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Skills

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Physical Skills: Dancing to Endurance
Dancing (Physical 1, Dexterity/Balance) — The character knows many styles and varieties of dance, from folk dances to formal court dances.
Barbarians: A barbarian with this skill knows the ceremonial and recreational dances associated with his homeland. Such dances may be augmented with hoops, sticks, rattles and other objects that enhance both the complexity and aesthetic quality of the performance.
Shamans: Shamans are only adept in dances required in shamanic rituals. Attempts at performing other dances are made with a -10% to -20% penalty to the skill check, depending on factors such as the intricacy of the dance or whether it is common among the people of the character’s culture.
When performing shamanic rituals involving dancing, the character receives a +5% bonus to the Shamanic Ritual check.
Deep Diving (Physical 1, Constitution/Health -3) — Swimming (50%) and Hold Breath (50%) are prerequisites for this skill.
Diving: All characters can dive to a depth of 20 feet in a single round. For each point of movement due to encumbrance below the normal Movement Rate, two feet are added to this depth (the additional weight helps pull the character down).
A short run or a few feet of height adds 10 feet of depth to the first round of a dive. For every 10 feet of height an additional five feet of depth is added, up to a maximum addition of 20 feet. A character who dives from a platform higher than 40 feet above the water risks damage (higher dives may be safely accomplished by a character with the Platform Diving skill). Thus, with a run and a dive from a height of 40 feet, an unencumbered character can dive 50 feet below the surface in a single round.
Surfacing: A character can normally rise at the rate of 20 feet per round. This rate is reduced by two feet for every point of normal movement lost due to encumbrance. A character simply floating to the surface (for example, an unconscious character) rises at a rate of five feet per round slower than a similarly encumbered character who is actively swimming to the surface.
Skilled diver: A character with the Deep Diving skill can add 10 feet per round to his speed of descent when diving into the water from the surface. Thus, a character with the Deep Diving skill can, with a successful skill check, descend 30 feet per round, plus modifiers for encumbrance, running start and height. Likewise, a character with the Deep Diving skill can surface at a rate of 30 feet (not 20 feet per round.)
Diving, Platform (Physical 1, Dexterity/Balance) — A character with this skill is an accomplished diver. The character may attempt a normal dive from a height equal to 40' plus an additional 10' per 10 skill points devoted to this skill. This use requires no skill check. If the character wishes to dive from a higher distance, perform a truly awe-inspiring dive or wishes to improvise on the dive, modifiers to the chance of success are applied.
For every added level of complexity (a somersault, twist, pike, etc.), the character must subtract 5% from his chance of success. In addition for every additional 5' in height above that normally allowed by his skill score, an additional -5% penalty is applied to the chance of success. These modifiers are cumulative, and the DM may add other penalties or bonuses based on the circumstances. A ‘safe’ depth of water equal to the diver’s height plus an additional 1' of water per 10' of height (or fraction thereof) dove is needed to avoid injury.
A character can perform one fast manoeuver (somersault, for example) for every 10 feet of travel or one slow maneuver (holding a pike, for example) for every 20 feet of travel. Use of a springboard adds an additional 5' height to the initial jump, giving a total distance increase of 10'. A diver may dive outwards five feet plus an additional one-third the distance that he travels downward.
Drinking (Physical 1, Constitution/Health) — A character with this skill can on a successful check consume up to two times the normal amount of drink at one sitting. This will allow the character to go twice as long without drinking before beginning to suffer adverse effects. If alcoholic beverages are involved, a successful check allows the character to consume twice as much before adverse effects begin to bother him.
Racial modifiers: Any character race may take this skill, however, half-ogres receive a +20% bonus to their skill score; dwarves, gnomes, goblins, muls and uldra receive a +10% bonus when using this skill; and halflings, hobgoblins, kobolds, orcs and half-orcs receive a +5% bonus when using this skill.
Eating (Physical 1, Constitution/Health) — Much like the Drinking skill, this skill allows the character to store up food. A successful check indicates that the character can consume up to twice as much as normal. This allows a character to go twice as long without food, without suffering any adverse effects from hunger.
Racial modifiers: Any character race may take this skill, however, half-ogres receive a +20% bonus when using this skill. Lizardmen receive a +15% bonus and hobgoblins, goblins, kobolds, muls and orcs receive a +10% bonus when using this skill. Halflings and half-orcs receive a +5% bonus when using this skill.
Endurance (Physical 2, Constitution/Fitness) — A character with Endurance skill is able to perform continual strenuous physical activity for twice as long as a normal character before becoming subject to the effects of fatigue and exhaustion. In those cases where extreme endurance is required, a successful skill check must be made. Note, this skill does not enable a character to extend the length of time that he can remain unaffected by a lack of food or water.
A character with an Endurance skill score of at least 50% increase his fatigue points by 50%.
Racial modifiers: Dwarves gain Endurance as a bonus skill. Lizardmen because of their history as a slave race have also developed strong endurance and receive a +25% bonus to this skill. In general, the humanoid races also have strong endurance: half ogres receive a bonus of +20%, goblins and hobgoblins receive a +15% bonus, orcs and half-orcs a +10% bonus, and kobolds a +5% bonus. Elves, however, are not accustomed to sustained physical exertion and are penalized by -10% on their Endurance skill scores.

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