The Haunted Highlands
The following skills are available to player characters as part of their background. While proficiency in a listed skill grants some benefit to any player character, these skills will not confer the same level of bonus as an equivalent class based skill. Some skills are appropriate for combat scenarios, some are appropriate for static maneuvers, and some are simply professions. For those that are professions, whenever a character is staying in a town of adequate size, an opportunity to ply that skill as a trade for a given time will be granted. Characters may combine secondary skills in this manner to produce exceptional or unusual goods, and the resulting sale of such goods could be worth a lot of coin to such an enterprise.
(e.g. Someone with weaponsmithing could create a sword, someone with ars magica could enchant the sword, and someone with bartering skill could fetch a better-than-market price)
|Acrobatics||(Dexterity) This skill allows the character to double their attribute bonus when evading attacks or making any attribute checks or saving throws regarding dexterity. Acrobatics may also be used if a character has been thrown ack and wishes to land on their feet (successful acrobatics check). IF this check is successful then the character does not lose a combat round in order to return to the fight. The Castle Keeper will determine if the acrobatics skill is possible in a given situation.|
|Alchemy|| (Intelligence) – preparation and
knowledge of chemical substances.
The knowledge and understanding of natural living creatures. Training
applicable to domestic and wild animals of mammalian or avian sort. In regard
to training for guarding, hunting, riding, trick performance, etc. Handling
applies to virtually all forms of avian and mammalian life. The knowledge and
understanding of natural living creatures.
By use of this ability, a character is able to teach a domesticated animal a trick,
such as fetching food or other item, or standing watch for extended periods.
Under normal circumstances, any simple trick, as noted below, can be taught to
an animal in a matter of weeks, with the exact number required being one week
per Hit Dice of the animal. Complex tricks require the same amount of time, but
are expressed in months. All animals can learn a number of simple tricks equal
to their Hit Dice, with a complex trick being considered equal to two simple. In
most cases, a check is not required to teach the animal the trick; should a
character wish to speed the process, a check is made with a -10 penalty.
Wild animals can be domesticated with a successful check with a +10 penalty
as well, but this takes a minimum of one week to as long as one year; depending
on the CK’s ruling as to difficulty. Afterward, no further check need be made
unless the trainer wishes to teach the animal a trick at an accelerated pace.
Training an animal to serve another individual requires a period of from one to
four weeks familiarization between the new controller and the animal, and a
weekly check for success is made with a -3 penalty.
|Appraisal/Bartering|| Use this skill to tell an antique apart from old junk, a sword that’s old and fancy from an elven heirloom, and high-quality jewelry from cheap stuff made to look good.
Check: You can appraise common or well- known objects with a CL 0 Appraise check. Failure means that you estimate the value at 50% to 150% of its actual value.
Appraising a rare or exotic item requires CL 5, 10, or higher appraise check. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value.
Appraising an item takes 1 minute (6 rounds). With this skill you know how to get the best deal available for goods, services or information. The CL for bargaining checks is usually made against the HD or level of the person you are trying to bargain with.
|Ars Magica||(Intelligence) This skill encompasses all the various minor disciplines any student of the arcane are familiar with such as witchcraft, occult, numerology, demonology, etc. It is also useful in the further study of the Magical Arts and a greater proficiency in dweomercraft. A character with this skill may perform an intelligence check to be able to recognize a number of spells on a scroll or other surface equal to their intelligence bonus (always at least 1)|
|Construction|| (intelligence and strength – general)
This ability refers the capacity to build, do carpentry, engineering, build
fortifications, masonry, mechanics and assures basic literacy and full numeracy.
This ability allows the character to perform and understand the nature of basic
construction. Higher levels of this ability only increase this ability. This ability
allows the character to design, build and oversee construction projects, spot
shoddy work and make basic repairs to buildings or fortifications. The Game
Master must use their best judgment in the use and application of this ability.
For example, if a character were looking over the designs for a castle, house or
other structure, they might be able to note (with an intelligence check) whether
or not the plans have a flaw in them. In another case, the character may be
working on a project and very well know how to put together scaffolding such
that it is safe or build a complex doorway
|Farming|| (INT) – basic
agriculture, farm lore
|Fibercraft|| (INT) – weaving,
|Forester|| (INT) – detailed wood lore,
|Gambling||(INT) – knowledge of gambling and games of chance and luck.|
|Jeweler||(WIS) – appraisal of gems, jewelry, jewelry making.|
|Mariner|| (WIS) – boating, sailing,
|Performing Arts||You are skilled in a type of artistic expression, which may encompass a variety commands of specific methods, and in general you know how to put on a good show! Like Craft, and Knowledge, Perform is actually a number of separate skills.|
|Scribe||(INT) – reading, writing, basic math.|
|Weaponcraft|| (INT) – make, repair
and evaluate weapons