New D20 Skills
The following material is (we hope) unusual and interesting skills that
can enhance play in any D20 campaign.
Some are inspired by specific fictional characters, others are here
to fill holes their creators perceived in the various published games.
Want to contribute? Submit here! (Please be aware that submissions may be edited.)
And please send any comments to the designers, using the e-mail links
below.
Urban Survival (Wis)
The character can keep himself or herself and companions fed and safe in
the deadly streets of cities and other urban areas.
Time to use: 1 round +.
| Difficulty Class |
Task |
| 10 |
Getting Along in the City. The character can provide food and shelter
(at a 10% discounted rate) for one other person for every 2 points by which
the character's check result exceeds 10. |
| 15 |
Gain +2 on all attempts to Track/Tail a target or +2 on all attempts
to lose a Tail/Hide in the city. |
| 15 |
Recognize urban hazards, such as confidence men, muggers and the like,
or avoid getting lost in the city. |
Retry: For 'Getting Along in the City' the character may make
a check once every 24 hours. The result of that check applies until the
next check is made. To Track/Tail, Lose Tail/Hide, to avoid getting
lost or avoid urban hazards, the character makes a check whenever the situation
calls for one. Retries to avoid getting lost in a specific situation or
to avoid a specific urban hazard are not allowed.
Special: If the character has 5 or more ranks of Intuit Direction,
the character gets a +2 synergy bonus on Urban Survival checks to avoid
getting lost.
(By Matt Chronister)
Weather Sense (Wis)
The character with this skill has a preternatural ability to
predict the weather.
Time to use: 2 rounds.
Limitations: This skill can be used untrained with a -4 penalty
to the check.
Check: A successful Weather Sense check allows a character to
accurately predict the weather for an upcoming period of time that is determined
by the level of success of the check. (The character knows whether storms
are coming, whether the rain will clear up, whether the unusual cold snap
will continue, and so on.) It is suggested that the GM actually make this
skill check, as a character does not necessarily know if he or she is accurately
predicting the weather or not. In the case of failed checks, the character
thinks the weather is going to remain as it is on the day of the failed
check for an additional 2 days.)
|
Result
|
Duration of Accurate Prediction
|
|
0-9
|
Failure
|
|
10-14
|
2 days (including the day on which the check is made)
|
|
15-19
|
4 days (including the day on which the check is made)
|
|
20-24
|
6 days (including the day on which the check is made)
|
|
25-29
|
8 days (including the day on which the check is made)
|
|
30+
|
10 days (including the day on which the check is made)
|
Retry: A character can only make one Weather Sense skill check
per day. However, if a character fails a skill check that is covered during
the period already included in a successful skill check. the failure has
no effect. Successful retries during a period extend the duration of the
prediction. (Example: On the first day of a journey, Tita makes a Weather
Sense check of 19, accurately being able to predict the weather for the
next four days. One the second day of the journey, she only gets a 5 on
her check, but the result is ignored because she has already sensed the
weather for the next four days. On the third day, she makes another check,
this time rolling a 12. Since she is still within the original four day
period, with one day to go, this result ends up extending the period by
one day.)
Special: Characters with 5 or more ranks in Survival receive a +2 synergy bonus on Weather Sense checks. (By Steve Miller)
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