Alchemy System

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Skill Mechanics

Open Game Content License
The maximum number of ranks one may have in a skill (except knowledge skills) is your maximum stat bonus in the stat associated with that skill per level, minimum of 4 points per level
modifications are going to be made to those specific rules so that they further pertain to my system, but they are a very nice starting point for my work.

This page contains open content.

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Diplomacy (Cha)

Use this skill to ask the local baron for assistance, to convince a band of thugs not to attack you, or to talk your way into someplace you aren't supposed to be.

Check: You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction." The DC for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.

The Target: The base DC for any Diplomacy check is equal to the 15 + level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom. High-level characters are more committed to their views and are less likely to be swayed; high Wisdom characters are more likely to perceive the speaker's real motives and aims. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit from a very wise advisor who listens in court and counsels him accordingly. For this purpose, a number of characters is only a "group" if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each.

The Relationship: Whether they love, hate, or have never met each other, the relationship between two people always influences any request.
-10 Intimate: Someone who with whom you have an implicit trust. Example: A lover or spouse.
-7 Friend: Someone with whom you have a regularly positive personal relationship. Example: A long-time buddy or a sibling.
-5 Ally: Someone on the same team, but with whom you have no personal relationship. Example: Two marines from the same country.
-2 Acquaintance (Positive): Someone you have met several times with no particularly negative experiences. Example: The scrap shop guy who buys your stuff.
+0 Just Met: No relationship whatsoever. Example: A police officer or a traveler on a road.
+2 Acquaintance (Negative): Someone you have met several times with no particularly positive experiences. Example: An officer who arrested you for drunkenness once or twice.
+5 Enemy: Someone on an opposed team, with whom you have no personal relationship. Example: A priest of a philosophically-opposed religion or an thief who is robbing you.
+7 Personal Foe: Someone with whom you have a regularly antagonistic personal relationship. Example: A bounty hunter who is tracking you down for your crimes.
+10 Nemesis: Someone who has sworn to do you, personally, harm. Example: The brother of a man you murdered in cold blood.

Risk vs. Reward Judgment: The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC themselves and what they might value; while 10 gp might be chump change to an adventurer, it may represent several months' earnings for a poor farmer. Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a greater good is served by the proposed deal. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group.
-10 Fantastic: The reward for accepting the deal is very worthwhile, and the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of cash for something of no value to the subject, such as information that is not a secret.
-5 Favorable: The reward is good, and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject. Example: A request to aid in a fight against a bunch of poorly trained students, and first pick of their stuff.
+0 Even: The reward and risk are more or less even, or the deal involves neither reward nor risk. Example: A request for directions to someplace that is not a secret.
+5 Unfavorable: The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject. Example: A request to free a prisoner the subject is guarding (for which he or she will probably be fired) in return for a small amount of money.
+10 Horrible: There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for a city.

Success or Failure: If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.

Action: Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time requirement may greatly increase.

Try Again: If you alter the parameters of the deal you are proposing, you may try to convince the subject that this new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less than the DC on your Diplomacy check, you can continue to offer deals.

Synergy: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus to Diplomacy. Other skills may provide a synergy bonus if the gm says that it applies, and more importantly, they do not stack except with bluff.

Special: debates over the price of an item (when in a shop) also use diplomacy, however without those modifiers. (The opp onents level is still added to their opposed roll, unless it is a player character.) Roll against your opponent, and then find the difference between the two rolls. Take that difference and multiply it by 2%, and that will be the adjustment on the price. If you win the price moves in your favor, and if you lose it moves in your opponents favor. The price may not move more than 20%. Both parties must live with the price, no matter what.

KNOWLEDGE (Int; Trained Only)

Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).

In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.

For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

You can attempt a Knowledge check to give yourself an advantage in a situation. You may attempt one such check per day for each Knowledge skill in which you have ranks. A basic check (DC 20) gains you a +1 competence bonus to AC, attack rolls, damage rolls, or the save DCs of your spells against one particular opponent , or a +2 competence bonus to one saving throw against a particular effect (a certain wizard's spells, poison, or to avoid traps, for example), or a +2 competence bonus to one skill check to accomplish a particular task. A DC (30) check increases these bonuses to +2/+4/+4 respectively. You must specify the opponent, effect or task upon making the check, and the bonuses last until the conditions are met or a day passes, whichever comes first. You must describe how your knowledge produces these results; a knowledge skill which is incompatible with a particular result increases the check DC by +10, at the DM’s discretion. If you fail the Knowledge check, you may not attempt to gain an advantage through that Knowledge skill for the rest of the day, though you may still use a different Knowledge skill.

Action: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t. Making a Knowledge check to grant yourself a situational advantage is a free action.

Try Again: The check represents what you know, and what you remember. However sleeping on it may give you a chance to remember something that you had forgotten, assuming your ranks in the skill are high enough to justify that you probably learned it to begin with.

Synergy:
• If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.
• If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
• If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on bardic knowledge checks.
• If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
• If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
• If you have 5 or more ranks in Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks with royalty.
• If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on Diplomacy checks with the clergy.
• If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower), and you cannot try and gain a situational advantage.

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