New Skills Synergy between skills: 5 or more ranks in: Gives a +2 bonus to: Boating-------------------------Climb checks made to climb ship rigging Boating Balance checks to stay steady in high seas Craft---------------------------Repair checks of the appropriate type Knowledge (Geography) Navigation checks Knowledge (Summons)-------------CL to dispel, resist, counter callings Knowledge (Miasma/Myrr) Survival to check miasma potency Knowledge (Miasma/Myrr)---------Navigation to locate Myrr trees Knowledge (ML: Natural) Wild Empathy checks Knowledge (ML: Natural)---------Diplomacy vs. listed creatures Knowledge (ML: Magical) Spot checks vs. listed creatures Knowledge (ML: Magical)---------Listen checks vs. listed creatures Knowledge (ML: Humanoid) Crit confirmation vs. listed creatures Knowledge-----------------------Gather Information on that topic Navigation Decipher Script to read maps Repair--------------------------Disable Device Research Decipher Script Research------------------------Gather Information Boating (Str) - Boating is the ability to safely operate a watercraft. It pertains primarily with general knowledge of execution and operation of a water craft, and is a specialization of the Profession (Sailor) skill. Check: Generally, boating checks are made every day to week out at sea, or whenever stressful conditions force a check. Retry: For specific tasks, provided the conditions permit, a retry is normally allowed. Some cases may cause a retry to be difficult or imposable. Common tasks DC: Raise the Sails-----------------------------------------15* Lower the Sails 10* Lower lifeboats safely----------------------------------15* Tie-down provisions and/or people Opposed** Execute a special maneuver----------------------------Varies *** * - This task can vary depending on the size of the vessel and weather there is a complete crew or not. For each person missing, the DC increases by 2 to 4. ** - The DC is dependent on the effect throwing the boat around. Usually the DC is somewhere between DC 10 and DC 20, although high-risk areas will push even these numbers. *** - Special maneuvers vary, but DCs are usually 20, increased for unfavorable conditions and shoddy craft and decreased for favorable conditions or exceptional craft. Craft (Int) - Craft operates as before, only there are a multitude of fields you can take for it. Shoemaking is covered by the Profession (Cobbler) skill. Other than that, refer to the Craft page for more information. Knowledge (Int, trained Only) - Due to confusion regarding what skills relate to what monsters, and overlap between many types of knowledge bases, these topics replace the ones originally presented in the SRD. This skill still operates as normal. The skill's previous synergistic bonuses still apply. Additionally, new knowledge skills may be created by speaking with me, the GM. Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, magicite) Architecture and engineering (buildings, aqueducts, bridges, fortifications) Dungeoneering (caverns, spelunking) Geography (lands, terrain, climate, people) History (royalty, wars, colonies, migrations, founding of cities) Local (legends, personalities, inhabitants, laws, customs, traditions) Nature (animals, plants, seasons and cycles, weather, vermin) Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities) Summons (summons, mythic history, ecclesiastic tradition) Metallurgy (Metals, uses, strengths, alloys, historical significance of various metals in lore) Miasma/Myrr (Crystals, miasma, myrr trees, tree locations, supposed effects) Monster Lore: Natural (animals, plants, vermin, fey, oozes, elementals) Monster Lore: Magical (summons, dragons, magical beasts, constructs, aberrations, undead) Monster Lore: Humanoid (humanoids, monsterous humanoids, giants) Special: If you have 5 or more ranks in Knowledge (Summons), you gain a +2 synergy bonus on counterspell and dispel checks to counter or dispel summons. Additionally, you get a +2 DC against attempts to dispel your summons. If you have 5 or more ranks in Knowledge (Miasma/Myrr), you gain a +2 synergy bonus on Survival checks to determine miasma potency and to navigation checks to locate Myrr trees. If you have 5 or more ranks in Knowledge (Monster Lore: Natural), you gain a +2 synergy bonus on wild empathy checks and diplomacy checks torwards animals, plants, vermin, fey, oozes, and elementals. If you have 5 or more ranks in Knowledge (Monster Lore: Magical), you gain a +2 synergy bonus on spot and listen checks torwards summons, dragons, magical beasts, constructs, aberrations, and undead. If you have 5 or more ranks in Knowledge (Monster Lore: Humanoid), you gain a +2 synergy bonus on critical threat confirmation attacks against humanoids, monsterous humanoids, and giants. Navigation (Int) - This skill allows you to use maps and charts to plot a course from one place