Skill changes

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Skill Changes
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Character Creation:
Creation (New Players Guide)
Race - Deity - Class
Gifts - Backgrounds - Alignment
Mark of Destiny - Epic Sacrifice
Customization - Head List - Builds
Character Systems:
Description - Disguise / Covered
Languages - Experience - Quests
Pickpocket - Rest
Death - Lycanthropy - Investigate
Sequencers - Runic Sequencers
World Systems:
Settlements - Factions
Quarters - Shops - Bank
Riding - Sailing
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
Sencliff's Pirates
Item Creation Systems:
Alchemy - Art Craft - Carpentry
Herb - Smith - Tailor
Dweomercraft - Runes
Armor
Weapons - Melee / Ranged / Siege
Resources - Poison
Arelith Changes:
Classes - Skills - Feats
Spells (list) - Summons
Familiar Reskins - Misc
Help:
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Console Commands
Common Bugs - Staff
Support Tickets - Character Remake
[The Astrolabe]

This page lists and explains Skills which work differently on Arelith than in Vanilla NWN.



General Notes

  • NOTE: All skills can be crosstrained on Arelith, with the exception of Use Magic Device.
  • Many Skills are useful in Dialogues throughout the servers, with NPCs or other objects. These can allow PCs to access services, areas and so on which are generally not available. Which Skills have uses such as these, and what they "unlock", is Find Out In Game information.
  • Note: Conversation checks for Intimidate, Leadership (formerly Persuade), Perform and Bluff scale based upon character level. This does not affect PvP mechanics such as Disguise and Mimic.
  • You can check your effective Climb skill and eligible Lore skill for scroll usage by double clicking their skill entries in your character sheet.
  • Double clicking Bluff or Perform will display your character's current disguise skill. This readout will include Hidden Persona / Secret Identity bonuses for the current disguise, if the character has either feat.

Modified Skills

Animal Empathy: Now a cross class skill for everyone. A successful empathy check can turn animals into henchmen, allowing them to use Animal Empathy on more than one animal at one time. Additionally, neutral animals usually attack those that get too close, but Animal Empathy will be passively rolled against the animals' CR to keep them neutral in these cases.

Appraise: Does not affect buying prices from NPCs, only when selling. A higher appraise score will increase both the item value and the "gold cap per item" that the store allows. Dealing with a trader from the same settlement will factor positively in the reaction. All sources of the appraise skill are valid. In a party, the largest appraise bonus is used, provided the party ally is close enough (The ally will have to interact with the shop to change the roll made). The reaction roll changes each time you interact with the shop window whenever your Appraise score changes. Traders are race and subrace-sensitive. Charm spells can be used to modify this sensitivity.

Bluff: Affects the strength of a character's disguise. A full explanation is given here. If high enough, can also be used to bypass exiles and some outcast mechanics.

Climb: An Arelith custom skill. Climb is rolled in order to... Climb. A successful Climb check allows the character to traverse difficult terrain that might otherwise be inaccessible. The Lasso also figures in.

  • Ability modifier: none (but gets benefit from intelligence).
  • Requires training: No.
  • Fighters, rogues, rangers, assassins, arcane archers, harpers, zhents, monks and barbarians no longer receive +1 per climb per level to pass climb DC checks, but now have Climb as a class skill. All other classes are cross-class.
  • Air genasi and level 12+ swashbucklers no longer automatically pass climb checks. Instead air genasi receive half of their total level as a bonus, and swashbucklers receive half of their class level.
  • Allows for a Take 20 when the character is not in combat.
  • Characters gain XP for completing climb checks. This XP reward scales with the climb DC. Half is granted immediately, half as Adventure XP.

Craft Armor: Has been removed along with Craft Weapon and replaced by a custom skill Craft Mastery.

Craft Mastery: An Arelith custom skill used for the custom crafting system combining the original Craft Armor and Craft Weapons.

  • Every 10 (hard) ranks in Craft Mastery increases your mundane dweomercraft tier by 1.
  • Each rank in Craft Mastery adds +1 crafting point to use per day
    • Only skill points received from base ranks and Craft Mastery feats add to the daily crafting points
    • Crafting feats also affect both Magic and Mundane dweomercraft rank.

