Skills Errata

Bluff (Cha)
Spellcasters may attempt to conceal the fact that they are attempting to cast a spell. This is an especially important pursuit for wizards, who are all-too-frequently the unfortunate target of impromptu lynch mobs. When casting a spell, a spellcaster may attempt to conceal verbal and somatic components by making a Bluff check as a move equivalent action, to distract any witnesses. Onlookers may oppose the roll with a Sense Motive or Spellcraft check.

Bluff Check Modifiers
The spellcaster is defiling -20
Table 4-2: Spellcraft or Sense Motive Modifiers
Situation Modifier
Target is closely observing spellcaster +5
Target knows the character is a spellcaster +5
Casting spells in cities with witnesses can be very dangerous.
Lynch mobs, templars and even other wizards generally flock to
the scene when someone cries “Wizard!”.

Hide (Dex)
You may attempt to remain hidden after a ranged attack. If you are successfully hidden at least 10 feet away from your target, you may make a single ranged attack, and then immediately attempt to hide again as a move equivalent action. You suffer a –20 circumstance penalty on your Hide check to conceal yourself after your attack.

Knowledge (Ancient History) (Int;Trained Only)
This is a very unusual skill, and the DM should take great care to see that this skill is not treated casually. While most people have heard of the Green Age, most common knowledge of the past is shrouded in mystery and peppered with disinformation.

Knowledge (Warcraft) (Int)
You are knowledgable in organized warfare. Some of the areas of warfare this skill covers are: Supervising construction of defenses, supervising construct on siege weaponry, logistics, commanding siege weapon operations, commanding war beetle operations, teaching in the use of weapons and communication through signals and messengers (including the relevant terminology).

Literacy (None; Trained Only)
Literacy is as rare as water or mercy. Unlike most campaign settings, the ability to speak a language does not automatically allow you to read or write in that language.

  • Instead of buying a rank in Literacy, you choose a new language that you can read and write. You do not have to be able to speak the language. • You don’t make Literacy checks. You either know a language or you don’t. Retry: Not applicable. (There are no Literacy checks to fail.) Note – you do not gain automatic languages from high INT

Speak Language (None; Trained Only)
Like Literacy, the Language skill does not work like a standard skill. This skill functions as in the Player’s Handbook, except that you are not automatically literate in every language you speak (see the description of Literacy). Languages highlighted are dead or otherwise restricted. – you do not gain automatic languages from high INT

Languages can be here:

Survival (Wis)
Terrain types affect the amount of food and water
available through hunting and foraging. The DC of the
check depends on the conditions of the climb. Compare
the task in the Player’s Handbook with those on the
following table to determine an appropriate DC.

Terrain Type / DC
Abundant / +0
Forests, Blue Zone Lakes, Gardens, Mountain Vales

Fertile / +5
Verdant Plains, Savannahs, Swamps, Mud Flats

Infertile / +10
Rocky Badlands, Stony Barrens, Scrublands

Barren / +15
Boulder Fields, Salt Marshes, Sandy Wastes

Desolate / +20
Mountains, Salt Flats, Dust Sinks / Sea of Silt, Sulphur Marsh

Void / +25
Obsidian Plains, Volcanos, Magma Field, Sulphur Flats

Swim (Str)
Large bodies of water are so uncommon that swimming is not a class skill for any class other than for some clerics of elemental water.

Skills Errata

Echos of Creation Stratos Stratos