to another. It also deals with knowledge of logistics and planning of travel over long and short distances. Check: Plotting a proper course requires one round for every point of the base DC. For example, determining the best route across a city takes 10 rounds-a minute. For each round by which you want to reduce this time, down to a minimum of a full-round action, add +2 to the DC. You can take 10 if you have the time. Failure means you have chosen an improper route . If you follow it you are off course. If you can't get your bearings and determine your location, you're lost. If you roll a 1, make the check again. If you fail again, you have chosen a dangerous route. Additionally, if you wish to spend 20-times the amount of time planning, you could just take-20. It's up to the DM to determine your exact fate. If you're trying to find your way through a city, perhaps you hit a dead end or wind up in a bad neighborhood. If you're navigating a forest, an improper course may leave you facing a giant, dragon, or worse. In addition, you can make a check to tell your location based off general external clues, such as the stars and landmarks. Checking your location is a standard action. Retry: Once per hour traveled along a course, you can try to re-plot a route. You start by finding your location and seeing if it's where you expected to be. If it's not, you know you're off course and can try again. If you fail, you believe yourself to be on course. Special: If you have 5 or more ranks in Knowledge (Geography), you get a +2 synergy bonus on Navigate checks. A well-made map (masterwork) of the area grants a +2 circumstance bonus to checks on that area. Course DC: Crossing a city 10 Finding your location by the stars (on land)------------15 Crossing a continent 20 Crossing uncharted land---------------------------------20 Finding your location by landmarks 20 Crossing a sea or ocean---------------------------------25 Crossing uncharted waters 30 Perform: Weapon Drill (Cha) - Another application of the Perform skill, this is the skill used for victory poses and dashing displays of your profeciency with your weapon. Perform: Weapon Drill cannot be used for bardic music. You must use a weapon with it, and you apply half your BAB as a circumstance bonus to your weapon drill checks. If you are not profecient with the weapon you are using the weapon drill for, you suffer a -4 penalty to your check. Special: You gain a +2 bonus on your weapon drill for each of these feats you posess: Combat Expertise, Greater Weapon Focus, Quick-Draw, Two-Weapon Fighting, Weapon Focus, and Whirlwind Attack. Profession: Cobbler (Wis) - This skill is used for the adjustment and creation of shoes. Repair (Int, trained only) - Use this skill to perform maintenance, upgrades, modifications, and repairs to a wide variety of equipment and devices. You may not know how to build a suit of armor from scratch, but you can improve or fix an existing one. Check: Most repairs take three minutes for every point of the check's DC. For example, a simple repair with the right parts at hand is DC 10. It takes 30 minutes to complete this repair. For every 10% you take off the time, add +1 to the DC. The minimum amount of time needed for a repair is 20% of the base. To do the job in that much time, for example, adds +8 to the DC. A more complex job may take longer, or that damage to a complex device requires you to repair several components individually. If you fail the check by 10 or more, you do more harm than good. Add +5 to the DC of any future attempts to make the same repair, no matter who's making the check. If you roll a 1 when making a Repair check, roll again. If you fail the check again, the item you're trying to fix has been damaged beyond repair. Restoring Damage: If the device you're working on has suffered hit point damage, you can restore them with a Repair check. If the check is successful, the device regains ld8 hit points. Such a device isn't completely repaired until it regains all of its lost hit points. An object that has been reduced to 0 hit points or less has been destroyed and cannot be repaired. Sabotage: Repairing sabotage requires an opposed check against the result of the Disable Device check the saboteur made when rigging the device . If you have to improvise the proper parts for the repair, you suffer a -2 circumstance penalty. Retry: Yes, as long as the device is still in one piece. Each attempt requires additional time and materials. Special: You need the proper tools to use this skill. If you're forced to use improvised tools, you suffer a -2 circumstance penalty. If you set up and maintain (or have access to) a proper repair facility, you gain an additional +2 circumstance bonus on your Repair checks. This stacks with circumstance bonuses for toolkits. Only characters with at least 5 ranks in a corresponding Craft skill can