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Skills
The existing skills set up a basic structure for their use in and out of combat. Generally speaking, there is little that even could be inappropriate about the skills section of the book. The only inappropriate aspect is in the use of skills for make alchemical substances. We have introduced a skill, Alchemy, along with a few more unique skills, to the skill section of the site. We do not feel that a trained alchemist should be as good at making potions as he is at lock-picking or stealing. In addition, the creation of Alchemical substance is a difficult and rewarding enough process to warrant the addition of a skill.

In addition there are new uses and changes for a number of the skills listed in the 4th Edition Player's Handbook.
Alchemy
You have picked up knowledge of Alchemical substances as well as the know-how to make them. With a well-stocked alchemy lab and the proper materials, you can craft a variety of power and useful mixtures.
Training in Alchemy represents a devoted study of alchemical solutions and is almost exclusively gained through official study. As an exception, various wild gobber tribes often rely on alchemy for defense and hunting and are therefore trained. Nearly all uses of this skill require you to be trained in its use.

Alchemy Knowledge
Make an Alchemy check to recall a useful bit of information regarding a specific mixture, including any needed components or any effects the mixture has. In addition, you may make this check to confirm if an alchemical substance was used in an area.
At the DM's discretion this check may not be able to be made untrained in certain situations.

Craft Alchemical (Trained Only)
Craft: Time Varies (see: Alchemy Descriptions)
DC: DC 10 + ½ the alchemical solution's level. Unless otherwise noted, alchemical solutions not made at an alchemy lab of some sort add 10 to the creation DC.
Requirement: You must be trained in the listed key skills and either know the recipe or have it on hand.
Success: You create the amount listed in the solution's description.
Failure: You do not manage to properly mix the materials, and the mixture is useless. You waste half the component cost in materials and may retry. If the check is failed by 10 or more and the substance is volatile or a poison, its affects occur immediately after it should be finished.

Identify Unknown (Trained Only)
Identify Mixture: Standard Action
DC: DC 15 + One-Half the alchemical substance's level. Some substances may require the use of an alchemy lab to quickly experiment and determine the substance.
Special: The DC is -5 if you are able to craft the substance.
Success: You identify the mixture.
Failure: You do not recognize the mixture. You may retry the check by spending one hour researching and experimenting.

Mix Curative (Trained Only)
Create Curative: Standard action
DC: DC 15 + ½ the level of the substance to be neutralized. Increase the DC by 5 if an alchemy lab is not available.
Requirement: In order to utilize this aspect of the skill you must know precisely what alchemical solution was used to poison or injure the victim, and you must have components equal to half the cost of the original substance.
Success: You create a curative that grants the target a saving throw with a +10 bonus against an alchemical effect that allows a save. This cannot be used to aid in staving off addictive side effects of a substance.
Failure: The substance is useless, and half its component cost is lost in materials.

 


Mechanika (Intelligence)
You have attained knowledge of Mechanikal Devices which includes the ability to identify, use and create them. This could be a simple mechanism, like loading an accumulator, or something complicated, like constructing a mechanikal device. Being trained in Mechanika represents a focused study into the way these devices work. This study is most often university taught or gained through an apprenticeship, though there are certainly self-taught experts.

Mechanika Knowledge
Make a Mechanika check to recall a useful bit of mechanikal knowledge, such as the name of a certain inventor, or the type of metal used in a certain warjack. If you are untrained, you make Mechanika Knowledge checks to attempt to figure out a device's function or how to activate it. The DM determines the check based on the complexity of the item.

Monster Knowledge
Make a Mechanika check to identify a construct or mechanikal construct. See “Monster Knowledge Checks” (PHB p. 180).

