheon
such as the Moon Gods, the Seldarine etc. The most devout priests
may specilise in the work of a particular god to church to the
exclusion of all else. This skill can give information regarding
gods and goddesses, mythic history, ecclesiastical traditions,
holy symbols and the traditions of divine magic associated with
the religion).
- The Planes (at its most general this skill gives players
an understanding of the inner, outer and transitive planes as
well as information about the creatures that dwell there such
as elementals and outsiders, and also how magic functions on given
planes. Players may specialise their study in a particular plane
for a greater insight).
- Psionics (a similar skill to arcana, but one that comes
from a different tradition where psionics have replaced wizardry.
This skill gives an understanding of ancient mysteries, psionic
traditions, psyhic symbols, astral constructs and items created
with psioncis and magical beasts).
- Undead (an understanding of the powers and abilities
of various undead creatures, including the ability to recognise
various undead, and knowledge of how to go about creating them).
Note that the skill Ghost Lore from the Ghostwalk campaign
setting is included in this skill.
- Underdark (caverns, spelunking, a general knowledge of
the natural life that exists in the Underdark such as oozes, some
aberrations and the like, but not organised societies like the
drow).
In the above list I have mentioned on several occassions that players
can choose to narrow their area of expertise in order to become
more proficient in it. How does this work? Well, say for example
Goner the Wizard specialised in the study of the Abyss. His skill
would be Knowledge (The Planes: Abyss). He wouldn't know diddly
about any other planes of existence, and wouldn't even be able to
roll against his skill. However, in regard to the Abyss he would
be something of an expert. The GM lowers the DC against which Goner
would have to roll by 5 points. The DC for a really tough question
on the Abyss would only be 25 for Goner and not 30. See p78 of the
PHB for more information on DCs.
Lucid Dreaming
(Wis; Trained Only)
In campaign settings where the Realm of Dreams exists, this skill
is one of the few ways a character can enter that realm and the
only known way in which he can directly manipulate the dream-matter
around him. Full rules for dreaming and the Region of Dreams can
be found on p201 of the Manual of the Planes. You can use
this skill to realise you are dreaming, consciously direct the elements
of a dream, and to move into other dreamscapes.
Check: Making a Lucid Dreaming check is a standard action
that provokes an attack of opportunity.
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Task
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DC
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Realise you are dreaming
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5
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Change one aspect of your personal dreamscape
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15
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Change one aspect of another's dreamscape
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20
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Change your personal appearance
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20
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Depart one dreamscape for another
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15
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Depart a dreamscape for the Dreamheart
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25
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Pull another with you into the Dreamheart
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*
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Leave the Dreamheart
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20
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Harness the Dreamheart
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30
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* This is an opposed Lucid Dreaming vrs Lucid Dreaming
check. If your target does not have the Lucid Dreaming skill
they may substitute a Wisdom check instead.
Change Aspect: An aspect of a dreamscape includes background
features such as lighting, terrain, architecture of a given building,
vegetation (or lack thereof) and other relatively innocuous characteristics
of a dreamscape. You cannot use Lucid Dreaming to make a bolt of
lightning to strike a foe, or open a pit below an enemy.
Change Appearance: You can adopt the outward appearance
of any other creature or thing. If you want to turn into a palm
tree that is completely within your power. Equally, you can take
on the exact appearance of any other creature. Dreamers with more
ranks in Lucid Dreaming than you can always see throught this deception.
Other dreamers can make opposed Lucid Dreaming checks to discover
the illusion. Changes to your appearance do not affect your actual
abilities.
Harness the Dreamheart: A highly proficient lucid dreamer
in the Dreamheart can use this skill to manipulate reality to genuinely
injure other dreamers. The Dreamheart is caprious however and extremely
dangerous. A Lucid Dreamer can use this ability to mimic any spell
available to a spellcaster with as many levels as the dreamer has
ranks in this skill (to a maximum of ninth level spells). Ranks
in Lucid Dreaming effectively become the character's 'caster level'.
There are a few limitations to this. Firstly, only spells that have
a physical effect such as earthquake or fireball can
be created in this manner. Secondly, the duration of the effect
is only one combat round regardless of spell description. Dreamers
can choose to make an opposed Lucid Dreaming check in lieu of a
saving throw to completely avoid any effect generated in this manner.
Dreamers vrs Dreamers: Dreamers can actively oppose the
activities of other dreamers in both dreamscapes and in the Dreamheart.
This is accomplished by opposed Lucid Dreaming checks. A dreamer
may always make such a check instead of any other check or saving
throw if it is more advantageous.
Retry: You can make one Lucid Dreaming check each round.
Psicraft
(Int, Trained Only)
This skill no longer exists. Its mechanics are completely subsumed
by the Spellcraft skill.
Spellcraft
(Int, Trained Only)
This skill from p82 of the Player's Handbook functions exactly
as written. However, it can also be used for indentifying psionic
powers and effects as listed on p38 of the Expanded Psionics
Handbook in the entry for the skill "Psicraft". Although
different types of magic have different knowledge skills (Arcana,
Religion, Psionics) there is no difference in the skill of interpreting
movements in the weave and predicting the type of magical effect.
Psicraft no longer exists as a skill, but has been merged into Spellcraft.
Use Magical Device
(Cha, Trained Only)
This skill from p85 of the Player's Handbook functions exactly
as written. However, I would add that it is equally useful for using
psionic items. Rules for using psionic items are listed on p38 of
the Expanded Psionics Hanbook under the skill Use Psionic
Device. That skill no longer exists in my system - psionics and
magic are supposed to be the same after all.
Use Psionic Device
(Cha, Trained Only)
This skill no longer exists. Its mechanics are completely subsumed
by the Use Magical Device skill.
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