All Characters begin with 20 Skill Points. Each skill has Skill Points it takes to learn them. Some skills have special time periods it takes to use them or have to be learned further by doing certain things. (ex. Martial Arts has to be taught by a teacher and it takes many times in the teachers presence to learn just one level.)
Skill
Skill Points Needed
Explaination
Other
Alchemist
15
Alchemist
See Alchemist Page
Animal Trainer
5
Trains and takes care of any type of animal, including those for guarding and as well riding. In some instances one can charm animals.
It takes time to ride and charm.
Aquire (Steal)
15
The starting percentage is lower than that of a true rogue. Clerics, or Lawful characters can not Aquire.
5% to start. For every 3/9/12/15/18/20 you gain a 10% + the rogue % gained by Agility.
Armoror
15
Armoror
See Armoror Page
Arobics Instructor
15
Adds +2 to Body permenatly and allows you to teach others to move as soand takes a week to give them +1 and another week to give them +2(Good for making money but can only teach one person a week) .
The is in effect immediately.
Artist / Writer
3
Uses the talent to make money and as well entertain others. Might not seem like much, but who knows.
(Find great art work or write excelent poems or good stories just for fun and your character may gain exp as well as money.)
Builder
Constructor10
Has the ability to build most anything. (No longer needs wood or concrete.
(No matter where you are at, you can be given money and can gain exp. for your hard work. Also if you can get others to help you ~NPC~ you may do larger jobs faster and earn more money.)
Check for Traps
15
The starting percentage is lower than that of a true rogue. Clerics, or Lawful characters can not Check for Traps.
5% to start. For every 3/9/12/15/18/20 you gain a 1d10% + the rogue % gained by Agility.
History & Lore
5
(2 with Ancient)This is a very special skill as well. One needs the patience to read all there is to know on the past of cultures and other such lore of societies.
Roll 1d100 at 25% chance to learn. (3 rolls over time.) After three rolls you come away with little knowledge.
History / Ancient
7
(2 with Lore) Same as Lore.
Roll 1d100 at 15% chance to learn. (3 rolls over time.) After three rolls you come away with little knowledge.
Identify Items
10
Identifies regular items, magical and nonmagical.
Can not use this skill until after level 5.
Identify Artifacts
15
Identifies powerful and ancient items, weapons, and armor.
Can not use this skill until after level 8.
Identify Weapons
10
Identifies any and all types of magical and nonmagical weapons, from spears to swords.
Can not use this skill until after level 5. (Does not identify Artifact Weapons
Identify Armor
10
Identifies any and all types of magical and nonmagical armor.
Can not use this skill until after level 5. (Does not identify Artifact Armor.)
Inn Keeper
10
Owns or runs an inn, tavern, or other such sleeping quarters or food and spirit place.
Gain money and exp per the setup. Hence if you spend a day or night running a tavern or bar you can gain over 1000 exp. Also if you rented rooms you gain exp for each room rented, 200 per room. You gain money per whatever you charge
Language (Teacher)
15
Teaches languages and other literature.
+1 Int /+1 Wis
Lore, Animal
7
Knows what type of animal you are seeing.
80% chance to know what type. If you are on a new planet you would have to be with the locals to learn. If there is no local populous the animal will have to be named by all.
Lore, Creature
7
Knows what type of Creature you are seeing
80% chance to know what type. If there is no local populous the animal will have be named by all.
Martial Arts Teacher
20
Adds +2 to Agility *One is now able to use hands and legs for defense and offense.
(Good for making money) 1st Inh: 4d4
2nd: 4d6
3rd: 4d8
4rth: 4d10
5th: 4d15
6th: 4d20
Final Inh: 4d40
*Special On a d20 at 6th and final hits quad damage...if down twice in one fight kills on the second hit automatically.
Mining
10
This is just a pure mining...you can sell what you find, for there are markets for it.
N/A
Pick Locks
15
The starting percentage is lower than that of a true rogue. Clerics, or Lawful characters can not Pick Locks.
5% to start. For every 3/9/12/15/18/20 you gain a 1d10% + the rogue % gained by Agility.
Stealth
15
The starting percentage is lower than that of a true rogue. Clerics, or Lawful characters can not Stealth.
5% to start. For every 3/9/12/15/18/20 you gain a 1d10% + the rogue % gained by Agility.
Understand Languages
5
One who is able to speak any language after the first few times hearing it is special indeed, and this person is worthy of attention.
Roll 1d100 at 20% chance to learn. (3 rolls over time.) After three rolls you come away with little understood.
Weaponsmith
15
Weaponsmith
See Weaponsmith Page
Weightlifter
15
Weightlifts often.
+1 Body / +1 Strength