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Skills - Pathfinder

This section details changes that are applicable to the Pathfinder RPG skills list to be compatible with the world of Aeleon.   For notes on class skills for each class, please consult the classes section.   There are no changes to how skills work as far as things like ability checks, aiding another, taking 10, taking 20, caster level checks and so forth, except as noted in individual skills below.   Acrobatics No changes are needed for the Acrobatics skill.   Appraise When dealing with ancient artifacts (anything from before The Great Fall), or any item which references forbidden lore or magics, these items are considered to be on the extreme end of black market goods. Finding buyers will be extremely difficult and dangerous for the PCs as buyers are as likely to report the PCs to the authorities.   A DC 10 Appraise check is good enough to let the PCs know if an item would be considered forbidden.   Bluff No changes are needed for the Bluff skill.   Climb No changes are needed for the Climb skill.   Craft The power of The Three is so ingrained upon the people of Aeleon that crafting items that would be considered forbidden items requires additional mental effort to succeed. Add +10 to the Craft DC for any item that would be considered forbidden.   Some examples might include:

  • a holy symbol for any god other than one of the Three
  • a painting of a beholder
  • a book of the history of ancient Ma'urwol
  • a stained glass window depicting the symbol of Caipharos
  • an exotic weapon favored by a monster species, such as a pincer staff
  Diplomacy No changes are needed for the Diplomacy skill.   Disable Device No changes are needed for the Disable Device skill.   Disguise No changes are needed for the Disguise skill.   Escape Artist No changes are needed for the Escape Artist skill.   Fly No changes are needed for the Fly skill.   Handle Animal No changes are needed for the Handle Animal skill.   Heal The healing influences on Aeleon are strong for the faithful. When providing long-term care, double the healing benefit applies when any cleric of the The Three is tending to a worshiper of The Three. (i.e. 4 hit points per level per 8 hour rest or 8 points per level per full day rest).   Intimidate No changes are needed for the Intimidate skill.   Knowledge Knowledge of forbidden subjects makes some subjects very difficult to gain knowledge of unless a PC has access to sources of information about such hidden lore.   Make adjustments as follows:
  • Arcana - +10 to any DC for checks regarding forbidden lore such as ancient mysteries, dragons, ancient knowledge, magical beasts, and any source of magic that is typed as good or evil.
  • Dungeoneering - +10 to the DC for any check regarding aberrations, oozes and other creatures
  • Geography - +15 to the DC for all checks in or regarding the Inner Wilds of Ma'urwol
  • History - +20 to the DC for all checks regarding history before The Great Fall
  • Local - No checks can be made regarding the Inner Wilds of Ma'urwol
  • Nature - +10 to the DC for any checks regarding fey or monstrous humanoids
  • Nobility - +15 to the DC for any checks regarding information from before The Great Fall
  • Planes - +20 to the DC for any checks for any non-celestial plane
  • Religion - +25 to the DC for any check regarding any deity or subject other than The Three, unless check is made by a cleric of any deity other than one of the Three
  Linguistics One additional rank is required to learn any language other than one of the following: common, dwarven, elven, orc, halfling, or the local regional dialect where the character originates from.   Perception No changes are required for the Perception skill.   Perform No changes are required for the Perform skill.   Profession No changes are required for the Profession skills.   Ride No changes are required for the Ride skill.   Sense Motive No changes are required for the Sense Motive skill.   Sleight of Hand No changes are required for the Sleight of Hand skill.   Spellcraft Add +10 to the DC for all checks on spells considered forbidden knowledge. Add an additional +10 to the DC for crafting magic items that relate to any spell with the good or evil attribute, such as a wand of Protection from Evil.   Stealth No changes are required for the Stealth skill.   Survival Add +10 to the DC for all Survival checks made in the Inner Wilds of Ma'urwol.   Swim No changes are required for the Swim skill.   Use Magic Device Add +10 to the DC for all Use Magic Device checks made for magic items that use forbidden magics, such as a wand of Protection from Evil.  

Non-Core Skills

For all other skills that are not part of the Core list, the DM will need to make adjustments in similar manner to those listed above. Where penalties need to be applied for forbidden knowledge or powers, the minimum adjustment to the check DC should be +10.


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