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Appendix 6 - Skills

Skill represents your character's ability to do certain challenging actions. For instance, you don't need any physical skill or strength to climb a ladder. But you do need a high rank in the Climb skill if you wish to scale a rocky wall. Certain classes are naturally inclined to certain skills. It is easy for a Ranger to Handle Animal and learn quicker in that skill, but not so easy for her to disable a trap or unlock doors.

Each skill also has a key ability. This refers to one of the six attributes your character has: str(ength), dex(terity), con(stitution), int(elligence), wis(dom), cha(risma). What this means is that you may have a high rank in the Climb skill, but if you are a weakling with low strength, it will be really hard for you since strength is the key ability of Climb.

Skills are also split into Trained and Untrained. Your character can attempt any skill that is marked Untrained even if he/she does not have any rank in it. Skills like Climb and Jump are examples of such Untrained skills. Whereas disabling a trap, entertaining a crowd and deciphering a foreign script are all skills that cannot be attempted without at least a single rank in the corresponding skill.

You spend your skill points to gain rank in a skill. Spending skill points on a class-skill is more efficient than spending it on a non-class skill. For a class-skill, 1 skill point will gain you 1 rank. For a non-class skill, 1 skill point will gain you 1/2 rank. At level 1, you cannot spend more than 4 points in any class-skill, and not more than 2 points in any non-class skill.

Now, on to the list of skills.

Appraise (Untrained)
Class bonus for: Bard, Rogue
Key ability: Int
Your ability to appraise an object for its value will make the difference between buying a lame horse versus a healthy one. Appraise skill is used when gauging any object for its worth.

Balance (Untrained)
Class bonus for: Bard, Rogue
Key ability: Dex
Balance is an indication of how sure-footed you are. When standing on a rooftop to observe your quarry, the Balance skill will determine whether you fall off or not.

Bluff (Untrained)
Class bonus for: Bard, Rogue
Key ability: Cha
How good you are at bluffing. This will give an indication of whether someone believes your lie or not.

Climb (Untrained)
Class bonus for: Wolfbrother, Bard, Ranger, Rogue
Key ability: Str
Self explanatory. A high Climb rank will let you scale steep cliff faces or fort walls.

Concentration (Untrained)
Class bonus for: Bard, Wilder, Noble, Warder, Aes Sedai
Key ability: Con
This is more like a basic skill. Several moments in your adventure, especially in the heat of battle or when channeling a weave, your concentration is paramount. If it wavers, your weave may not work properly. Or your blade may not find skin.

Craft (Untrained)
Class bonus for: all classes
Key ability: Int
The ability to craft items, from simple waterskins to sturdy axes and swords. Naturally, you cannot craft without the required materials.

Decipher Script (Trained)
Class bonus for: Bard, Rogue, Scholar, Aes Sedai
Key ability: Int
Your ability in deciphering foreign scripts, like the Old Tongue, or the Trolloc's harsh script.

Diplomacy (Untrained)
Class bonus for: Bard, Noble, Warder, Aes Sedai, Scholar
Key ability: Cha
When trying to calm a potential aggressor, or when trying to negotiate a settlement between opposing parties, this skill comes into play. Also useful when trying to bribe a guard to look the other way.

Disable Device (Trained)
Class bonus for: Rogue
Key ability: Int
The ability to disable traps.

Disguise (Untrained)
Class bonus for: Bard, Rogue
Key ability: Cha
How good you are in impersonating someone else. It can be a simple claim of being a lord when you are in fact a commoner, or it can be an elaborate disguise mimicking someone else - this skill will determine whether you pull it off.

Escape Artist (Untrained)
Class bonus for: Bard, Rogue
Key ability: Dex
Your ability in extricating yourself from physical constraints like ropes, chains, or cages.

Forgery (Untrained)
Class bonus for: Rogue
Key ability: Int
Your ability in making one thing look like another.

Gather Information (Untrained)
Class bonus for: Rogue, Bard
Key ability: Cha
Your ability in sifting through rumors heard in an inn to find a fact that you can act upon.

Handle Animal (Trained)
Class bonus for: Wolfbrother, Wilder, Warder, Ranger
Key ability: Cha
Your ability in handling an animal, domestic or wild.

Hide (Untrained)
Class bonus for: Bard, Ranger, Rogue
Key ability: Dex
Your ability in finding places of cover, either to hide from an attacker, or to observe without being observed.

Heal (Untrained)
Class bonus for: Wilder, Warder, Ranger
Key ability: Wis
Your knowledge of the fauna and flora enables you to try healing minor to major injuries. Naturally, herbs or potions must be carried before attempting healing.