Repair Mechanikal Device
Make a Mechanika check to repair the device. It must be of primarily mechanikal origin (a mechanikal weapon) or of intricate technological design (a firearm). See: Repairing Devices

Craft Mechanika (Trained Only)
Craft: Time Varies (see: Mechanikal Composition)
DC: DC 10 + ½ the item's level. Unless otherwise noted, making mechanika outside of a workshop of some sort adds 10 to the creation DC.
Requirement: You must be trained in the key skills and either know the recipe or have it on hand.
Success: You create the desired device.
Failure: You waste the creation time, but may attempt to craft the item a second time. After the second failure, the device is ruined and you lose half the component cost in materials.
This is the skill used for the Craft Mechanikal Device ritual in the rituals section. Follow the rules in the ritual for creation of these items.

Identify Mechanikal Device (Trained Only)
Identify Item: Standard Action
Note: This is used to identify mostly mechanikal pieces, like mechanikal weapons or rune plates. For steam powered items and constructs see: Steamo.
DC: DC 15 + ½ the device's level. You must be able to study the item in some way, be it watching it in operation or taking it apart.
Success: You successfully identify the item's function, how to activate it and how it works.
Failure: You do not identify the item. If you spend an hour with the item looking it over you may retry the check with a +5 bonus. If you fail this check you may not retry.
Special: If the check result is five higher than the DC you also learn about any dangerous quirks or security features built into it.

Use Mechanikal Device
Activate Device: Move Action unless specified by the item's trigger.
DC: 10 + ½ the item's level.
Success: The item is activated.
Failure: You waste the action, and the item does not activate. If you fail the check by 20 or more, the item will not start again for 1 minute.

Attach Accumulator: Standard Action
DC: 15
Success: The accumulator is attached and ready to power the item.
Failure: You do not attach the accumulator properly. You must spend a move action to carefully remove it and attempt the check again.
Special: If you fail the check by 10 or more, you risk bursting the accumulator. See: Accumulators
Steamo (Intelligence)
Steamos are the people who make all of the machinery and mechstuff that mechanika completes. Skill in Steamo represents engineering acumen regarding large scale machinery, steam engines and, to a limited degree, mechanika. This also allows most large devices (like warjacks) to be repaired.
Training in Steamo represents years of working with greasy iron machines. It is generally self-taught or apprenticed, though there are a few official academies for the field.

Monster Knoweldge
Make a Steamo check to identify a mechanikal construct. See “Monster Knowledge” (PHB p. 180).

Repair Contraption
Make a Steamo check to repair a devices, tools and constructs of modern creation. These repairs range from locomotives and steamjacks to warcaster armor and powered tools. See: Repairing Devices

Steamworks Knowledge
Make a Steamo check to recall useful bits of information about various pieces of technology and mechstuff throughout the kingdoms. These can be things like the model of a specific warjack or simply notable part shops in major cities. If you are untrained, you make Steamworks Knowledge checks to attempt to figure out a device's function or how to activate it. The DM determines the check based on the complexity of the item.

Identify Contraption (Trained Only)
Identify Item: Standard Action
Note: This is used to identify almost any non-magical device. For mechanikal and magic devices see Arcana and Mechanika.
DC: DC 15 + ½ the device's level. You must be able to study the item in some way, be it watching it in operation or taking it apart.
Success: You successfully identify the item's function, how to activate it and how it works.
Failure: You do not identify the item. If you spend an hour with the item looking it over you may retry the check with a +5 bonus. If you fail this check you may not retry.
Special: If the check result is five higher than the DC you also learn about any dangerous quirks or security features built into it. If the result is ten higher than the DC, you learn how to make it.

Mech Work
Start Steam Engine
Activate: 1 Full Minute
DC: 15; the DC could increase for a more complicated engine or bad circumstances
Success: The steam engine is started and running at full steam.
Failure: You waste the time as the steam engine is not properly stoked to feed itself. You must retry the action.
Special: If the final check result is a 1 or below, the steam engine breaks while you try to start it. It will need to be repaired before it will function again.


