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Дополнителные умения 2nd Edition
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Alertness
1 slot Wisdom, +1 modifier.
Required: Burglar.
Recommended: All.
A character with this proficiency is able to instinctively notice and
recognize signs of a disturbance in the immediate vicinity, reducing by 1
in 6 the character's chance of being surprised whenever he makes a
successful proficiency check.
Animal Noise
1 slot, Wisdom, -1 modifier.
Recommended: Bandit, Bounty
Hunter, Smuggler.
A character with this proficiency is capable of imitating noises made by
various animals. A successful proficiency check means that only magic can
distinguish the noise from that of the actual animal being imitated. A
failed die roll means that the sound varies from the correct noise in some
slight way.
If the die roll fails, this does not mean that all creatures hearing the
noise know that the sound is fake. While creatures and humanoids that are
very familiar with the noise know this automatically, other creatures or
characters in earshot may require Wisdom checks to determine if they
detect the fake.
Bandits and Smugglers often use this ability for communication on the
job, almost as a variant dialect of thieves' cant.
Begging
1 slot. Charisma, special modifiers
Required: Beggar.
Recommended: Assassin, Bounty Hunter, Burglar, Cutpurse, Spy.
First, it allows the character to pose convincingly as a beggar: success
is automatic, so no proficiency check needs to be made. This function is
used most by Assassins, Bounty Hunters and Spies in the pursuit of their
assignments.
A character can also use begging to procure a very minimal daily income.
(Many Cutpurse are in fact beggars who aren't getting enough - and vice
versa.) Success requires first that there be people to beg from - people
with money to give. A character in an abandoned castle or a recently
pillaged village are virtually assured of failure.
The following modifiers are suggested to the DM as guidelines. They do
not consider the wealth of a locale, just the population density.
Irnpoverished regions might have greater negative modifiers - but then, so
might affluent areas with traditions of stinginess.
Table 2: SUGGESTED BEGGING MODIFIERS
Locale Modifier
Uninhabited/Wilderness Automatic Failure
Countryside -7
Hamlet, Village -5
Town -2
City 0
If a proficiency check is successful, then a character is able to
panhandle enough money, goods or services that day to meet his basic needs
(a little food and drink, a place to sleep).
The DM may also use the proficiency check for specific single actions -
e.g., a character in disguise as a beggar accosts a specific NPC.
The begging proficiency may not be used to force player characters to
give money away; players are always free to decide if and how generous
their characters are in response to supplications.
Boating
1 slot, Wisdom, +1 modifier.
Recommended: Adventurer, Bounty Hunter, Smuggler.
A character with boating proficiency stream or to reduce the dangers of
capsizing a canoe or kayak. In addition, a character with boating
proficiency can insure that a boat is propelled at its maximum speed.
Note that this proficiency is distinct from Navigation and Seamanship.
which apply to ships on oceans, seas, or at least large lakes, rather than
small craft on smaller lakes and rivers.
Fast-Talking
1 slot, Charisma, special modifier.
Required: Swindler.
Recommended: Acrobat, Adventurer, Fence, Investigator, Smuggler, Trouble-
shooter.
Fast-talk is the art of distraction and conning. If a successful
proficiency check is made, the fast-talker is able to get away with
whatever scam he is attempting. Modifiers are based on the Intelligence
and Wisdom of the target. as shown on Table 3. The DM may also introduce
modifiers according to the difficulty or plausibility of what the
character is attempting.
Table 3: FAST-TALKING MODIFIERS
Target's Target's
Intel. Modifier Wisdom Modifier
3 or less n/a 3 -5
4-5 -3 4-5 -3
6-8 -1 6-8 -1
9-12 0 9-12 0
13-15 +1 13-15 +1
16-17 +2 16-17 +3
18 +3 18 +5
19 +5 19 n/a
20 n/a
Modifiers are cumulative. Targets of intelligence 3 or less are so dim
that attempts to fast-talk them fail automatically because they can't
follow what's being said. (Creatures that are so stupid are easy to fool
in other ways, however.) Targets with Intelligence of 20 or more or Wisdom
of 19 or more are impervious to fast-talking.
Example: Julina the Silent, spy extraordinary, is discovered by guards
as she sneaks around the emperor's palace. She quickly decides to
fast-talk them into believing that she is the mistress of the Steward of
the palace and she just got lost in the labyrinthine halls. Unknown to
Julina, the Steward is an elderly, faithfully and happilymarried
gentleman; and it is possible that the guards know of this reputation. The
DM assumes the guards to have average Intelligence and Wisdom (no
modifier), but he adds a - 3 modifier because julina's story contradicts
the Steward's reputation. A 1d20 roll of 7 is less than 10 (Julina's
Charisma of 13, with the -3 modifier). so she succeeds. The guards buy her
story, and suggest that she go where she belongs immediately. If she
failed they would call her bluff - and perhaps escort her straight to the
door of the Steward and his wife!
Fortune Telling
2 slots, Charisma, +2 modifier (see below).
Recommended: Swindler.
This nonweapon proficiency covers knowledge of a variety of methods of
divination - all of them fake. The thief with Fortune Telling is familiar
with numerous devices and methods such as tarot cards, palm reading,
interpreting the flight of sparrows or the arrangement of a sacrificed
animal s entrails. and so forth - or at least the thief is familiar enough
with these practices to make it appear that he's an authentic soothsayer.
(If fortune telling can make accurate predictions in the DM's campaign,
this proficiency does not necessarily enable the thief to do so; it
confers no magical powers.) The thief makes up the prediction he wishes to
tell.
A successful proficiency check indicates that the thief's customer or
client believes the fortune he was told to he authentic. If the check
fails, the sham is discovered in some way, or the prediction is simply not
believed. If the DM wishes, the same modifiers described for fast-talking
(above) may be used. based on the intelligence and Wisdom of the subject
and the believability of the fortune predicted.
Optional Rule: If a natural 1 (or another number secretly chosen by the
Dungeon Master before the die is rolled) comes up, the event that the
thief predicted actually comes true!