Craft Trap: Has been removed along with Set Trap and replaced with the custom skill Use Trap.

Craft Weapon: Has been removed along with Craft Armor and replaced by a custom skill Craft Mastery.

Disable Trap: Characters without Rogue levels can now detect and disarm traps above a DC of 35. Traps have undergone extensive changes on Arelith. See Trap for details.

Intimidate: You project an intimidating presence, causing all enemies to make a concentration roll against your intimidate roll. If they fail the check they lose 1 AC for 5 rounds. If they fail by more than 20, they lose 2 AC instead. Applications of this skill does not stack with itself.

Additionally, Intimidate can be used to suppress voters in elections. You can decrease the amount of votes all of your opponents receive by 1dX, where X is your hard Intimidate score divided by 10. This does not stack with the Leadership bonus to votes, and you will use the higher of the two. If they are the same value, it will default to using Leadership. (Mathematically, opponents losing votes is exactly the same as you gaining votes.)

Leadership: An Arelith custom skill replacing Persuade. Leadership applies bonuses to Henchmen with a base (Hard) INT greater than 9, and to PC party members when the character is assigned as party leader and the party members are within 20 meters of the leader.

There are also NPCs that can be hired if your leadership skill is high enough. Levels required to hire the NPC are visible by examining the NPC. Some NPCs will have high leadership requirements to take them on as henchmen.

Merits of the Leadership Skill

1. Bonuses:

Soft skill totals - Modifiers count
Bonuses are cumulative across skill points
Skill Rank Henchmen Party Members
5 +1 all saves vs. fear ---
10 +1 AB +1 all saves vs. fear
15 +1 universal save +1 vs. mind-affecting
20 +1 AC +5% movement speed increase
30 +1 universal save +1 fortitude save
40 +1 APR ---
50 +1 universal save +1 AB
Add. +(Leadership/10) Temp HP +1 all saves vs. fear for every 5 ranks above 50

2. Bounty Collection:

Value of bounties is increased capped at 100% per base (Hard) Leadership skill rank relative to your level, pay outs cap at 1600. The Formula is as follows
Epic: (Hard Ranks / (Character level + 3))
Pre-Epic:(Hard Ranks / (Character Level + 3)) - ((20-Character Level)/100)

3. Common Touch:

When standing in an election, you gain bonus votes for yourself for every 10 base (Hard) ranks in Leadership:
10 ranks: 1 extra vote
20 ranks: 1d2 extra votes
30 ranks: 1d3 extra votes
This represents your character inspiring NPCs to vote for you. It does not confer any bonus unless you are the one standing in an election.
Note: Conversation leadership (previously persuade) checks remain.

Lore & Use Magic Device: -Lore & UMD No amount of UMD enables the use of scrolls. Their use is strictly limited by these conditions:
1) It's a scroll with no restriction, like Raise Dead or Restoration.
2) It's a scroll that belongs to one of the character's class spell lists, and they have access to a spell level that's at least half, rounded up, of the spell level at which the spell on the scroll appears in their spell list, and the relevant primary casting ability modifier for that class matches or exceeds that spell level.
3) They have enough Lore to beat a check based on the spell's innate level that allows them to circumvent any limitations.
4) If the character is a specialist wizard, they can't use scrolls from their opposed school.

Sources of Lore which contribute to the Lore value used for scroll usage:
Skill Ranks, Intelligence modifier, + Lore on equipment, the Dwarven bonus to Lore, Courteous Magocracy , Skill Focus: Lore and Epic Skill Focus: Lore, 1/2 of the Bardic Knowledge Lore bonus.
It does NOT include the spells Identify or Legend Lore, or the skill bonus from Bard Song.

UMD requirements across the board have been bumped up by 5 across the board starting from 200gp in value, except for equipment which has set UMD requirements and Wands. For wands their UMD requirement has been adjusted to increase according to their innate level, starting at 1 and ending at 15.

Lore contribution to language understanding, effectively giving a 1% chance of understanding any given utterance for every 2 Lore points (which stack the same as they did before), capping at 25%. Language recognition scales at a rate of 10% per 2 Lore points, capping at 100%.

