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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)
|
Int
|
Feat
|
No |
ArM |
Used
in the laboratory. Only available to those with The Gift.
|
Knowledge
(medicine)
|
Int
|
No
|
No |
ArM |
Five ranks or
more gives you a +2 synergy bonus on Heal checks.
|
Knowledge
(occult lore)
|
Int
|
No
|
No |
ArM |
|
| Knowledge
(Order of Hermes lore) |
Int |
No |
No |
ArM |
|
Knowledge
(philosophiae)
|
Int
|
No
|
No |
ArM |
|
| Magic
Sensitivity |
Wis |
Feat |
No |
ArM |
|
(Subject)
Might
|
None
|
No
|
-- |
ArM |
Represents
raw power. Subjects can be Magical, Faerie, Infernal, and Divine
|
| Mimicry |
Cha |
Feat |
No |
ArM |
|
Parma
Magica
|
None
(Int)
|
No
|
Yes |
ArM |
Used
to calculate resistance to magic
|
Penetration
|
None
|
No
|
Yes |
ArM |
Add
to spellcasting rolls when compare to target’s resistance
to magic.
|
| Premonitions |
Wis |
Feat |
No |
ArM |
|
| Profession
(herbalist) |
Wis |
No |
No |
ArM |
Now
also provides bonuses when constructing
certain types of potions: poisons, +10;
antidotes, +10; healing,+10; hallucinogens, +6 |
| Second
Sight |
Wis |
Feat |
No |
ArM |
|
| Sense
Holy/Unholy |
Wis |
Feat |
No |
ArM |
|
| Technique
(type) |
None |
No |
Yes |
ArM |
Techniques represent an understanding of the ways to
manipulate magic. Choose from creo, intéllego, muto, perdo, rego [Note
2] |
| Visions |
Wis |
No |
No |
HM |
Made
available by the Visions feat. |
Will
Over Form
|
Wis
|
Feat
|
No |
ArM |
Gains
ability to control form related to Bjornaer heart-beast. Gain this as a
result of taking the Follower of Bjornaer feat.
|
* Armor check penalty, if any, also applies.
Feat = requires a feat to take this skill. Feat may or may not be
documented in the Feats section. If not, see the
appropriate ArM rulebook.
Skill Roll Modifiers
In general, double modifiers to skill rolls when
translating from ArM to d20. Thus, if a spell effect results in a +2 bonus
to listening under ArM, you should use a +4 to the Listen check under d20. [Note
1]
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