The penalty for primary hand is reduced by 2, off hand penalty is reduced by 1 and the dual wielder receives a +1 AC Bonus
Ranger Favored Enemy
Table 3-14 is replaced with the following list:
- Creatures of the Underdark (Includes Dalketh and most Oozes)
- Servants of the Dark Lord (Includes Sul’spawn, Goblins, Orcs, Ogres)
- Faerie (Includes Tirellian Races, Lythiri, Orgus, Fairies, Plants,etc.)
- Minions of the Nether (Includes all Servants of the Gods of Darkness including clerics)
- Minions of the Light (Includes all Servants of the Gods of Light including clerics)
- Drakes (Includes all Dragons, Zaris, Behir and other Wyrms)
- Animals and Beasts (Includes Vermin)
- Magical Beings (Includes Elementals and Constructs)
After some consideration of the knowledge skills listed I have decided to make a few small cosmetic alterations. Knowledge (Dungeoneering) is being changed to Knowledge (Geography – Underdark) which exists distinctly from Knowledge (Geography – Surface). Knowledge (Nobility) is being changed to Knowledge (Modern History) which is now distinct from Knowledge (Ancient History). Ilar generally will know the more ancient variety and Selar generally know the more modern type (but exceptions may exist).
So the main list is now as follows:
- Knowledge (Arcana) – Topics of knowledge include arcane weaving, inner and outer elemental planes, constructs, lay lines, arcane magical items of legend.
- Knowledge (Engineering) – Topics of knowledge include structural architecture, siege devices, traps, advanced forges, aqueducts & sewers, complex magical constructs such as clockworks, some complicated magical items.
- Knowledge (Geography – Surface World) -Topics of knowledge include modern surface geography, some historical surface geography, some awareness of geographic tendencies, some awareness of political lines, well known dangers specific to the geography of an area, weather patterns, location of cities and towns and some superficial information about such places.
- Knowledge (Geography – Underdark) – Topics of knowledge are per KS: Geography – Surface World except as applied to the Underdark and less weather patterns.
- Knowledge (History, Ancient) – Topics of knowledge include 1st age myths, 2nd age events, some 3rd age events, the history of corresponding nations, etc.
- Knowledge (History, Modern) – Topics of knowledge include modern politics, 3rd Age myths and 4th age events.
- Knowledge (Local) – Changed to usable untrained and always in class. This one is a hodge-podge of all the other knowledge skills but is specific to information pertaining to areas where the character has lived for at least 1 year.
- Knowledge (Nature) – Topics of knowledge include all naturally occurring flora and fauna, as well as some on creatures of the inner elemental planes, lay lines, nature based magic and magic items.
- Knowledge (Planes) – Topics of knowledge include all planes and outsiders, including the inner and outer elemental planes, the outer realms and non-prime spheres. Dalketh fall into this area.
- Knowledge (Religion) – Topics of knowledge include channeling, some on the outer realms, details of characters prime religion as well as (somewhat subjective) facts from other religions, portents & prophecy, shamanism, undead, spirits, some dream world.
Other knowledge skills are still possible. If there are any you think are strongly needed, let me know. Knowledge (Arcana, Nature and Religion) exist so non-casters can have the knowledge on these topics without the casting skills. Descriptions are far from comprehensive and overlap is deliberate. Knowledge skills may have synergy with other skills.
Rangers are considered to have a KS specific to favored terrains/enemies with ranks equal to their ranger level. Other class specific rules may be determined if logical and appropriate.
Arcane Weaving, Divine Channeling and Natural Harvesting (various incarnations of Spell Craft) have multiple uses in Eurthasia.
First they act as the skills needed for casting rolls. Note when used in this manner a natural 1 is always a failure and a natural 20 is always a success. For Arcane Casters a 1 is also a fumble and a 20 is also critical. A 20 on the casting roll for a ray produces an automatic hit on the successive to hit roll for all caster types and will produce other helpful effects as determined by the GM in the case of Arcane Casters. Likewise a 1 will always fail and produce some negative additional effect as determined by the GM.
Second they function for this campaign as knowledge skills. Specifically, ranks in Arcane Weaving can be used as ranks in KS: Arcana, ranks in Divine Channeling can be used as KS: Religion and ranks in Natural Harvesting can be used as KS: Nature. Note that this is ranks, not casting rolls and that when employing these ranks as the equivalent knowledge skill Int becomes the primary stat. (If this wasn’t clear initially that is no surprise as it took a while for me to get to that point.) If it frees up any skill points, feel free to reassign them.
Second each of the three separate skills can also be used to identify magical items, spells and effects of a type consistent with that magic type and no other (in which case it is again being used as a knowledge skill with Int being the key stat). This takes a variable amount of time (from minutes in the case of a +1 sword to even months in the case of a world shakingly powerful artifact) depending on the complexity of the item being identified although a cursory glance will allow the identifier to have a sense for how much time.
Third, Arcane Weaving and Natural Harvesting can also be used for spell mimicry (poaching spells from other casters). The spell casting target to poach a spell (this is probably a change from what I had said before and is open to discussion) is equal to the roll required to cast it +5. For each successive time a casting is observed this roll decreases by 1 until the +5 penalty is eroded. If an opposed caster is trying to prevent spell mimicry, the skill check becomes an opposed check against against the casting roll of the target (the opposed check must be won and the target met).
Fourth, all three skills can be used to research new spells (of the players design). Time needed to do this is 1 week per level of the spell (which would be assigned by the GM). The target needed to research the spell is the casting roll needed to cast the spell + the spell level again. Research time can be reduced by half if research is done full time in a dedicated lab, temple, druidic site, etc. Additional casters of the same style working on the same spell can reduce the time further and provide a synergy bonus to the research roll. If the researcher cannot devote at least 4 hours per day on research, spell completion is delayed until they can resume their focus. Failed research rolls require the process to begin again. As with spell casting critical successes and failures have additional benefits/consequences.
Bards may take a +2 synergy bonus on mimicry if they win an opposed perform check and may get a +2 on spell research for every 5 ranks they have in perform.
Magic is substantially altered see Magic in Eurthasia