Skill Changes: Difference between revisions

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(Scroll DC was changed to 20 in recent patch.)
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* 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.  
* 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.  
* Any skill not mentioned here is unchanged.  


==Animal Empathy==
==Animal Empathy==
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Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round.
Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round.
* The total amount healed is the difference between your Heal check and the DC.
* The total amount healed is the difference between your Heal check and the DC.
* While out of combat, using a Medicinal Herb will roll 1d20+Heal vs DC 11 to determine the amount healed.  
* While out of combat, using a Medicinal Herb will roll 1d20 + Heal vs DC 11 to determine the amount healed.  
* While in combat, using a Medicinal Herb will roll 1d20+Heal vs DC 16 to determine the amount healed.  
* While in combat, using a Medicinal Herb will roll 1d20 + Heal vs DC 16 to determine the amount healed.  
* Higher quality herbs may add bonuses to the check. This will be visible in the log if so.  
* Higher quality herbs may add bonuses to the check. This will be visible in the log if so.  
* '''Example:''' Using a Medicinal Herb while out of combat with a roll of 17 will heal 6 hp over 6 rounds.
* '''Example:''' Using a Medicinal Herb while out of combat with a roll of 17 will heal 6 hp over 6 rounds.
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'''Antitoxins'''
'''Antitoxins'''


This item neutralizes poisons with a successful Heal check of 1d20+Heal vs DC.
This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC.
* While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated.
* While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated.
* While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated.
* While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated.
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'''Salutatory Tonics'''
'''Salutatory Tonics'''


This item cures diseases with a successful Heal check of 1d20+Heal vs DC.
This item cures diseases with a successful Heal check of 1d20 + Heal vs DC.
* While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated.
* While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated.
* While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated.
* While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated.

Revision as of 14:59, 23 March 2021

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

EFU does not use default Healing Kits, instead EFU has custom Healing Kits that are used to store Medicinal Herbs. Aside from Medicinal Herbs, there are two other items available that utilize the Heal skill: Antitoxins and Salutatory Tonics. The Heal skill is also used in Herbalism.


Medicinal Herbs

Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round.

  • The total amount healed is the difference between your Heal check and the DC.
  • While out of combat, using a Medicinal Herb will roll 1d20 + Heal vs DC 11 to determine the amount healed.
  • While in combat, using a Medicinal Herb will roll 1d20 + Heal vs DC 16 to determine the amount healed.
  • Higher quality herbs may add bonuses to the check. This will be visible in the log if so.
  • Example: Using a Medicinal Herb while out of combat with a roll of 17 will heal 6 hp over 6 rounds.
  • Herbs and Healer's Kits have a guaranteed duration of Heal skill / 5 Rounds. This includes on uninjured targets.
  • Herbs and Healer's Kits will not stop applying their regeneration effect once the target reaches Uninjured, and can be used to add a short duration Regeneration effect.


Healer's Kits

These items can be used to store Herbs. They weigh 5.5lbs but do not get any heavier when a Herb charge is added to the Kit.

  • Use the Unique Power on a Herb item (Medicinal Herbs, Improved Herbs, Lizardfolk Healing Charm etc). Special Herb items do not add their Heal check bonuses when added to a kit, so it may be best to store those separately.
  • The Herb item will be destroyed and the combat log will show you the number of uses the kit now has.
  • You can also use the Unique Power of a Kit on another Healer's Kit to transfer uses charges from one Kit to another.
  • WARNING: This will destroy the targeted kit and add to the kit you are using. Be sure you are targeting the correct kit.


Antitoxins

This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC.

  • While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated.
  • While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated.
  • Will also give the Ironguts buff to target on DC 20 and Lesser Restoration for DC 30.


Salutatory Tonics

This item cures diseases with a successful Heal check of 1d20 + Heal vs DC.

  • While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated.
  • While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated.

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.

Parry

Balanced for EFU. For every 5 base ranks in Parry, characters gain +1 Deflection AC if and only if their Parry ranks are maintained after modifiers.

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 Dodge 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 (20 + 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.