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adventuring_skills [2021/02/13 20:11] daveadventuring_skills [2021/04/21 12:50] (current) dave
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 **ACQUIRING THE SKILLS:** **ACQUIRING THE SKILLS:**
  
-__Thief Skills__: Thieves (including combination classes) begin play with all the thief skills listed below.  Non-thieves cannot take skills from the thief list. +__Thief Skills__: Thieves (including combination classes) begin play with all the thief skills listed below.  Non-thieves (except Lackeys) cannot take skills from the thief list. 
  
 __General Skills__:  Each character (including thieves) can choose 1 Skill from the General List at First Level and then another at 3rd, 5th, 7th  and 9th.  After 9th he gains no more skills.  Humans (including Amazons but not Berserkers) gain one additional General Skill at first level.   __General Skills__:  Each character (including thieves) can choose 1 Skill from the General List at First Level and then another at 3rd, 5th, 7th  and 9th.  After 9th he gains no more skills.  Humans (including Amazons but not Berserkers) gain one additional General Skill at first level.  
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 READ SCROLL:  a thief can make 1 attempt to cast a spell off of any spell scroll, if he fails his skill check, the scroll is ruined and the spell does not go off.  See [[scrolls|Scrolls]] for further information. READ SCROLL:  a thief can make 1 attempt to cast a spell off of any spell scroll, if he fails his skill check, the scroll is ruined and the spell does not go off.  See [[scrolls|Scrolls]] for further information.
  
-REMOVE TRAP:  a thief can use this skill to find mechanical traps on chests and doors with one roll and remove them safely with a second roll.  UNskilled characters call find a trap on a d100 roll against INT.  Only trained theives can remove such traps  Other characters must work out detailed precaution with the Judge.+REMOVE TRAP:  a thief can use this skill to find mechanical traps on chests and doors with one roll and remove them safely with a second roll.  Unskilled characters call find a trap on a d100 roll against INT.  Only trained theives can remove such traps  Other characters must work out detailed precaution with the Judge.
  
 USE WAND:  a thief can activate any wand by using this skill, provided he knows the command word.   Failure of the skill check means the wand did not activate and no charge is used.  Only the correct sort of spell caster can normally use any particular wand.  This skill does not allow the use of a [[focus|Focus]], even if in wand shape. USE WAND:  a thief can activate any wand by using this skill, provided he knows the command word.   Failure of the skill check means the wand did not activate and no charge is used.  Only the correct sort of spell caster can normally use any particular wand.  This skill does not allow the use of a [[focus|Focus]], even if in wand shape.
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 ALCHEMY:  a skill roll allows the identification of any Alchemical Product found in the dungeon.  It also allows the character to identify a potion without tasting it.  Making products and potions is more the province of an NPC alchemist hireling. ALCHEMY:  a skill roll allows the identification of any Alchemical Product found in the dungeon.  It also allows the character to identify a potion without tasting it.  Making products and potions is more the province of an NPC alchemist hireling.
 +
 +BIBLIOPHILE:  a skill roll allows the detection of book worms in "wormy" books. A skill roll allows the character to appraise the fair resale value of non-magic books found on adventure.  Unskilled mages and clerics can attempt these tasks, but it is a 1d100 INT check.  The herb vermifuge is the only treatment for book worms.
  
 BUSTER:  uses the skill roll to break open a chest, door or other container in a single attempt (see [[breaking_things|Breaking Things]] rules), it’s quicker and more likely to succeed having this skill, but just as likely to attract wandering monsters for the one attempt.  Ogres get this skill for free. BUSTER:  uses the skill roll to break open a chest, door or other container in a single attempt (see [[breaking_things|Breaking Things]] rules), it’s quicker and more likely to succeed having this skill, but just as likely to attract wandering monsters for the one attempt.  Ogres get this skill for free.
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 MOVE SILENTLY:  same as the thief skill, allows silent movement when not wearing chain or plate armor.  Bugbears get this skill for free.   MOVE SILENTLY:  same as the thief skill, allows silent movement when not wearing chain or plate armor.  Bugbears get this skill for free.  
  
-QUICK DRAW:  skill roll to change weapons (for example, put away bow, get out sword and shield) without using your attack or move.  The roll is made during the surprise attack phase, but the change can happen on any phase desired+QUICK DRAW:  skill roll to change weapons (for example, put away bow, get out sword and shield) without using your attack or move.
  
 RALLY THE TROOPS: skill roll to restore morale (without a new morale roll) of any soldiery under your authority within 60’ and to make them immune to morale checks for the next 1d4 rounds. RALLY THE TROOPS: skill roll to restore morale (without a new morale roll) of any soldiery under your authority within 60’ and to make them immune to morale checks for the next 1d4 rounds.
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 REPAIRMAN: if you have proper tools, or close substitutes as the Judge permits, make a skill roll to repair any broken piece of equipment or non-magical device. REPAIRMAN: if you have proper tools, or close substitutes as the Judge permits, make a skill roll to repair any broken piece of equipment or non-magical device.
  
-SEARCHER: roll skill to detect monsters, vermin or treasure in piles of dungeon garbage while avoiding bites or other nasty surprises.  Orcs and Half-Orcs get this skill for free.+SEARCHER: roll skill to detect monsters, vermin or treasure in piles of dungeon garbage while avoiding bites or other nasty surprises.  It also allows examination of sacks before opening to avoid nasty side effects. Orcs and Half-Orcs get this skill for free.
  
 SECRET DOOR EXPERT:  uses the skill roll in place of standard check to find secret doors or hidden compartments, (standard is a 5+ on 1d6 for careful searching).  Elves and Half Elves have this skill for free, plus they will notice a secret door without even trying on a 5+ on 1d6. SECRET DOOR EXPERT:  uses the skill roll in place of standard check to find secret doors or hidden compartments, (standard is a 5+ on 1d6 for careful searching).  Elves and Half Elves have this skill for free, plus they will notice a secret door without even trying on a 5+ on 1d6.
adventuring_skills.1613247107.txt.gz · Last modified: 2021/02/13 20:11 by dave