Skills and how to use them

There is no limit to how many skill points a character may have in any skill. If you want to you may put all your bonus starting skill points into a single skill or spell.

Each class however DOES gain [INT Bonus*x] skill points at First level

See Spreadsheet 7 for the full class breakdowns of Skills needed to reach the 1st Circle(if wish to multi class). These required skills represent the basic skills that all characters of a given class found in the world do know.

Skill Checks may be rolled in five different ways. Also, the Quality of your Tools will effect your success rate.

D6 This represents an apprentice in a field, not cleaning your tools before using them again, ect
If roll less then ranks you have in skill it is a Basic Success.
On a roll of 1, you gain +1 Skill Points.
On a roll of 6(or higher then your skill), you fail all materials ruined/lost.

d10 This represents a Journeyman in a field, using ok tools, spending a full day to do one check.
If roll less then ranks you have in skill it is a Basic Success.
On a roll of 1 you gain +1 Skill Points.
On a roll of 10 (or higher then your skill) you fail, all materials ruined/lost.

D20 This represents an Expert in a field, using fresh supplies, taking your time
If roll less then ranks you have in skill it is a Standard success.
On a roll of 1 you gain +1d4 Skill Points.
On a roll of 20 (or higher then your skill), you fail. No material loss.

D100 This represents a Master in a field, using perfect supplies, masterwork tools,
If you roll less then the ranks you have in a skill it is a Masterwork Success, the item is a nonmagical +1 Item and may be enchanted to hold temperary magical power.
On a roll of 1 you gain +2d4 Skill Points.
On a roll higher then your skill, you fail. No material is lost.
On a Roll of 100 you fail. Half of the material is wasted.

D1000 This represents 14x Grand Master in a field (or just a very lucky character)
if you roll less then the ranks you have in a skill it is a Grand Masterwork success, the item is flawless and is actually a Magical Version of the item that are making.
On a roll of 1 you gain +2d4x10 Points in the skill you are using..
On a roll of higher then your skill, you fail. No material is lost
On a roll of 1000 you fail. All material is lost. This is a critical failure with dire conquences that will be determined on a case by case basis by the rest of the Party and the DM. Death is possible, but not likely, unless the party really hates your Character.

Masterwork Tools and Equiptment.
Nonmagic bonus DC to Create Skill bonus Granted Production Cost Market Value
+1 +25 +20 +100 Gold +100
+2 +50 +40 +200 Gold +250
+3 +75 +60 +400 Gold +500
+4 +100 +80 +800 Gold +1,000
+5 +125 +100 +1600 Gold +2,500
+6 +150 +120 +3200 Gold +5,000
+7 +175 +140 +6400 Gold +15,000
+8 +200 +160 +12800 Gold +25,000
+9 +225 +180 +25600 Gold +50,000
+10 +250 +200 +51000 Gold +100,000
+1 more +25 DC each +20 skill each +100000 Gold each +250,000 each

Prayer Skill
This skill can only be rolled on a d100 or higher (if you dare…) it represents the chance that your characters diety will hear them and is willing to grant them a divine favor.
If you roll a 100 on this roll, you loose all clerical spells for the day as your diety is angry that you dared to contact them in this manner.
If you roll a 1000 on this roll, you must atone before you can cast any clerical spells AND your dieties opposed diety grants you your prayer request.

An important note on skills and spells.

All spells that a player knows may be enhanced by spending skill points on them,

For example an Acid Version of a Fireball cast by a 10th level wizard deals 10d6 Acid Damage.
The Wizard has spent 100 Skill points over his levels in enhancing his Acid Blast.

This Wizards Acid Blast could do one of the following

A 10d6+100 Acid Damage 30’ radius 300’ range DC 23 REF to save for Half Damage.
B 10d6 Acid Damage 130’ radius 300’ range DC 23 REF to save for Half Damage.
C 10d6 Acid Damage 30’ radius 400’ range DC 23 REF to save for Half Damage.
D 10d6 Acid Damage 30’ radius 300’ range DC 123 REF to safe for Half Damage.
E 10d6+60 Acid Damage 60’ Radius 300’ Range DC 33 REF to save for Half Damage

In A the Wizard just dumped all the skill points into a raw Damage increase
In B the wizard choose to make a much larger Area of Effect for taking out ALOT of low level enemies
In C the Wizard choose to make a longer reaching Spell with the Standard Effects
in D the Wizard choose to make it virtually impossible for Anything to resist the Standard Effects
in E the Wizard Choose to basically double the Damage and Radius and make it near impossible to resist.

Damage OR Healing of Spells can be increased by +1HP/DMG per Point Spent
Area of Effect can be increased by +1’ per Point Spent
Range can be increased by 1’ per Point Spent (handy for turning a touch spell into a ranged spell)
Saving Throws can be made harder by +1 DC per Point Spent

One Last thing to bear in mind Reguarding Spell and Skill Points.
1 Spell Level takes up 1 Page in a Spell Book, Every 10 Points spent on a spell add 1 page to the spell (or Scroll)
Any of the version of the spell above would take 3+10 or 13/100 Pages in a Spell Book.


Sorcery(cha based magics) however can not be modified by skill points as it is an inborn talent.

Skills and how to use them

The Evil Campaign Wolvyn