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Skills-DAG-Groups

Daily Life

  • Animal Handling
  • Animal Husbandry
  • Appraisal
  • Area Knowledge (specify)
  • Art (specify)
  • Axe (one-handed)
  • Balancing
  • Bluffing
  • Boating
  • Brawling
  • Camaraderie
  • Church Etiquette
  • Cooking
  • Court Etiquette
  • Dancing
  • Detect Lies
  • Farming
  • Fishing
  • Flatter
  • Folklore
  • Gambling
  • Games (specify)
  • Gardening
  • Haggling
  • Herbal Medicine
  • Jumping
  • Knot-Tying
  • Leadership
  • Lying
  • Musical Instrument
  • Needlecraft
  • Persuasion
  • Reckoning
  • Riding
  • Singing
  • Spinning & Weaving
  • Storytelling
  • Swimming
  • Teaching
  • Throwing
  • Weather Sense

Athletic/Outdoor

  • Acrobatics (may choose specialty)
  • Archery
  • Balancing
  • Boating
  • Camping
  • Climbing
  • Dancing
  • Dodging
  • Falconry
  • Fishing
  • Fletching/Bowyer
  • Hunting
  • Juggling
  • Jumping
  • Knot-Tying
  • Mountaineering
  • Nature Lore
  • Navigation
  • Quarterstaff
  • Riding
  • Running
  • Sailing
  • Sling
  • Spear
  • Sport (choose specific)
  • Stealth
  • Swimming
  • Throwing
  • Tracking
  • Trapping
  • Weather Sense
  • Wilderness Survival
  • Wrestling

Magic

You must have the Deryni or Human With Power gift to purchase skills in the Magic group. The Formal Magical Training gift is required to spend more than one point in this group. The basic Deryni magic skills shown in italics) that come with the Deryni gift default to Poor, as do the knowledge-based skills available in other skill groups (Arcane Lore, Latin, Meditation).

Magic skills requiring further gifts (Healer, Blocking) or study default to Terrible.

  • Arcane Lore (default: Poor)
  • Blocking (default: Terrible, requires Blocking gift)
  • Body-Control (default: Poor)
  • Casting (default: Poor)
  • Healing (default: Terrible, requires Healer gift)
  • Latin (default: Poor)
  • Meditation (default: Poor)
  • Mind-Control (default: Terrible)
  • Mind-Reading (default: Poor)
  • Mind-Speech (default: Poor)
  • Move Objects (default: Terrible)
  • Shields (default: Poor)
  • Spellcasting (default: Terrible, raise to Poor with Formal Magical Training gift)
  • Truth-Reading (default: Poor)

Noble

You must be of Noble Rank to spend points in this group:

  • Administration
  • Bribery
  • Camaraderie
  • Civil Law
  • Court Etiquette
  • Dancing
  • Diplomacy
  • Falconry
  • Flatter
  • Gambling
  • Games
  • Heraldry
  • Hunting
  • Intimidate
  • Jousting
  • Lance
  • Leadership
  • Literacy
  • Needlecraft
  • Oratory
  • Persuasion
  • Poetry
  • Politics
  • Repartee
  • Riding
  • Sword (specify one-handed or two-handed)
  • Warfare

Religious

You must be of Clergy Rank, or have spent 2 or more points in the Scholar group, to spend points in this group. If you spend 3 or more points in the Religious group, you may choose skills from the Scholar group as though they were in the Religious group, subject to your GM’s approval.

  • Administration
  • Architecture
  • Calligraphy (requires Literacy)
  • Canon Law
  • Chanting
  • Church Etiquette
  • Diplomacy
  • Gardening
  • Herbal Medicine
  • History
  • Illumination
  • Interrogation
  • Languages (Latin is the default for churchmen in Gwynedd and Greek for Torenthi, with Latin as a possible secondary; consult with your GM)
  • Latin
  • Leadership
  • Literacy (defaults to Mediocre with Educated gift, otherwise defaults to Poor)
  • Literature
  • Liturgy
  • Meditation
  • Oratory
  • Research
  • Teaching
  • Theology

Rogue

Some Noble and Clergy Ranks prohibit spending points in this group (except a General Skills Point, with GM approval).

