Skill Changes
Skill Changes General Overview
Many skills have been modified, turned off, or replaced to better balance and fit in with EFU's unique design.
- Please note that skills requiring training (Animal Empathy, Perform, Tumble, Open Lock, Disable Device, Set Trap, Pick Pocket, UMD) will require at least 1 point spent on the skill for item bonuses to apply.
- Any skill not mentioned here is unchanged.
Animal Empathy
If an animal is AE'd while attacking another player, it will continue attacking until commanded to do otherwise. A dominated animal can be spoken through with the voice command "/v d [insert text]". This does not mean your character can talk through animals, it just makes you capable of emoting things like: [growls menacingly at Joe Blow]. The "Control Companion" player tool also allows for greater control of dominated creatures. The voice command "/c recall" will teleport a stuck/stubborn animal to your side as long as you are not in combat. Also, the higher this skill, the less likely animals will attack you.
Appraise
You should not role play being good at haggling without ranks in this skill. DMs will use appraise as a skill check for negotiating prices in any kind of RP interaction. High appraise may reveal special items in shops. High appraise may reduce the cost of brewing potions and crafting wands.
Bluff
Generally unchanged. It is however frowned upon to roleplay being a good liar without ranks in this skill. DMs may also use this skill to determine ability at things such as disguise and forgery.
Craft Armor/Weapon
Disabled. With the proper EFUSS skills it may be possible to craft something.
Craft Trap
Now represents the Tinkering skill. EFUSS will now add +1 Craft Trap per 5 EFUSS Tinkering ranks (for a max of +2).
Concentration
Unchanged from Bioware Default. Now used in Cooking.
Heal
Healing kits will heal 1 hp/round a total of the difference between the heal check and a DC of 11 (i.e. a Heal check of 17 will heal 6 hit points over 6 rounds). The DC is 21 while in combat. There are various qualities of herbs that can heal more than 1 HP/round. Also, feat Skill Focus: Heal will further improve the ability to use the healing kits to 2 HP/round. Healing kits do not cure disease or neutralize poison. Salutatory Tonics cure disease and Antitoxins neutralize poisons with a successful heal check. Heal is also used in Herbalism.
Hide
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
Listen
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
Lore
Generally unchanged. Note that the "Identify" spell no longer gives a boost to Lore, but instead identifies three unidentified items in your inventory. "Legend Lore" still provides a Lore boost. Lore is also used in Tinkering, Cooking, Alchemy and Herbalism , gives a small bonus to the Tracking ability of Rangers/Druids, and is used in EFU’s custom Necromancy system.
Move Silently
Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
Perform
EFU has a unique bard song system featuring 40+ setting-specific songs (?), usable through songbooks. Bard level is used to determine the strength of bard songs, not Perform. Every 3 points in Perform will add 1 round of Bard/Curse song however. More details can be found under the Bard Class description.
Pick Pocket
Bioware Pick Pocket disabled. EFU uses a custom Cut Purse system. Some NPCs have dialog options to allow you to try to pick his/her/it's pocket as well.
Search
Unchanged. Used in the Tracking ability of Rangers/Druids.
Spellcraft
Generally unchanged, though also used in Alchemy skill as well as EFU’s custom Necromancy system.
Spot
Generally unchanged, though used in many custom EFU systems, such as Tracking ability of Rangers/Druids and the Examine Mark ability of Rogues. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
Tumble
Balanced for EFU. For every 5 base ranks in Tumble, characters gain +1 AC if and only if their Tumble ranks are maintained after modifiers.
Example: A level 7 Bard with 14 dexterity, wearing chainmail, and using a large shield has 10 base ranks of Tumble. This character gains +2 tumble from their dexterity modifier, but suffers -5 armor check penalty from wearing chainmail and an additional -2 armor check penalty from equipping a large shield. This character's total Tumble after modifiers is 5 and therefore only gain +1 AC instead of +2. In order to retain their +2 AC bonus, their Tumble after modifiers must be at least 10.
Use Magic Device
Balanced for EFU. Crafted wands have a DC of (15 + spell level). Scrolls have a DC of (25 + spell level). Failed UMD checks do not result in loss of a charge or scroll. More information on UMD and its' mechanics, specifically Use Magic Device Item Cost Table, can be found Here.