attempt a repair job with a DC higher than 20. These complex repairs require advanced training and experience. In addition, if you have 5 or more ranks in the proper craft skill, you gain a +2 synergy bonus to repair checks of that type. Repair DCs: Example: DC: Simple repair, have the right parts 10 Simple repair, have substitute parts--------------------15 Simple repair, have no parts 25 Complex repair, have the right parts--------------------15 Complex repair, have substitute parts 20 Complex repair, have no parts---------------------------30 Repair sabotage Opposed Research (Int) - Commonly forgotten information is gleamed from the pages of lost manuscripts and books found by adventurers in their travels. More often than not, though, the same information can be found in libraries spanning the world or from large tomes lost to antiquity. Research deals with shuffling through pages and piles of information to pick out the most important details that you need to know. Check: Use this skill when looking for information in a library. Collecting information from people requires the Gather Information skill. Research DCs are based on the type of information you're seeking. They're also affected by the quality of the library or source you're working with and the subjects they cover. Your DM determines the details and specifics of the information your research uncovers. Usually the information is clear and direct. However, even if you get a high check result, the research cannot turn up information that's not in the database or library you're using. The DM should make the skill check themself. If a 1 is rolled, the DM makes the check again. If this second check also fails, the DM should give you inaccurate information from the database. It's up to the DM to determine the exact nature of this mistaken information. Note that information-especially information in a conventional library or archive-can quickly become dated. What was once a fact may not be any longer. Retry: If you fail with a particular question, you must wait until you gain another rank in Research before you can search the same source for the information again. However, you can try as many similar questions or different sources as you like. Special: If you have at least 5 ranks in a Knowledge skill relevant to the information you're seeking, you get a +2 synergy bonus on your Research checks. If you have at least 5 ranks in research, you get a +2 synergy bonus on your decipher script and gather information checks. Research DCs: Example: DC: Simple question, from a large library 10 Simple question, from library specializing in subject----10 Simple question, from general-use library 15 Simple question, from a basic encyclopedia---------------15 Obscure question, from a large library 20 Obscure question, from library specializing in subject---20 Obscure question, from a general-use library 25 Obscure question, from a basic encyclopedia--------------30 Survival (Wis) - This skill operates as before, but has one added function: Detect miasma potency. Strong presence of miasma can cancel out even the crystal's power or reduce its radius, however these places are very rare and highly avoided. Miasma potency is usually measured in 10 ranks, 0 being no miasma and 2 being the normal presence found outside of a town, and 7 being potent enough to cancel out the power of a crystal protecting Sanriem. Only the most powerful effects, 10, can completly cancel a crystal as large as the one protecting Alfitaria or the multitudes protecting the Fields of Fum. The presence required to cancel the chalice is 4. Check: Detecting large amounts of miasma is easier than detecting small potencies. Rank 0 has a DC of 5, as it's very easy to tell from simple observation. Rank 1 to 5 look completly identical, though. Checking potency requires testing of some sort: most adventurers use a finger, toe, or arm. Leaving it out for a full-minute is cures quickly (except potency 8 or higher) and allows one check. You may never take ten to detect miasma potency. The DM should roll this check secretly. A roll of 10 or more off results in an incorrect reading by one rank, up or down, for every 10 points you are off. Note that even on high DC checks, this can result in reasonably accurate information. A result of 0 will never occur if there is some miasma present. The DC of detecting miasma are listed below: Potency: 0 1 2 3 4 5 6 7 8 9 10 DC: 5 30 25 25 20 20 15 15 10 5 0 Retry: You may retry as many times as you want, however, every extra attempt that day takes an additional minute. So the second attempt at the sameish location would take 2 minutes, while the tenth attempt takes 10 constant minutes of exposure. Special: Moogles cannot detect miasma potency, due to their immunity. If you have 5 or ranks in Knowledge (Miasma/Myrr), you gain a +2 synergy bonus to detect miasma potency.