In My Campaign
New and Modified Skills

Version 1.0  2001/Feb/19

 

Skill Descriptions

This file describes each new or non-core skill used in my campaign in a format similar to that used in the Player's Handbook, and also describes house-rule modifications to core skills where necessary. Like the entries in the Player's Handbook, the descriptions include common uses and typical modifiers.

For quick reference, here is an index of the skills currently described in this file:

Aquatic Animal Empathy (Cha; Trained Only; Sea Ranger Only)

Use this skill to improve the attitude of any aquatic animal or beast.

Check: As standard Animal Empathy skill except that the character gains a +2 competency bonus when the skill is used against aquatic/water animals/beasts and suffers a -2 competency penalty when this skill is used against animals/beasts from a dry-land environment. No bonus or penalty applies when dealing with any avian or animals/beasts from a semi-aquatic environment (shorelines, small islands, swamps, etc.).

Special: Having 5 or more ranks in Animal Empathy grants a +2 synergy bonus to Aquatic Animal Empathy.

Having 5 or more ranks in Aquatic Animal Empathy grants a +2 synergy bonus to Animal Empathy when used in a semi-aquatic environment.

When you have ranks in both Aquatic Animal Empathy and Animal Empathy you may choose to use whichever skill grants the better total modifier in any situation.

Aquatic Ride (Dex; Trained Only)

Similar to regular riding skill, but allows the character to ride a particular species of water-based mount (mount must be specified when skill is taken)

Check: As standard Ride skill.

Special: If a water-based mount on the surface of the water is attacked, it will normally submerge unless it makes a successful Will check. If the Will check fails, the rider can command the mount to re-surface by making a successful Ride 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 (Rules for Drowning are covered in the DMG).

If you are riding bareback, you suffer a -5 penalty on Aquatic Ride checks

If you have 5 or more ranks in Handle Aquatic Animal, you get a +2 synergy bonus to Aquatic Ride checks. If you have 5 or more ranks in Handle Animal, you get a +2 synergy bonus to Aquatic Ride checks. These bonuses stack.

If your mount has a military saddle (see Player's Handbook, page 113), it gives a +2 circumstance bonus to Aquatic Ride checks related to staying in the saddle.

The Aquatic Ride skill may be used in place of the Ride skill as a prerequisite for the feats Mounted Combat, Mounted Archery, Trample, Ride-By Attack, and Spirited Charge. See the feat descriptions in Chapter 5: Feats of the Player's Handbook for details.

Aquatic Wilderness Lore (Wis)

Use this skill to help you hunt for aquatic or semi-aquatic game, identify signs that tritons or merfolk live in the region, or avoid whirlpools and other natural hazards. It will also allow you to use the Track feat in aquatic, and coastal regions, effectively allowing you to track waterborne craft, and creatures moving through the water or along the seashores and small islands (see the modified version of the Track feat in the Feat file for details).

Check: As standard Wilderness Lore except that the character gains an additional +2 competency bonus when the skill is used in a purely aquatic environment (oceans, lakes, rivers, etc.) and suffers a -2 competency penalty when this skill is used in a purely dry-land environment. No bonus or penalty applies when used in a semi-aquatic environment (shorelines, small islands, swamps, etc.).

Special: If you have 5 or more ranks in Intuit Direction, you get a +2 synergy bonus on Aquatic Wilderness Lore checks to avoid getting lost. If you have 5 or more ranks in Intuit Distance, you get a +2 synergy bonus on Aquatic Wilderness Lore checks to avoid getting lost. These bonuses stack.

Having 5 or more ranks in Wilderness Lore grants a +2 synergy bonus to Aquatic Wilderness Lore when used in a semi-aquatic environment. Having 5 or more ranks in Aquatic Wilderness Lore grants a +2 synergy bonus to Wilderness Lore when used in a semi-aquatic environment.

When you have ranks in both Aquatic Wilderness Lore and Wilderness Lore you may choose to use whichever skill grants the better total modifier in any situation.

Intuit Distance* (Wis)

You have an innate sense of the distance you have traveled.

Check: A successful check means that you can estimate how far you have travelled within 10% of the actual distance. The DC of the check is based on the number of days of travel for which you wish to estimate the distance: DC = 10 + number of days.