Intimidate (Untrained)
Class bonus for: Rogue, Wolfbrother
Key ability: Cha
How good you are in intimidating someone.

Jump (Untrained)
Class bonus for: Wolfbrother, Bard, Ranger, Rogue
Key ability: Str
Self explanatory. This makes the difference between making the jump across the steep mountain gap or tumbling down to your death.

Listen (Untrained)
Class bonus for: Bard, Ranger, Rogue, Noble
Key ability: Wis
Be it listening at doors or eavesdropping behind curtains or being able to hear your ally's cry for help - this skill determines the outcome of those type of situations.

Move Silently (Untrained)
Class bonus for: Wolfbrother, Bard, Ranger, Rogue
Key ability: Dex
Self explanatory. Increase this skill if you want to be a stealthy character.

Open Lock (Trained)
Class bonus for: Rogue
Key ability: Dex
Again, self-explanatory.

Entertain (Untrained)
Class bonus for: Bard, Rogue
Key ability: Cha
Your ability to entertain and enthrall people. Be it with a simple story or a complicated juggling move, you can captivate your audience and hold their attention - either to simply please them, or to keep them away from more important things.

Ride (Untrained)
Class bonus for: Wolfbrother, Noble, Warder, Ranger
Key ability: Dex
Your ability in riding any mount. A higher skill in this lets you gallop faster, or to execute complicated cavalry maneuvers in battle.

Search (Untrained)
Class bonus for: Ranger, Rogue
Key ability: Int
This skill determines how thorough and productive you are in searching - either a pile of trash or the various rooms of a palace.

Sense Motive (Untrained)
Class bonus for: Wolfbrother, Warder, Rogue, Bard
Key ability: Wis
This skill determines whether you are able to sense the motive of another character. Is that sly fellow simply ingratiating, or does he have an ulterior motive? Is the next blow from the trolloc going to come from the left or the right? These are situations where this skill comes into play.

Sleight of Hand (Trained)
Class bonus for: Bard, Rogue
Key ability: Dex
Your ability in using your hands and fingers deftly, either to cheat in a game of cards, or to juggle, or to throw three knives in two seconds.

Speak Language (Trained)
Class bonus for: Bard, Scholar, Aes Sedai
Key ability: none
Your ability in communicating in a foreign tongue.

Channeling (Trained)
Class bonus for: Wilder, Aes Sedai
Key ability: Int
Note: Skill not available for any other class.
Ranks in Channeling will determine how strong your weaves are. And also in determining whether you can weave at all. All Aes Sedai and Wilder characters compulsorily need to spend at least one point in this skill.

Spot (Untrained)
Class bonus for: Wilder, Ranger, Warder, Rogue
Key ability: Wis
Your ability to spot things in your surroundings, like a hidden door or a stalking Grey Man.

Survival (Untrained)
Class bonus for: Wolfbrother, Wilder, Ranger
Key ability: Wis
Your ability to use the environment to survive, especially out in the wild.

Swim (Untrained)
Class bonus for: Wolfbrother, Bard, Ranger, Rogue, Warder
Key ability: Dex
Self explanatory.

Knowledge Skills: The following set of skills are together the knowledge skills. This can be anything from knowing the lay of the land to knowing what a phrase in the Karaethon Cycle means. These skills will determine how right your judgments turn out to be when faced with a puzzle.

Arcane Knowledge (Trained)
Class bonus for: Bard, Scholar, Aes Sedai
Key ability: Int

Dungeoneering Knowledge (Trained)
Class bonus for: Bard, Ranger, Aes Sedai
Key ability: Int

Geographical Knowledge (Trained)
Class bonus for: Bard, Ranger, Scholar, Aes Sedai
Key ability: Int

Historical Knowledge (Trained)
Class bonus for: Bard, Scholar, Aes Sedai
Key ability: Int

Knowledge of Nature (Trained)
Class bonus for: Wilder, Ranger, Aes Sedai
Key ability: Int

Knowledge of Nobility and Royalty (Trained)
Class bonus for: Bard, Scholar, Noble, Warder, Aes Sedai
Key ability: Int

Knowledge of the Karaethon Cycle (Trained)
Class bonus for: Bard, Scholar, Noble, Warder, Aes Sedai
Key ability: Int

Knowledge of Tel'aran'rhiod (Trained)
Class bonus for: Wolfbrother, Aes Sedai
Key ability: Int
@POOHEAD189 Sure. But be warned - as the ever-helpful GM, I might butt in even before you've finished, nitpicking this and that. :)
Selene Silverblood - Dusk on the 19th day.