Information Gathering
1 slot, Intelligence, special modifiers.
Required: Beggar, Fence, Investigator, Spy.
Recommended: Adventurer, Assassin, Bounty Hunter, Burglar, Cutpurse,
Smuggler, Swindler, Troubleshooter.
This proficiency represents the ability to gather information from the
underworld, most commonly about roguish "jobs" and characters. A character
with this proficiency, in appropriate circumstances, will be aware of any
major rumors circulating among the lowlife of an area; and with a
successful proficiency check, specific information about a person or place
can be gathered. (The DM must decide how specific the information is.)
The following modifiers may adjust the proficiency check:
Characters' reaction adjustments (based on Charisma' should benefit or
penalize the roll, assuming contact with people is involved in the search.
Thieves' guild members receive a bonus of +2, because they are assumed
to have more and better-informed contacts than freelancers. Also, their
"territory" (below) is considered to be that of the guild not just their
own area of operation.
Since this proficiency depends on a network of informants and contacts.
the thief will be at a disadvantage trying to use it in an area other than
his own territory. "Territory" refers to his regular base of operations -
a town, one neighborhood of a city, or even a whole province or
countryside. Outside this territory the thief does not hear rumor
automalically (a normal proficiency roll is required), and gathering
specific information suffers a penalty of at least -3. The DM may make it
greater in truly foreign areas (e.g., a thief of Waterdeep trying to
gather information in Calimshan), due to great differences in language,
culture or race.
Finally, any time a proficiency check is required for information
gathering, a small investment of money for drinks, bribes, and so forth
must be made, or an additional penalty of - 3 is imposed. A total of 1d10
gp is typical, and it is lost whether or not the desired information is
found. (If the information is still unknown, the character can continue
his search the next day, spending more money and making another
proficiency check.) The DM is free to increase the cost of using this
proficiency if it suits the campaign.
Examples:
1. Urlar is hanging around the local tavern in his neighborhood when he
hears rumors of a dragon to the north, recently slain as it raided a
village. The dragon's cave and treasures are as yet undiscovered. But some
bragging adventurers are said to have found a map to them. Urlar's
contacts provide this information to him automatically, while another PC
would need to approach people, talk with them, and probably buy them
several drinks in order to learn of the map and treasure.
2. His greed sparked, Urlar wants to know who these adventurers are, so
that he can steal their map and find the dragon's hoard for himself. This
requires a couple of drinks (a 2gp investment); and the proficiency check
has a -1 penalty because of Urlar's low Charisma (7). Urlar's intelligence
is 10 he needs to roll a 9 or lower to find out who the adventurers are.
If they are not very well known, he may need to make: additional checks to
track them down (find where they are staying, what temples they visit, or
whatever).
3. Julina the Silent is hired as a spy to infiltrate the emperor's palace.
She needs to find an easy way in - a sewer, service exit. or the like. She
has an expense account from her employers for bribes. Her Intelligence is
14 and her modifiers are: +1 (for Charisma 13 reaction adjustment), +2
(thieves' guild member), and -3 (for this not being her home territory);
so she must roll 14 or lower on 1d20 to get the information she needs.
It's best to role-play information searches whenever possible.
Intimidation
1 slot, ability special, special modifier.
Required: Thug.
Recommended: Bandit, Bounty Hunter, Buccaneer.
This is a talent for bending people to your will by scaring the living
daylights out of them. NPCs who are intimidated are quite likely to do
what they're told. out of fear. On the negative side, they are also very
likely to harbor much resentment against the character that intimidates
them. The NPCs will keep their resentment hidden - until the first chance
to avenge their pride arises.
Intimidation may be attempted with one of two abilities: strength or
Charisma. If Strength is used, the thief is threatening immediate,
personal bodily harm. If Charisma is used the intimidation consists of
more subtle threats, which need not be physical. If successful, the NPC is
convinced that the thief is ready and capable of making his life miserable
- if not immediately, then in the near future.
Player characters are never forced to submit to intimidation, as this
would detract from the players' freedom to role-play.
Locksmithing
1 slot, Dexterity, 0 modifier.
Recommended: Troubleshooter, dwarf and gnome thieves.
This is the specialized skill of making locks. It is treated like other
"craft" proficiencies when checking for success. Also, thieves with this
proficiency gain a 10% bonus to their lockpicking skill, because they are
intimately familiar 19 with the internal structure and working of so many
locks.
Besides troubleshooters, dwarf and gnome thieves of any kit can take the
locksmithing proficiency to fill one slot, because of the tradition of
craftsmanship and mechanical things in their cultural heritages.
Looting
1 slot, Dexterity, 0 modifier.
Required Burglar.
Recommended: Adventurer, Bandit, Buccaneer, Thug.
This proficiency represents a knack for grabbing the best loot in the
shortest time. For instance, a cat burglar breaks into a room in a wealthy
mansion. He has about two minutes to fill his backpack, so that he can
escape before guards are summoned by magical alarms. If his proficiency
check succeeds, he is able to recognize and stuff into his pack the most
valuable combination of items thai is feasible, given his limitations of
time and space.
Observation
1 slot, Intelligence, 0 modifier.
Required: Beggar, Cutpurse, Investigator, Spy, Swindler, Troubleshooter.
Recommended: Assassin, Bounty Hunter, Burgler, Fence, Smuggler.
Characters with this proficiency have cultivated exceptinnally acute
powers of observation. The DM may ask for a proficiency check (or secretly
roll it himself) anytime there is something subtly askew; he may also
allow characters with observation to increase their chance of finding
secret or concealed doors by 1 in 6. The proficiency covers all the
senses.
Example: Julina is questioning a man who claims to be a craftsman who
has worked on the palace; she is searching for the most discreet entrance.
The DM secretly rolls an observation proficiency check: if is successful.
"You notice" he tells her, "that his hands are in beautiful condition,
entirely lacking callouses" From this observation, Julina may deduce that
the man is actually just posing as a craftsman: he may be a comman taking
advantage of a few free drinks or coins, or he could even be a spy for her
enemies.