Failure means you estimate the distance at 70% to 130% of the actual distance. The DM secretly rolls 2d4+5, multiplies by 10%, multiplies the actual distance by that percentage, and tells you that value (Your chance of estimating the value within 10% is actually fairly high even if you fail the check -- in such a case, you made a lucky guess.)

Retry: Under normal circumstances, you can only use Intuit Distance once per day. The roll represents how sensitive you are to your speed and thus to the distance travelled that day. Additionally, you can retry this skill check whenever something significant occurs that would cause you to reevaluate your distance estimate. A significant occurrence would be something like "unexpectedly" approaching a known landmark. Similarly, not encountering a landmark when you were expecting to might also allow a retry.

Special: If you have 5 or more ranks in Intuit Distance, you get a +2 synergy bonus on both Wilderness Lore and Aquatic Wilderness Lore checks to avoid getting lost.

 

* IMC, the Intuit Distance skill is considered a class skill for any class that also has Intuit Direction as a class skill.

Handle Aquatic Animal (Cha; Trained Only)

Use this skill to drive a team of dolphins or giant sea horses pulling a water chariot, to teach a dogfish to guard, or to raise an otter as a pet.

Check: As standard Handle Animal skill except that the character gains a +2 competency bonus when the skill is used against animals/beasts from a purely-aquatic environment (oceans, lakes, rivers, etc.) and suffers a -2 competency penalty when this skill is used against animals/beasts from a dry-land environment. No bonus or penalty applies when dealing with any avian or animals/beasts from a semi-aquatic environment (shorelines, small islands, swamps, etc.).

Special: An untrained character can use a Charisma check to handle and push aquatic animals.

A character with 5 or more ranks of Aquatic Animal Empathy gets a +2 synergy bonus on Handle Aquatic Animal checks with animals found in an aquatic or semi-aquatic environment. A character must have 9 or more ranks of Aquatic Animal Empathy to get the same +2 synergy bonus on Handle Aquatic Animal checks with beasts found in an aquatic or semi-aquatic environment.

A character with 5 or more ranks of Animal Empathy gets a +2 synergy bonus on Handle Aquatic Animal checks with animals found in a semi-aquatic environment . A character must have 9 or more ranks of Animal Empathy to get the same +2 synergy bonus on Handle Aquatic Animal checks with beasts found in a semi-aquatic environment.

A character with 5 or more ranks of Handle Aquatic Animal gets a +2 synergy bonus on Aquatic Ride checks.

Having 5 or more ranks in Handle Animal grants a +2 synergy bonus to Handle Aquatic Animal checks.

Having 5 or more ranks in Handle Aquatic Animal grants a +2 synergy bonus to Handle Animal when used with animals/beasts found in a semi-aquatic environment.

When you have ranks in both Handle Aquatic Animal and Handle Animal you may choose to use whichever skill grants the better total modifier in any situation.

Knowledge (aquatic nature) (Int; Trained Only)

Knowledge and understanding of plants, animals, seasonal cycles, tides, currents, weather effects, etc. found in all aquatic (oceans, lakes, rivers, etc.) and semi-aquatic (shorelines, small islands, swamps, etc.) environments.

Check: The DC for answering an aquatic nature question depends on the specific terrain to which the question applies as well as the complexity of the question:

Condition
DC
Terrain    
  Purely aquatic
oceans, lakes, rivers, etc.
  5
  Semi-aquatic
shorelines, small islands, swamps, etc.
  10
Terrain    
  Really easy   +0
  Basic   +5
  Hard   +10
  Very hard   +20

Retry: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something you never learned in the first place.

Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.

Having 5 or more ranks in Knowledge (nature) grants a +2 synergy bonus to Knowledge (aquatic nature).

Having 5 or more ranks in Knowledge (aquatic nature) grants a +2 synergy bonus to Knowledge (nature) checks involving questions that apply to a semi-aquatic environment (shorelines, small islands, swamps, etc.) .

When you have ranks in both Knowledge (aquatic nature) and Knowledge (nature) you may choose to use whichever skill grants the better total modifier in any situation.

Knowledge (navigation) (Int; Trained Only)

Use this skill to use and understand standard navigation charts and equipment in order to steer a ship or boat into and through safe waters.

Check: As standard Knowledge skills.

Retry: As standard Knowledge skills.

Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.

Having 5 or more ranks in Intuit Direction grants a +2 synergy bonus to this skill. Having 5 or more ranks in Intuit Distance grants a +2 synergy bonus to this skill. These bonuses stack.