Lore allows for an additional chance of finding documents of interest (books, scrolls, notes) when investigating bookshelves. This chance is based on total Lore skill.

innate Spell Level Lore Req for Scroll UMD Req For Wand
0 5 1
1 5 1
2 10 5
3 15 10
4 20 15
5 25 N/A
6 35 N/A
7 50 N/A
8 65 N/A
9 80 N/A


Parry: Parried attacks have +5 AB and damage bonus equal to half the parry skill up to 20 ranks, and 1/4 beyond 20 ranks. Skill bonus from items count. Parry is a toggled mode, like the modified (Improved) Expertise.

Note: A character may only parry a number of attacks per round equal to the number of attacks per round available to that character. This is further capped at a maximum of one parry per attack flurry and there are 3 attack flurries per round.

  • Parry Shield AC: +1 Shield AC Bonus per five hard parry skill points, scaled by character BAB, will be granted to wielder
    • When you are:
      • Fighting with a one handed weapon in the main hand, and a torch OR nothing in the off hand.
    • And are not:
      • Using a weapon on which you can use -twohand.
      • A monk.
      • Using a ranged weapon.
      • Special parry items benefit from the parry ac bonus when dual wielded. The bonus is however halved in that specific case.
Base Attack Bonus Required Hard Parry Skill Required Shield AC Bonus Notes
5 5 +1 Possible at level 5
10 10 +2 Possible at level 10
15 15 +3 Possible at level 15
20 20 +4 Possible at level 20
21 25 +5 Possible at level 22
21 30 +6 Possible at level 27

Perform: Affects the strength of a character's disguise. A full explanation is given here. If high enough, can also be used to bypass exiles and some outcast mechanics.

Persuade: Has been removed and replaced with the custom skill Leadership.

Pickpocketing: Has been removed and replaced with the custom skill Sleight of Hand.

Sleight of Hand: An Arelith custom skill replacing Pickpocket. Specific rules about Theft apply to Sleight of Hand. These are explained in separate article about Sleight of Hand. Also; pickpocketing hostile mobs using Sleight of Hand will reward a 50% of the mob's experience up to two times per mob. Also allows cheating at some games.

Ride: Used for Riding and the Underdark Wyvern transportation system.

  • Equipping Longbow or Heavy Crossbow while mounted will receive a -8 AB penalty (Nothing reduces this penalty).
  • Riding AC no longer depends on Tumble and Tumble no longer applies any AC whilst riding.
  • Formula for AC while riding is:
  • Mounted Combat feat is needed to benefit from the Ride AC bonus.
  • (Total Ranks of (Hard) Ride + Cavalier Level) / 7 capping at 4 maximum
  • Example: A character with 10 levels of cavalier and 10 dex will need 18 hard ranks of ride to get 4 (AC Other Modifier) while riding. Or in other words (28 - X Cavalier Levels) = Amount of (Hard) Ride Ranks Required for a Max Ride AC of 4.
Note: This is an untyped AC bonus

Sail: An Arelith custom skill. See the Sailing page for details.

Search: Search adds a chance of discovering up to two extra items when looting a corpse (max 100% at 100 Search). In a party, the largest Search bonus is used when looting. Search is also used alongside Lore in investigating bloodstains. A full explanation is given here.

Set Trap: Has been removed along with Craft Trap and replaced with the custom skill Use Trap.

Spot: In addition to standard detection of Hide and pickpocketing attempts, Spot is used for Inspecting and recognition of disguised characters.

Use Magic Device: UMD requirements, across the board, have been bumped up by 5 starting from 200gp in value except for equipment which has set UMD requirements and Wands. For wands, the UMD value has been adjusted to increase according to the innate level, starting at 1 and ending at 15. Many items (specially racial items made through Crafting) have an increased UMD requirement to be wielded or worn.

Note: No amount of UMD enables the use of scrolls.

Use Trap: An Arelith custom skill replacing Craft Trap AND Set Trap, combining both skills into a single skill. Traps have undergone extensive changes on Arelith. See Trap for details.

Some skills cannot be added to items through enchanting.