Trailing
1 slot, Dexterity, special modifiers.
Required: Assassin, Cutpurse.
Recommended: Beggar, Bounty Hunter, Investigator, Spy, Thug,
Troubleshooter.
Trailing resembles tracking, except tracking is associated chiefly with
the wilderness. and trailing typically is used in major urban centers
(i.e., cities and large towns). It is the talent of tailing someone - of
keeping a certain distance or even catching up to them, though they may bc
attempting to blend into a crowd, or at least get lost in the confusion of
a street full of people
A proficiency check is first made to see if the thief is able to trail
without being noticed. If ihe person followed has the alertness
proficiency, then the thief suffers a -5 penalty.
If the thief is noticed, the person being followed may attempt to evade.
To keep from losing the trail, the thief must make another proficiency
check. A modifier from -3 to +3 (varying from first time in a foreign city
to the thief's home neighborhood) may be used, if the DM so chooses, to
reflect how well the thief knows the area. Warn the player beforehand if
you will apply modifiers (though you needn't tell exactly what they are).
The DM should feel free to use situational modifiers on these rolls. For
example, if a street is relatively clear. the thief should get -1 or -2 on
an attempt to follow unnoticed, but +1 or +2 if he has been seen and is
chasing after his subject. The opposite numbers could he used for
exceptionally crowded situations, or at night.
For any Trailing proficiency roll, a -3 penalty applies if the person
lowed has the Trailing proficiency as well land, presumably. knows bette.
how to foil the tricks of ha own trade.
Example: Julina is trailing an NPC through the Imperial capital, because
she suspects that he is spying for a rival employer and has information
that would be valuable for her. It is nighttime. on a nearly deserted
street. The DM informs Julina of this, and says that she'll have trouble
going unnoticed ( -2 modifier on her first roll, he rules, but does not
tell her); but if her quarry does spot her, he'll be easier to chase (+2).
The DM also decides that Julina has bern in the capital on this job long
enough that she's fairly familiar with the streets and alleys, co she will
not suffer a penalty on that account. However, unbeknownst to Julina. the
spy she follows has both alertness (-5 modifier) and trailing
proficiencies (-3 modifier). This means that her first roll has an
adjustment of -10; if it fails. the second will have an adjustment of -6.
Julina's Dexterity is 17. She needs to roll 7 or lower on her first roll,
but gets a 13 and fails. "The man has spotted you." says the Dungeon
Master. "He speeds up and ducks around a corner, into an alley." Julina
follows; to keep from losing him, she needs to get an 11 or lower. She
rolls an 11, just barely making it. "The alley is empty - you are about to
rush through to the next street, but through a window you spot a flash of
red. like the man's coat, and hear fontsteps up a staircase in the
building to your right."
Voice Mimicry
2 slots, Charisma, special modifiers.
Recommended: Assassin, Spy.
Voice mimicry is the art of convincingly imitating the voices of other
people. It is a very demanding skill, needing intense training of and
practice with the vocal cords. For this reason it requires two nonweapon
proficiency slots.
A character with voice mimicry is able to imitate any accent he has
heard. Success is automatic unless people who themselves speak; in that
accent are his listeners; in such a case, a proficiency roll is required
(with a + 2 modifier).
More difficult is the imitation of a specific person's voice. To do
this, the thief must, of course, be familiar with the voice. A proficiency
check is needed to drtermine if the imitation is detected: modifiers
depend on how well the listeners know the voice that is being mimicked.
Success is of course certain if the listener is a stranger, someone who
has never heard the original voice. To fool an acquaintance. there is no
modifier: while fooling a friend of the subject is at -2, a close friend
-5, and someone extremely close (e.g . parent or spouse someone who has
had close contact with the person for years) is at -7.
This ability is often used in conjunction with the disguise proficiency.
Which proficiency must be checked first depends on whether the character
is seen or heard. If the disguise first is successful, there is a +5
modifier to the voice mimicry - the listeners have already accepted the
appearance, so they are less likely to doubt the voice. If the disguise
fails, it don't matter how good the voice imitation is. If the voice is
successfully mimicked first, it gives a +1 modifier to the disguise check.
Поделиться32008-10-20 19:52:37
Из Рэйнжерского комплита
Camouflage
By using this proficiency, the character can attempt to conceal himself, his companions, and inanimate objects by using natural or man-made materials. Successful use assumes the availability of all necessary materials. In forests and jungles, the character can use shrubbery, mud, and other readily available resources. Arctic or similarly barren terrain usually requires special clothing, paints, or other artificial materials (although "digging in" is an old trick which may be applicable in such terrain, depending on local conditions). It takes a character a half-hour to camouflage himself or another person, two or three hours to conceal a cart or inanimate object of comparable size, and a half-day to hide a small building.
Neither human, demihuman, monster, nor animal passersby will be able to see a camouflaged character, presuming the character makes a successful proficiency check. Camouflaged companions will also go unnoticed; only one proficiency check is required for the entire group.
Objects may also be camouflaged. Objects the size of a person require no penalty to the check; cart-sized objects require a -1 penalty, while building-sized objects require a -3 penalty. The DM may adjust penalties based on these guidelines.
Camouflaging has no effect on predators that locate prey by scent or other keen senses; a hungry wolf can still sniff out a camouflaged human. A camouflaged person has no protection against a passerby who accidently brushes against or bumps into him. Likewise, a camouflaged person may reveal himself if he sneezes, cries out from the sting of a bee, or makes any other sound.
Note that camouflaging is only necessary for persons or objects that would otherwise be partially or entirely exposed. A person hiding behind a stone wall wouldn't need to be camouflaged to avoid detection, nor would a buried object.
Crossover Groups: Fighter, Rogue.
Cartography
This proficiency grants skill at map making. A character can draw maps to scale, complete with complex land formations, coastal outlines, and other geographic features. The character must be reasonably familiar with the area being mapped.