Nubina. It felt like one of those things in dreams that you are constantly running towards. But the object never gets closer. These days, Selene's nightmares were receding. Not because she was calm. But because they were coming to undying life around her.

The forest made her uneasy. She could feel the taint of decay even in the very element of Water. Even Kartoll had forsaken this place, giving way to mangled travesties of life. For two days, Selene had felt a mounting sense of unease. The very air was thick with palpable tension.

"I don't bloody like this," Daram, her Captain, was muttering next to her as they cantered. "This is all wrong. Look at those fuckin' trees!"

Selene tried not to look at the trees. Or the ground. She kept her gaze slightly upwards, at the sky. She could feel it, under all the death and decay, that very smell of growth. But rather than give her hope, it only served to remind her the immensity of the taint.

"Burn me," Daram was saying, "but these woods can make a grown man shit his breeches. We are bloody stupid fucks to follow that Duchess into this mess."

"And what would you rather do, Daram? Wait for the corpses to come home and kill you?" Selene retorted. "Today or next year, death is an inevitability."

"I would prefer next year," Daram said softly, averting his gaze. "I'm not afraid of death, m'lady. It comes to us all. I just think-"

But just what he did think, he never got to say. Selene saw the arrow strike him just under the armpit, right at the place where his armor was the weakest. With a soft grunt, Daram toppled off his horse.

"WE ARE UNDER ATTACK!" came the cry, half a moment later. Chaos erupted all around her as she watched Daram try to pull the arrow out.

"Don't!" she said, surprised at how calm her voice sounded. "It's probably barbed." She carefully broke off the arrow and placed her hand on Daram's chest.

"By Kartoll's divine grace, by all the vestigal virgins of all the meadows, by the waters of the Sacred Pool of Kartoll, let the arms of the Undead touch not your spirit."

She sensed the divine power flow through her as she cauterized the wound against the magical infection of the Undead. Daram should live, hopefully.

But Selene did not have time to dwell on him. Instinctively, she wove a shield of ice and held it in her left hand. The skeleton archers were finding their marks unerringly. Selene quickly sent blasts of ice spikes in their direction, moving quickly, not waiting to see if her blows found their marks. She could not let herself be caught at close quarters.

"BELIA'S SHIELD!" someone shouted from behind her. The cry gave her some hope. She turned around to see a powerful man with a greatsword plunging into a group of ghouls with not a care. His blade moved in a blur, dispatching multiple ghouls.

The only warning Selene had was a guttural snarl. By divine fortune or skill, she twisted quick enough to evade the ghoul's claws.

"No you don't!" snarled Selene. She knew what a ghoul can do. She had healed a ghoul's wounds before. The memory of that wound brought with it the memory of her first love. And with it, anger.

She searched for the presence of water within the ghoul's body. The Undead were usually dry beings, but they still had some fluid in their body to keep it all together. She sensed it, and in her fury, let it boil. The ghoul erupted in a mess of boils and blisters.

"You will not take the land of the living you miserable spawn!" she screamed as she rent the ghoul apart. Immediately, she let her ice shield drop and started sending bolts of ice spikes into the oncoming horde with both her hands.
Apart from the weaves listed above, some other weaves are known to all Aes Sedai. These include Levitating an object with Air, setting an object aflame with Fire, drying a wet object with Water, wetting a dry object, producing a floating ball of light et cetera. These require such a small trickle of power that they can be performed as many times as long as you don't exceed your daily weave limit. However, doing these weaves in combat will count against your daily limit.

EDIT: I have updated the first post of the OOC with some Magic Gameplay rules that I will continue to update.
Perhaps I can arm you better, @solokolos. Here is the list of weaves that you are aware as a level 1 Grey Ajah.

Lvl 0 weaves
Remove Fatigue - Removes fatigue from a target temporarily, at the cost of exhaustion later. Very useful in the heat of battle. (Uses Water, Air and Spirit.)

Lvl 1 weaves
Solidify Air - solidify the air around a target, rendering it immobile. (Uses Air.)
Fork of Lightning - channel a bolt of lightning at your enemies. (Uses Air, Fire and Water)
Fireball - channel a ball of Fire. (Uses Fire.)
Thunder - produce a loud clap of Thunder to disorient your enemies. (Uses Air and Fire.)
Shielding - channel a shield to block an enemy channeler from the One Power. (Uses all five elements.)
Bonding - bond the target as your Warder. (Uses all five elements.)

