|
| |
Skill Rules
ArM makes use of standard skill difficulties. The following
table converts these skill difficulties to d20 difficulty classes (DCs). [Note
9]
Task Difficulty
|
ArM
Roll
|
d20
DC
|
|
Very Easy
|
3
|
5
|
|
Average
|
6
|
10
|
|
Difficult
|
9
|
15
|
|
Very Tough
|
12
|
25
|
|
Extremely Difficult
|
15
|
30
|
The following outlines how skills and talents from ArM
convert to d20 System skills. Italics indicate new d20 skills (stat in
parenthesis indicates basis for skill) found in the New Skills
section.
Mapped Skills
These skills have an equivalent in d20, and are thus mapped to that skill. In
future editions of these conversion rules I may elaborate on changes to these
d20 skills needed to accommodate ArM mechanics.
This
ability or talent in ArM…
|
…converts
to this in d20 rules
|
Alchemy
|
Alchemy
|
Animal
Handling
|
Handle
Animal
|
Animal
Ken
|
Animal
Empathy (exlusive)
|
Athletics
|
Balance,
Escape Artist, Jump, Tumble
|
Awareness
|
Search,
Spot
|
Bargain
|
Diplomacy
|
Boating
|
Profession
(boater)
|
Brawling/Xxx
Weapon
|
(Weapon
proficiency or weapon focus feats as appropriate)
|
Charm
|
Bluff
|
Chirurgy
|
Heal
|
Climb
|
Climb
|
|
Concentration
|
Concentration
|
|
Contortions
|
Escape
Artist
|
|
Craft
(type)
|
Craft
(type)
|
|
Direction
Sense
|
Intuit
Direction
|
|
Disguise
|
Disguise
|
|
Empathy
|
Sense
Motive
|
|
Etiquette
|
Diplomacy
|
|
Folk
Ken
|
Sense
Motive
|
|
Forgery
|
Forgery
|
|
Guile
|
Bluff
|
|
Healer
|
Heal
|
|
Herbalism
|
Profession
(Herbalist)
|
|
Hunt
|
Wilderness
Lore
|
|
Intrigue
|
Diplomacy
|
|
Jongleur
|
Perform
(juggling), Tumbling, Perform (comedy)
|
| Knowledge
(Theology) |
Knowledge (Religion) |
| Knowledge
(Area Lore) |
Knowledge (Local or Geography) |
|
Leadership
|
Intimidate
|
|
Legerdemain
|
Pick
Pocket
|
|
Pick
Locks
|
Open
Lock
|
|
Play
(instrument)
|
Perform
(instrument)
|
|
Read
Lips
|
Read
Lips
|
|
Ride
|
Ride
|
|
Sing
|
Perform
(ballad/chant/melody)
|
|
Speak
Latin
|
Speak
Language (Latin)
|
|
Stealth
|
Move
Silently, Hide
|
|
Storytelling
|
Perform
(storytelling)
|
|
Survival
|
Wilderness
Lore
|
|
Swim
|
Swim
|
|
Wagoneering
|
Profession
(teamster)
|
|
Weather
Sense
|
Knowledge
(weather)
|
Name
|
Key
Ability
|
Untrained
|
Exclusive |
Source |
Description
|
Affinity
(subject)
|
None
|
No
|
No |
ArM |
Add
the skill ranking as a bonus to casting or resisting magic related to
(subject). Gain this as result of taking the Magical Affinity feat.
|
Certámen
|
Int
|
No
|
Yes |
ArM |
Used
when conducting magical duels.
|
| Craft
(bane) |
Int |
Feat |
No |
HM |
Granted as a result of taking the
Craft Bane feat. |
| Craft
(charm) |
Int |
Feat |
No |
HM |
Granted
as a result of taking the Craft Charm feat. |
| Craft
(scribework) |
Int |
No |
No |
ArM |
|
| Divination |
Int |
Feat |
No |
ArM |
|
| Dousing |
Wis |
Feat |
No |
ArM |
|
| Enchanting
Music |
Cha |
Feat |
No |
ArM |
|
| Entrancement |
Cha |
Feat |
No |
ArM |
|
Faerie
Magic
|
None
|
Feat
|
No |
ArM |
Used
to as a bonus to cast or resist faerie magic or spells. Gain this as a
result of taking the Faerie Magic feat.
|
| Faerie
Sight |
Wis |
Feat |
No |
HM |
Granted as a result of taking the
feat Faerie Sight. Can better perceive all things fey. |
Finesse
|
Wis*
|
No
|
Yes |
ArM |
Used
to manipulate spell effects in order to perform special feats. Used as a
bonus for aimed (ranged touch attack) spells.
|
Form
(type)
|
None
|
No
|
Yes |
ArM |
Forms
represents an understanding of the types of magic to manipulate.
Choose from animál, aquam, auram, corpus, herbam, ignem, imáginem,
mentem, terram, vim. [Note 2]
|
Knowledge
(artes liberals)
|
Int
|
No
|
No |
ArM |
|
| Knowledge
(church lore) |
Int |
No |
No |
ArM |
|
Knowledge
(civil and cannon law)
|
Int
|
No
|
No |
ArM |
|
| Knowledge
(disputatio) |
|
No |
No |
ArM |
|
Knowledge
(enigmatic wisdom)
|
Int
|
No
|
No |
ArM |
As
a GM, you may want to
base this roll on Wis.
|
Knowledge
(faerie lore)
|
Int
|
No
|
No |
ArM |
|
| Knowledge
(folk magic) |
Int |
Feat |
No |
ArM |
Used
by hedge wizards; analogous to Knowledge (magic theory). Only available
to those with The Gift, or Minor Gift. Allows recognition, collection, and
use of wild vis. Source: Hedge Magic. |
Knowledge
(hermetic law)
|
Int
|
No
|
No |
ArM |
|
| Knoeledge
(lectio) |
Int |
No |
No |
ArM |
|
| Knowledge
(legend lore) |
Int |
No |
No |
ArM |
|
Knowledge
(magic theory)
|
| |