The DM makes a proficiency check in secret to determine the accuracy of the map. A successful proficiency check means that the map is correct in all significant details. If the roll fails, the map contains a few errors, possibly a significant one. A roll of exactly 20 means the map contains serious errors, making it useless.
Crossover Groups: General.
Distance Sense
This proficiency enables a character to estimate the total distance he's traveled in any given day, part of a day, or a number of consecutive days equal to his level. For instance, a 7th level character can estimate the distance he's traveled in the previous week. The estimate will be 90% accurate.
Crossover Groups: General.
Falconry
This is most properly the Animal Training (Falcon) proficiency. A character with this proficiency is an expert in training and handling falcons, enabling him to teach them tricks and tasks (This proficiency also allows the training of hawks at a -1 penalty. Owls are a separate proficiency and can be trained at -2).
A character can teach a falcon 2d4 (2-8) tricks or tasks in any combination. It takes 2d6 weeks to teach the falcon a trick, three months for a task. At the end of a training period, the character makes a proficiency check. If the check succeeds, the falcon has learned the trick or task. If the check fails, the falcon is incapable of learning more.
If not using falconry training equipment (see Chapter 7), the success roll required for training is penalized by -2.
Crossover Groups: General.
Note: The foregoing is the standard proficiency. Optionally, the training rules for rangers given in Chapter 3 can be used. Training times and number of tricks/tasks may vary.
Sample general tasks:
Hunting: The falcon is trained to hunt its natural prey: small mammals and game birds; and to return with them to the falconer. Nearly all trained falcons receive this training first.
Ferocity: The falcon receives a +1 bonus to all attack and damage rolls, and a +2 morale bonus.
Guard: The falcon shrieks at the approach of strangers. If approached closer than 20' or 30', the falcon will attack unless ordered not to. The bird can recognize designated friends.
Homing: The falcon recognizes one place as its roost and returns there upon command.
Loyalty: The falcon is exceptionally loyal to an individual selected by the trainer. It has a +4 saving throw bonus against charm, control, empathy, or friendship attempts by others. Further, it comes when the individual summons it, guards its master from attack and may perform unusual acts of loyalty as decided by the DM.
Species Enemy: The falcon is trained to recognize an entire species as a natural enemy. Its basic reaction will be hostile, it will reject empathy, and have a +4 saving throw bonus against the enemy's charm or control attempts. It will attack the species enemy in preference to others.
Track: The falcon will track a designated creature and return. It can retrace its path to lead the falconer to the creature.
Sample specific tricks:
Attack: The falcon will attack on command a creature designated by the falconer until called off. The falcon's base morale is at least 11. The falcon receives a save vs. rods against another ranger's animal empathy ability.
Capture Prey: A hunt-trained falcon will return with the prey alive and unharmed.
Catch Object: Upon command, the falcon will catch a small object thrown into the air or a small falling object and return to the falconer.
Distract: The falcon is trained to feint at an opponent. The opponent must make a saving throw vs. paralysis or lose its next action.
Eye Attack: The falcon is trained to strike at an opponent's eyes. A beak hit has a 25% chance of striking an eye. An opponent struck in the eye is blinded for 1d4 rounds and has a 10% chance of permanently losing sight in the eye.
Hand Signals: The falcon can be commanded by hand signals as well as by voice.
Hide Object: The falcon takes an object from the falconer, flies away with it, and conceals it. The falcon will retrieve the object on command.
Pit Fighting: The falcon is trained as a fighting bird. It has a +2 attack bonus against any fighting bird that is not so trained.
Recall: The falcon will immediately return to the falconer upon receiving the command.
Nemesis: The falcon is trained to attack a specific individual. The falcon never checks morale when attacking the individual.
Foraging
By using this proficiency, a character can search a wilderness area to locate a small amount of a desired material, such as a branch suitable for carving into a bow, enough kindling to start a fire, a medicinal herb, or a component required for a spell. The character must spend 2-8 (2d4) hours searching, and the material must theoretically be available in the area being searched (for instance an icicle isn't available in the desert, nor dry kindling on the ocean floor). The DM doesn't confirm if the material sought is actually available until after the character has searched for the designated period. If the DM decides the material isn't in the area, no proficiency check is necessary; he merely reveals that the search was in vain.
If the DM decides the material is indeed available, a successful proficiency check means the character has found what he's been looking for. As a rule of thumb, the character locates no more than a handful of the desired material, though the DM may make exceptions (if searching for a few leaves of a particular herb, the character may instead find an entire field).
If the check fails, the material isn't found. The character may search a different area, requiring another 2-8 hours and a new proficiency check.
Crossover Groups: Warrior, Rogue.
Persuasion
This proficiency enables the character to make a compelling argument to convince a subject NPC character to see things his way, respond more favorably, or comply with a request. The character engages the NPC in conversation for at least 10 rounds (meaning that the subject must be willing to talk with the character in the first place); subjects whose attitudes are threatening or hostile aren't affected by this proficiency.
A successful proficiency check means that the subject's reaction is modified by +2 in favor of the character (see Table 59 in Chapter 11 of the DUNGEON MASTER Guide). This bonus is not cumulative with any other reaction modifiers, such as those derived from Charisma; other reaction modifiers don't apply. For every additional slot a character spends on this proficiency, he boosts the reaction modifier by +1 (for example, spending two slots on this proficiency gives a +3 reaction bonus).
Crossover Groups: General.
Riding, Sea-based
This proficiency allows the character to handle a particular species of sea-based mount The type of mount must be specified when the proficiency is acquired. The character may spend additional slots to enable him to handle other species.
In addition to riding the mount, the proficiency enables the character to do the following:
• When the mount is on the surface of the water, the character can leap onto its back and spur it to move in the same round. No proficiency check is required.
• The character can urge the mount to leap over obstacles in the water that are less than 3' high and 5' across (in the direction of the jump). No proficiency check is required. Greater jumps require a proficiency check, with bonuses or penalties assigned by the DM according to the height and breadth of the obstacle and the type and size of mount. Failure means the mount balks; an immediate second check determines if the character stays on the mount or falls off.