Arcana
In addition to the normal abilities, skill in Arcana grants the following.
Arcana Knowledge
This also pertains to arcane languages, like Telgesh runes, though these require master knowledge (DC 25) at least, unless you are familiar with them. In addition, you may use Arcana to identify Mechanika, but this use of the skill adds a +5 to the DC.
Monster Knowledge
This applies to Infernals, Grymkin, and Mechanikal Constructs. It can also be used to identify monsters and creatures from the past (such as Orgoth constructs) if they are of magical or undead origin (such as Excrutiators).

Detect Magic (Trained Only)
Sense Mark: Standard Action
DC: 25
Success: You detect that a necromantic spell has been cast in the area. The spell must have been cast within a number of days equal to half the level of the spell for sense mark to detect it. If soul cages or necrotite were used within the last 24 hours, or if an infernal was contacted within that time, this may also detect that.
Failure: You do not detect a mark.
Special: If you fail by 5 or more when in the presence of an arcane spell caster, the caster is immediately identified as a source of evil magic.

Dungeoneering
In addition to the normal abilities, skill in Arcana grants the following.
Monster Knowledge
This also allows the identification of creatures that live underground. Things like Cephalyx and Shaft Wights are good examples of this. In addition, creatures that often live in caves or underground, but by every means are also encountered on the surface, such as Dregg or Excrutiators can be identified with this skill, though with a +5 to the DC.

History
In addition to the normal abilities, skill in History grants the following.
Monster Knowledge
This allows the identification of many creatures, though often only in a generalized way. It applies directly to creatures of Orgoth or ancient origin such as Dread and Wyldegeist. It also applies directly to Dragons since their history and interactions with many stretch back further than the Orgoth era. It applies indirectly to creatures who have a great deal written about them historically, such as Tharn or Argus, but incurs a +5 to the DC for such checks.
Identify Magic Item
Most magic items have something writing about them in a historical text of some sort. By interacting with the item you may learn some valuable information about it. The more powerful the item is the better the chance you have heard of it.

Identify Magic Item: Standard Action
DC: DC 35. Subtract 5 from the DC if the item is level 11-20, and subtract 10 from the DC if the item is level 21 or above.
Special: If this item was mostly unknown, the DM may determine that the check should either be harder or impossible.
Success: You identify the item and its function, as well as the historical information about it.
Failure: You do not recognize the item. You may retry the check with a +10 bonus by spending one hour researching in a well stocked library.

Nature
In addition to the normal abilities, skill in Nature grants the following.
Druidic Knowledge (Trained Only)
Make a nature check to remember a useful bit of information regarding the Circle of Orboros and their activities. Since they are a secretive organization the DC for all such checks is +5.

Monster Knowledge
Make a nature check to identify wild but unnatural creatures like Warpwolves or Satyr.

Perception [Optional Rule]
In addition to the normal attributes of the Perception skill, the following caveat is added.
Combat Fog
Perception checks made to notice details outside of a fight while actively engaged in combat take a -10 penalty. Concentrating on combat is too focusing for subtle sounds or shadowed movements to seem notable.

Religion
In addition to the normal abilities, skill in Religion grants the following.
Religion Knowledge
When making religion checks to recall useful bits of information, the DM should adjust the DC of the check depending on the character's familiarity with the religion to be remembered. If remembering details of a religion the character was associated with, the check should become easier. If the character has a reason to be familiar with the religion, for example, a Morrowan making checks about Thamarites, then the check should receive no adjustment. However, if the character has no good reason to know much about the religion (A Devourer Wurm cultist making a check about Scyrah) the check may become much more difficult.

Monster Knowledge
Each religion has specific monsters it helps to identify.

Morrow, Thamar, Menoth: Infernal and Undead
Dhunia: Natural and Undead
Devourer Wurm: Natural
Cyriss: Mechanikal
Orboros: Natural and Abberant
Nyssor, Scyrah: Undead and Abberant
Twelve Fathers: Underground and Undead