Ajah-specific weaves Lvl 1 weaves
Aura of Power - Channel an aura of intimidating presence around you. People with weak minds (low intelligence) will be more pliable to negotiation and settlement. (Uses Air, Fire and Spirit.)

As a level 1 Aes Sedai, you have enough ability to perform 3 lvl 0 weaves and 1 lvl 1 weave every day. With intelligent roleplaying, you might gain one more weave in a day. Some weaves can be tied off, and will last as long as your level and the complexity of the weave permit.

Note: Channeling Air, Fire, Water or Earth assumes the presence of these elements in the environment. There is always humidity in the air, there is always heat in objects, and there is always the earth. But there are specific contexts when weaves of a particular element may fail or not perform well. Weaves of Water in a desert are bound to be harder than weaves of Fire there.

EDIT: Removed Healing from the list of weaves you can do.
Accepted, @solokolos. Very nice. Our first Aes Sedai is truly an interesting character.

Your attributes:
Strength - 9 -1 (Low due to Alyna's weak physique and early life of poverty.)
Dexterity - 10 +0 (Normal.)
Constitution - 10 +0 (Normal.)
Intelligence - 16 +3 (High due to Aes Sedai training.)
Wisdom - 18 +4 (Very high due to Aes Sedai training and an early life spent on the streets, ravaged by fate.)
Charisma - 15 +2 (High due to Grey Ajah.)

Your total hitpoints = 4 (for being Aes Sedai) + 0 (Your constitution modifier) = 4
You have a total of (2 + intelligence_modifier) x 4 = 20 skill points
Yep. I am using PHB3.5.
Not a problem, @POOHEAD189. I hope you remember the effects of being a wolfbrother. Forgive me as I explain some parts of it anyway.

Typically, first contact with the wolves happens around puberty. Wolves don't talk in the same way humans do. Rather, they communicate with images. For them, showing the image of the sun over a particular peak is their way of telling the time. Immediately with first contact comes the golden eyes.

Wolfbrothers are almost as bad as male channelers. Sanity is a constant battle for them. And while not many Aes Sedai consider them inherently evil, they will still want to bundle you back to the White Tower. Since the condition of the Wolfbrother is not very well studied, revealing your golden eyes is not always revealing your secret. Even Aes Sedai may not know what that signifies.

Prolonged control of the wolfbrother condition gives you control over the Wolf Dream, also known as Tel'aran'rhiod. PM me if you want working details of the World of Dreams.

Other effects of being a wolfbrother include an aversion to vegetables and a craving for meat. Naturally, sight, hearing and the sense of smell are all heightened. Wolfbrothers have near-perfect vision in total darkness, and can smell fear in other people.
Having an attribute score less than 10 is considered below-par. Anything above 15 is great. Starting at 18 in an attribute implies a very high level of expertise.

If any of you have any problems with the numbers you have been assigned, please tell me what they should be and why.
@Eklispe - Here are your attributes

Strength - 17 +3 (The muscular power of your character. High due to Warder training.)
Dexterity - 15 +2 (The hand-eye coordination of your character. High due to Warder training.)
Constitution - 15 +2 (The inherent physical well-being. High due to Warder Bond.)
Intelligence - 12 +1 (The intelligence of your character in learning new skills. Slightly high.)
Wisdom - 11 +0 (The measure of common sense and experience of your character. Normal.)
Charisma - 16 +3 (The overall likeability of your character as a personality. High due to Saloul's personality.)

The color-coded numbers next to your attribute points are your modifiers. These determine the outcome of various challenges you may face during the course of your adventure.

Based on your class and constitution, your hitpoints are 10 (base hp for a Warder) + 2 (Your consitution modifier) = 12

You have a total of (2 + intelligence_modifier) x 4 = 12 skill points.

You will have to use these skill points to rank up your character in the skills of your choice. Some classes are naturally inclined to some skills. I have already mentioned these skills in Appendix 2 - Classes (See first post of OOC). Apart from these, there are other skills as well. Ranking up in a skill that's not your natural skill will cost more, naturally. Upon leveling up your character, any stored skill points will be lost. So do use up all of them whenever you can.

For instance, as a Warder, Ride (useful for riding war mounts and specialized animals) is one of your core skills. To get 1 rank in Ride, you need to spend just one skill point. But a skill like Disarm Device (useful for detecting traps) is not something the Warder is inherently inclined to. So there, to get 1 rank, you need to spend 2 points.

At level 1, you cannot have more than 4 ranks in any skill.

I will shortly publish the complete list of skills.
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