• The character can spur the mount to great speeds. If an initial proficiency check fails, the mount resists moving faster than normal. Otherwise, the mount begins to move up to 2d6 feet per round beyond its normal rate. Proficiency checks must be made every five rounds. So long as the checks succeed, the mount continues to move at the faster rate for up to two turns. After the mount moves at this accelerated rate for two turns, its rate then drops to 2/3 of its normal rate. It can move no faster than 2/3 of its normal rate until allowed to rest for a full hour.
If the second or any subsequent check fails, the mount's movement drops to half its normal rate. It continues to move at this half-speed rate until allowed to rest for an hour.
• If a sea-based mount on the surface of the water is attacked, it will normally submerge unless it makes a successful morale roll. If the morale roll fails, the rider can command the mount to re-surface by making a successful proficiency check. If the check fails, the rider can attempt another check each round thereafter, so long as he is physically able. While submerged with the mount and attempting to force it to surface, the rider risks drowning (see Chapter 14 of the Player's Handbook). Because he's exerting himself, the number of rounds the rider can hold his breath is equal to half his Constitution score.
Crossover Groups: General.
Signaling
This proficiency gives the character the ability to send messages over long distances. The character must designate his preferred method for signaling. Typical methods include smoke signals, whistling, waving flags, drums, or reflecting mirrors. For each additional slot spent, the character may choose an additional method.
Because signaling is essentially a language, messages of reasonable complexity can be communicated. A practiced signaller can transmit as many as 10 words per combat round.
To interpret the signal, the recipient must be able to see or hear it. He must also have the signaling proficiency and know the same signaling method as the sender. To send a message and have it understood, both the signaler and the recipient must make successful proficiency checks. If one fails his roll, the message is distorted; the message can be sent again in the following round, and proficiency checks may be attempted again. If both checks fail, or if either character rolls a natural 20, an incorrect message was sent and received; the message has the opposite of the intended meaning. Characters without the signaling proficiency, as well as characters who have the proficiency but use a different signaling method, can't understand the signals.
Crossover Groups: General.
Spelunking
A character with this proficiency has a thorough understanding of caves and underground passages, including their geology, formation, and hazards. The character generally knows what natural hazards are possible and what general equipment a spelunking party should outfit itself with. A successful proficiency check can reveal the following information:
• Determine, by studying cracks in the walls and pebbles on the floor, sniffing the air, etc., the likelihood of a cave-in, flash flood, or other natural hazard. This only works with respect to natural formations, and is negated if the natural formations have been shored up, bricked in, or otherwise tampered with.
• Estimate the time required to excavate a passage blocked with rubble.
• While exploring extensive underground caverns, a successful check reduces the chance of getting hopelessly lost when confronted by multiple unmarked passages, sinkholes, etc. to a maximum of 30%, assuming good lighting (see DMG Table 81-82).
Crossover Groups: Warrior.
Trail Marking
By notching trees, scattering pebbles, piling stones, and clipping weeds, the character can mark a trail through any wilderness area. Providing he moves at 2/3 his normal movement rate, he can mark a continuous trail as long as he likes; however, the longer the trail, the less likely he'll be able to follow it back.
A successful proficiency check enables a backtracking character to follow his own trail for a distance equal to his level in miles. If he fails a check, he loses the trail. For instance, assume a 3rd level character marked a 12-mile trail. His first successful proficiency check enables him to follow this trail back three miles. A second successful proficiency check means he can follow the trail another three miles. The third check fails, and he loses the trail; he's only been able to follow his trail for a total of six miles.
The tracking proficiency isn't necessary to use the trail marking proficiency. However, when a ranger loses his own marked trail, he may still attempt to follow it using his tracking proficiency. Any other characters with the tracking proficiency may also attempt to follow a ranger's marked trail, using the rules applicable to the tracking proficiency.
A marked trail lasts unless it is obscured by precipitation, a forest fire, or the passage of time (an undisturbed trail marked in a forest should last for weeks, while an arctic trail may last less than a day during periods of heavy precipitation; the DM decides). A ranger or other character with the tracking proficiency may still attempt to follow an obscured trail using the tracking rules.
Crossover Groups: Warrior.
Trail Signs
A character with this proficiency can read symbolic messages indicated by an arrangement of stones or other physical objects. The character must designate the method of leaving messages preferred by his family, tribe, or culture. Typical methods include piling rocks, stacking branches, or building snow sculptures. When the character encounters such a message, he understands the meaning if he makes a successful proficiency check. ("A dragon dwells in these woods." "Eat the green berries for restored health.") The message is meaningless to characters without the trail signs proficiency. A character with the trail signs proficiency who uses methods other than the one encountered can try to read it at half the normal chance for success. This proficiency can also be used to identify the cultural group or tribe that has left a specific trail sign.
Crossover Groups: Warrior, Rogue.
Veterinary Healing
The character can attempt to heal all types of normal animals, following the same procedures described in the description of the healing proficiency (returns 1-3 hit points if done within one round of wounding, once per creature per day; continued care can restore 1 hit point per day during non-strenuous traveling for up to 6 creatures; gives a +2 to save vs. poison if treated for 5 rounds within a round after poisoning; diagnose disease, magical origins identified, natural diseases take mildest form and shortest duration). Supernatural creatures (such as skeletons or ghouls) or creatures from another plane (such as aerial servants or xorn) cannot be treated with this proficiency.
This proficiency is not cumulative with the healing proficiency--the first used will take precedence. The veterinary proficiency can be used on humans, demihumans, and humanoids at half the normal chance for success.
Crossover Groups: Priest.