  • Acting
  • Area Knowledge (specify)
  • Bluffing
  • Brawling
  • Bribery
  • Camaraderie
  • Climbing
  • Concealment
  • Dagger
  • Detect Lies
  • Disguise
  • Fast-Talk
  • Find Hidden
  • Forgery (requires Literacy)
  • Gambling
  • Infiltrate
  • Interrogation
  • Intimidate
  • Knife Throwing
  • Lock Picking
  • Lying
  • Persuasion
  • Pickpocketing
  • Poisons
  • Sleight of Hand
  • Sneak
  • Stealth
  • Streetwise
  • Swindle
  • Tailing
  • Ventriloquism

Scholar

You must be of Noble Rank, have spent 2 or more points in the Religious skill Group, or be Educated to spend points in this group. If you spend 3 or more points in the Scholar group, you may choose skills from the Religious group as though they were in the Scholar group, subject to your GM’s approval.

  • Apothecary (requires Herbal Medicine, Physicking)
  • Arcane Lore
  • Area Knowledge (specify)
  • Astrology
  • Building
  • Calligraphy (requires Literacy)
  • Cartography
  • Chirurgery (no default, requires Physicking)
  • Canon Law
  • Civil Law
  • Geography
  • Heraldry
  • Herbal Medicine
  • History
  • Languages (no default, specify, requires GM permission)
  • Latin
  • Folklore
  • Literacy (defaults to Mediocre with Educated gift, otherwise defaults to Poor)
  • Literature
  • Physicking
  • Nature Lore
  • Navigation
  • Philosophy
  • Poetry
  • Reckoning
  • Research
  • Teaching
  • Theology
  • Writing

Trade

If you spend 2 or more points in the Trade group, you may choose skills from any other group you are eligible for as though the skills were in the Trade group. However, this applies only to skills that pertain to your chosen trade or profession, and is subject to GM approval. Some Noble and Clergy Ranks prohibit spending points in this group (except General Skills Points, with GM approval).

  • Acting
  • Administration
  • Animal Handling
  • Animal Husbandry
  • Animal Training (requires Animal Handling)
  • Apothecary (requires Herbal Medicine, Physicking)
  • Appraisal
  • Architecture
  • Area Knowledge (specify)
  • Art (specify)
  • Building
  • Calligraphy (requires Literacy)
  • Cartography
  • Civil Law
  • Cooking
  • Craft (specify)
  • Falconry
  • Farming
  • Fishing
  • Fletching/Bowyer
  • Gardening
  • Haggling
  • Illumination
  • Juggling
  • Knot-Tying
  • Languages (no default, specify, requires GM permission)
  • Masonry
  • Musical Instrument
  • Navigation
  • Needlecraft
  • Performance
  • Physicking
  • Profession (specify)
  • Reckoning
  • Sailing
  • Shipbuilding
  • Ship Handling
  • Shopkeeping
  • Singing
  • Spinning & Weaving

Weapons & Combat

  • Archery
  • Axe (specify one-handed or two-handed)
  • Bow
  • Brawling
  • Club/Mace
  • Crossbow
  • Dagger
  • Dodging
  • Fighting Blind
  • Jousting (requires Riding and Lance and other weapon skills)
  • Knife Throwing
  • Lance
  • Pike
  • Quarterstaff
  • Read Opponent
  • Shield
  • Spear
  • Spear Throwing
  • Sword (specify one-handed or two-handed)
  • Tactics
  • Warfare
  • Wrestling
  • (Other weapon skill approved by GM)
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Page last modified on June 16, 2007, at 05:50 PM
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