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
- 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
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.Remove these ads. Join the Worldbuilders Guild
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