Поделиться42008-10-20 20:01:51
Из Паладинского комплита
Bureaucracy
This proficiency encompasses a working knowledge of governmental protocol and the skills necessary to navigate bureaucratic organizations. A character with this proficiency knows which official to approach and the best time to approach him (a tax collector's aide may have better access to information than the tax collector himself; a city clerk may be less harried and more helpful at the beginning of the month than at the end). He knows where government records are kept and the procedures for examining them. He knows how to circumvent sluggish or uncooperative bureaucrats. He obtains permits and other government documentation in half the normal time. No proficiency checks are needed for any of these functions.
A character can also use Bureaucracy to turn the system against someone else. A successful proficiency check doubles the amount of time to make a government decision, causes a permit to be issued under the wrong name, or temporary misplaces an important document. A paladin must be careful with this ability, to avoid breaking the law and violating his ethos.
The Bureaucracy proficiency covers the governmental organizations in a particular region, usually the character's homeland. He may spend additional slots to expand the proficiency to other regions. Official organizations include government councils, regulatory boards, and church hierarchies. The proficiency is only effective when dealing with organizations of 10 or more members.
Crossover Groups: Priest, Rogue.
Diagnostics
Both the Healing and Diagnostics proficiencies aid victims of trauma and disease. But while the Healing proficiency can be used to restore lost hit points, Diagnostics is mainly concerned with determining the cause of the damage and the prognosis; Diagnostics alone will not heal damage.
With a successful proficiency check, a character becomes aware all of the following information applicable to a particular patient:
• If the patient has suffered physical damage, the character can determine the extent of the damage, though he may not be able to ascertain the exact cause (if a victim was attacked by a tiger, the character will know that the victim was clawed by a large animal, but not necessarily the species). The character can recommend treatments and offer prognoses, as with victims of diseases.
• If the patient has been poisoned, the character knows the antidote (if one exists) and how to prepare it. Note that even if the character knows how to prepare an antidote, he may not have access to the necessary ingredients.
• The character knows the name of the disease, its cause, how long the patient has had it, and the optimum treatment. If the patient is treated as specified, he suffers the mildest form of the disease and its shortest duration. If the patient declines treatment, or the treatment doesn't work, the character can determine the patient's prognosis with reasonable accuracy. ("The patient will recover by the end of the month." "The patient will become permanently blind if not treated within a year.") The character may diagnose both natural and magical diseases.
• When examining a corpse, the character can determine how the victim died and approximately how long it's been dead. If the victim died of unnatural causes, the character will only be able to determine the general circumstances of the death. For example, if an evil wizard incinerated the victim with a fireball, a successful diagnostics check might reveal that the victim burned to death very rapidly as a result of some type of magic, but not that it was affected by a fireball.
A character with this proficiency may diagnose himself or any other character, or animals, except for supernatural creatures (such as a ghost or skeleton) and creatures from another plane of existence (like a xorn or aerial servant). He may attempt to diagnose an individual or creature only once.
If a character also has the Healing proficiency, he may modify all Diagnostic checks by +1.
Crossover Groups: Priest.
Jousting
This proficiency includes the combat skills necessary for a successful joust, as well as the manners, behavior, and flair needed to impress an audience. To take this proficiency, a character must first have a weapon specialization in the jousting lance.
A character with this proficiency modifies his attack rolls in a jousting match by +2 (see the "Routine Activities'' section of Chapter 7 for jousting rules). The use of this proficiency presumes that the character has an adequate lance, shield, and mount.
Should a character win a match, his stylish performance favorbly impresses the audience. Audience members with a special interest in the match (such as royalty, gamblers, or potential paramours) who later encounter the jouster modify their reaction rolls by +2. If he wins several matches in a tournament, the bonus doesn't rise above +2. If he later loses a match or two in the same tournament, he still earns the bonus. However, if the jouster has an especially disastrous day—say, if he follows a winning joust with a long string of losses—the audience may dismiss the win as a fluke, and the DM may cancel the bonus.
Crossover Groups: Warrior.
Law
A character with this proficiency is thoroughly familiar with the legal system of his homeland (or any other region of his choice). He knows which laws are rigorously enforced (illegal gambling may be tolerated in one region, aggressively prosecuted in another), and routine legal procedures (such as how to file suit against a debtor). Understanding nuances of the law, such as interpreting fine points of a contract, require proficiency checks.
A successful proficiency check also allows the character to conduct a strong defense when he or a companion stands accused of a crime. If the judge is fair-minded and the evidence of the crime is ambiguous, a successful check will sway the verdict in the defendant's favor; either he receives the smallest possible sentence or fine, or is completely vindicated. However, if the evidence clearly calls for a conviction or the judge is corrupt, a successful proficiency check won't help.
A character may spend additional slots to know the legal systems of other regions. Alternately, he may spend slots to acquire expertise in a particular area of the law, such as tax codes or property rights. Expertise assumes a broad understanding of the chosen area, requiring checks only in extreme instances.
Crossover Groups: Warrior, Priest.
Law and Paladins
A paladin with the Law proficiency won't defend anyone he believes to be guilty, including his own companions. Though a paladin won't knowingly break the law, he may take advantage of this proficiency to defend himself if wrongly accused of a crime; a failed defense may result in his conviction.
Oratory
Through inspiring speech and sheer force of personality, a character with this proficiency can influence the opinion of a crowd. Any size crowd may be influenced, so long as they speak the same language as the orator, and can see and hear him clearly.
To use this proficiency, the orator must address the crowd on one specific topic. For instance, he may attempt to persuade them to rise up against a local despot, leave town because of an impending danger (a monster on the outskirts of town, an advancing evil army), or help search for a missing child.
Before the orator speaks, the DM must determine the size of the crowd, their level, and their general attitude toward the orator and the topic he's addressing. For small crowds—say, less than five members—determine levels and attitudes individually. Break larger crowds into groups; decide an average level and attitude for each group. Use Table 59 in Chapter 11 of the DMG to access attitudes about the topic; the crowd may be Friendly, Indifferent, Cautious, Threatened, or Hostile.
Before any rolls are made, or the orator begins speaking, the player tells the DM if the orator will be attempting to adjust the crowd's opinion one level up or down on Table 59. The orator then speaks to the crowd; he must speak uninterrupted for at least 10 rounds.
When the orator finishes speaking, roll the Oratory proficiency check. If the check succeeds, make an Intelligence check for each individual in a small crowd, or for each small group in a large crowd. Modify these rolls by a –1 penalty for each 1 by which the orator made the Oratory check. For instance, if the Orator needed a 10 to succeed and rolled a 5, each Intelligence check takes a –5 penalty.
Individuals or small groups who fail their throws have their opinions about the topic adjusted one level on Table 59 in the DMG. An Indifferent opinion may become Friendly or Cautious, a Cautious opinion may become Indifferent or Threatening. However, all audience members who fail their rolls have their opinions adjusted the same way. The opinions of those who succeed in their rolls remain unchanged by the character's Oratory; however, practically speaking, peer pressure can produce the same results. The DM may override any die roll that produces inappropriate results; for example, an NPC in the crowd who has a long-standing feud with the orator may be unswayed, regardless of the orator's eloquence.
A character may use this proficiency only once on a given crowd. Should the composition of the crowd change to include many new members, the character may make another oratory attempt, providing he speaks on a different topic.
Note that this proficiency elicits only modest changes in attitude. If a crowd feels Indifferent towards a despot, an orator may be able to stir up some ambiguous feelings about him, but he won't be able to convince them to immediately storm the despot's castle. If the crowd is suspicious of a particular religion, the orator may persuade them to be more tolerant, but he shouldn't expect any spontaneous conversions.
Crossover Groups: Warrior, Priest.
Poetry
A character taking this proficiency specializes in either lyric or narrative poetry. Lyric poetry expresses thoughts and feelings, and includes ballads, sonnets, odes, and hymns. Narrative poetry tells stories in verse, some true, some fictional. A character spending two slots may specialize in both forms.
The proficiency enables the character to judge the quality of poetry in his specialty. He also knows a sizeable repertoire of poems and can recite them with spellbinding skill. No proficiency checks are required for these applications.
The character can also compose poems in his speciality; a successful check means the poem is of exceptional quality. If the character has the Reading/Writing proficiency, he can record his poems.
Crossover Groups: General.
Poetry for Paladins
With permission from the DM, a paladin with the Poetry proficiency may offer a composition to his church (or other designated recipient) instead of a tithe. The paladin must inform the church a month in advance if he intends to offer a composition; either lyric or narrative poetry is acceptable. If the church (that is, the DM) disapproves, the paladin must pay his normal tithe. If the church approves, the paladin may present a composition when his tithe is normally due.
The composition must be presented at the church or to a church official at a pre-arranged location. The paladin then makes a Poetry proficiency check. If the check fails, the composition is deemed unworthy; the normal tithe must be paid immediately. If the check succeeds, the DM determines the value of the composition; the value is equal to 3d20 gp. If the value is greater than or equal to the normal tithe, no tithe is required that month. The paladin doesn't receive any "change'' if the value is more than his tithe; the excess value is forfeited.
If the value is less than the tithe, the paladin subtracts the value from the tithe, then pays the difference (if the paladin owes 20 gp and the value of the composition is 15 gp, he must pay
5 gp). A paladin may exercise this option as often as he likes.
Поделиться52008-10-20 20:04:27
Из бардовского комплита
Acting
Acting enables a character to skillfully portray various roles. Acting is most often used as a form of entertainment; it can also be useful in aiding a disguise. If both acting and disguise are known, the proficiency check for either is made with a +1 bonus.
Proficiency checks are required only if the actor must portray a particularly difficult character or is attempting an "ad lib" role (i.e., a nonrehearsed role or on short notice).
Chanting
The character is an accomplished chanter and can use this ability to help fellow workers or soldiers keep pace. Proficiency checks are used to determine the effectiveness of the chanting.
On a successful proficiency check, those who can hear the chanter become slightly hypnotized by the rhythmic sound, causing the time spent on arduous, repetitive tasks to pass quickly. The DM can, at his option, adjust results for forced marching, rowing, digging, and other such tasks accordingly.
Craft Instrument
Those who take this proficiency must specify whether they are skilled at crafting wind, stringed, percussion, or keyboard instruments. It takes an additional proficiency slot to gain one of the other skills. Three additional slots allow the character to take the title "master craftsman" as he is able to craft instruments of all forms.
A craftsman must buy materials equal to a quarter of the instrument's sale value. It then takes 1d6 days to craft a wind or percussion instrument, 2d8 days to form a stringed instrument, and 3d10 days to create a keyboard instrument. These times assume that the craftsman is spending 10 hours a day working on the instrument. If craftsman tools (cost 25 gp, weight 5 pounds) are not available, all times are doubled.
The quality of an instrument is determined by a final proficiency check. Failure results in an instrument of poor quality, while success indicates good quality. A natural 20 indicates that the instrument is nonfunctional, while a natural 1 results in a masterpiece worth twice the normal value.
Simple repairs take only 1d4 hours and require no proficiency check unless the proper tools are not available. However, repairing severe damage requires 1d8 hours and a check is mandatory for success.
Crowd Working
Almost every bard is familiar with the ways of a crowd. However, those who take crowd working learn all the tricks of the trade. Such bards are skilled at observing crowds and adjusting their performances accordingly.
Any bard who is using a special ability to adjust the encounter reactions of a crowd (e.g., influence reactions) can make a crowd working proficiency check. If this check is successful, the bard can alter the reactions of the crowd by two levels instead of the typical one.
If the bard or his group is soliciting money from a crowd, a successful proficiency check indicates that the bard is particularly appealing and the crowd willingly donates twice as much money as it normally would (or conditions improve one category if using the performance rules earlier in this handbook).
Poetry
Proficiency in poetry includes the skills of reciting poetry and judging its quality. It also indicates that the character has a repertoire of poems memorized for recital at any time. No proficiency check is required for a normal recital.
If the character can read and write, original poems can be written. A successful proficiency check indicates that the poem is of above average quality.
Whistling/Humming
Almost anyone can whistle or hum. Those who take this proficiency are exceptional whistlers and hummers. They can produce tunes as captivating as most songs. A person with this proficiency is a true master whistler and hummer.
It is so easy to learn a new tune to whistle or hum that characters with this proficiency can learn numerous tunes. In fact, if a proficiency check is made, a whistler or hummer knows any particular tune in question. In addition, a character with both this proficiency and the animal lore proficiency can mimic any bird call he has heard.
However, most adventurers do not take whistling just for the entertainment value. Instead, they are looking for its uses in communication. This communication is possible only among those who know this proficiency. If both characters succeed with their proficiency checks, a single concept can be communicated. Some examples are "Go around to the side door," "I hear them coming," "Slowly reach out now, the guard doesn't see you."
Поделиться62008-10-20 20:07:17
Из некромантского комплита им. Маришки-Некрушницы
Анатомия (1 слот, Int)
Этот навык предполагает знание тонкостей и тайн человеческого тела, включая структуру, функции и расположение костей, мускулов, различных органов и мягких тканей. Этот навык является научной основой особых способностей Анатома. Он также полезен при чтении определенных заклинаний школы Некромантии (например, corpse link, spectral voice, graft flesh), для которых в качестве материальных компонентов требуются части тела, аккуратно отсеченные от свежих трупов.
Этот навык также дает и другие, не такие жуткие преимущества. Доскональное знание анатомии может пригодиться как при лечении болезней, так и при художественном воспроизведении человеческого тела. У персонажей с мирным навыком анатомии автоматически улучшаются навыки лечения и изящных искусств (бонус +2 к броскам проверки обоих навыков).
Некрология (1 слот, Wis)
Персонаж, имеющий этот навык, хорошо разбирается в вопросах, связанных с нежитью. Этот навык позволяет определить возможные местонахождения логовищ, тип питания и историю подобных существ (бросок на проверку способности не требуется). Если персонаж с таким навыком сталкивается с нежитью, он способен определить конкретный вид существа (например, он сможет отличить вурдалака от обычного упыря). Кроме того, при успешном броске проверки он может вспомнить слабые места этого существа, а также его естественные способы защиты или иммунитет. На усмотрение ДМа, результатом неудачного броска проверки (в любой из этих ситуаций) может быть неверная или совершенно ошибочная информация, за счет чего нежить будет представлять еще большую угрозу.
Знание преисподней (Netherworld Knowledge) (1 слот, Wis–3)
Персонаж с таким навыком знает космологию и устройство игровой вселенной мира AD&D®, прежде всего, места обитания духов после смерти – внешние планы существования. Кроме этого, персонаж знает повадки опасных существ, обитающих в нижних планах, включая таких чудовищ, как танар’ри (tanar'ri) и баатезу (baatezu). Как и некрология (которая распространяется только на нежить), знание преисподней позволяет определять специфические слабые места и естественные иммунные свойства существ из внешних планов существования. Этот навык также позволяет точно определять тип встреченного существа из внешних планов. Однако обе эти способности требуют броска проверки.
Общение с духами (Spirit Lore) (2 слота, Cha–4)
Персонаж, имеющий этот навык, знает способы общения с духами, божествами и силами внешних планов существования. При сотворении таких заклинаний как augury, contact other plane, commune, divination, speak with dead, summon spirits и т.п. волшебник имеет шанс +5% успешно вступить в контакт с подобными существами (без броска проверки).
Эта способность может также использоваться для общения с умершими без применения магии (что удобно для персонажей невысокого уровня и тех, кто не владеет магией, например, псиоников). Используя гадание на свечах, картах таро и прочие мистические обряды, персонаж может обратиться с вопросом с этим силам, как если бы он использовал заклинания summon spirit или speak with dead (при этом не требуется наличие тела и нет ограничений по времени).
Прежде чем вступить в контакт, персонаж должен потратить полчаса на подготовку, чтобы убедиться, что вокруг не бродят духи, которые могут исказить толкование. Контакт считается установленным при успешном броске проверки. Неудачный бросок не дает никаких результатов. Если при броске выпало число меньше необходимого для успеха на 10 и более, с выбранным духом можно установить контакт. Если число превышает необходимое для успеха на 4 и более (или если выпадает 20), вызывающий получает неверную информацию, возможно, от злого духа. Имеющие псионическую способность восприятия духов (spirit sense) получают бонус +2 к броску проверки.
Вызывающий может задавать духам вопросы, но те не обязаны отвечать. Если дух раздражен, он может по своей воле разорвать установленную связь. Вопрошающий может задать от 1 до 3 вопросов, плюс 1 вопрос за каждый дополнительный слот, затраченный на этот навык свыше 2 обязательных. Вступать в контакт с духами можно только один раз в день. Не рекомендуется делать это чаще одного раза в неделю. Умершие не любят, когда их беспокоят, и могут отомстить за нарушения их покоя. Более подробную информацию по общению с духами ДМ может найти в описании нового заклинания 4 уровня summon spirits.
Обращение с ядами (1 слот, Wis–2)
Обладающий этим навыком персонаж знает, как безопасно пользоваться ядами как магического, так и обычного происхождения. Для таких персонажей не существует опасности случайно нанести повреждение отравленным оружием. Кроме того, персонаж может определять яд и возможное противоядие путем визуального изучения яда и симптомов отравления им (с броском проверки). Персонаж также может определять ядовитые растения и животных естественного происхождения или ядовитых монстров (с броском проверки). Неудачный бросок (на 4 или более) ведет к неправильному определению как яда, так и противоядия.
На усмотрение ДМа, персонажи, которые также имеют навыки обращения с животными, гербализма и пивоварения, могут изготовлять смертельные яды, приведенные на странице 73 в DMG. Средства и время, требуемые для изготовления яда, определяет ДМ, но, учитывая то, что все компоненты персонаж должен собрать самостоятельно, на изготовление одной дозы яда уходит не менее 1–6 дней. Эта способность не позволяет делать яды магического характера.