The Avatar d20 setting uses (by and large) the same skill system used by more traditional d20 settings. The most prominent change is the omission of Spellcraft and Use Magic Device, as these skills cannot be supported in a setting that lacks magic. In addition, four new skills have been introduced to govern the operation Version 2.0 bending: Airbending, Earthbending, Firebending, and Waterbending. The Version 2.0 bending overview contains the details of the use of these skills. Finally, the use of the Knowledge skills has been changed, as can be seen below.
Avatar d20 Knowledge Skills
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.
- Arcana – ancient mysteries, arcane symbols, cryptic phrases, mystic practices
- Architecture & Engineering – buildings, aqueducts, bridges, fortifications, war machinery
- Bending Arts – bending forms, bending philosophies
- Dungeoneering – caverns, spelunking, subterranean creatures
- Geography – lands, terrain, climate, people
- History – royalty, wars, colonies, migrations, founding of cities
- Local – legends, personalities, inhabitants, laws, customs, traditions, humanoids
- Nature – animals, plants, seasons and cycles, weather, vermin
- Nobility & Royalty – lineages, heraldry, family trees, mottoes, personalities
- Religion – the spirits, religious practices and symbolism, philosophy
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.
Usually none. In most cases, making a Knowledge check
doesn’t take an action—you simply know the answer or you don’t.
No. The check represents what you know, and thinking about
a topic a second time doesn’t let you know something that you never learned in
the first place.
- If you have 5 or more ranks in Knowledge (Bending Arts), you gain a +2 synergy bonus on Bending checks.
- Other synergy – as PHB
New Knowledge Uses
(Arcana) can be used in conjunction with various aids (bones, palm lines,
fire omens, etc.) to predict the future.
Using Knowledge (Arcana) in this matter requires at least five
minute of examination and contemplation, as the fortune-teller manipulates
the aids and attempts to decipher their meanings. Using Knowledge (Arcana) in this way is
difficult and requires substantial training.
- A DC 20 check will tell the fortune-teller whether a particular action will be good or bad for the subject of the reading. If the fortune-teller succeeds in this check, she gets one of four results: Positive, Negative, Both Positive and Negative, or Inconclusive. This use of Knowledge (Arcana) allows the fortune-teller to predict events up to two days in the future. This information has a 70% chance of being correct. For every point by which the fortune-teller exceeds the base DC, the percent chance of correct information increases by 1% to a maximum of 90%.
- A DC 30 check will tell the fortune-teller a bit of useful (if vague) information about a specific action up to one week in the future. This information has a 70% chance of being correct (though often the information is vague enough that multiple situations will allow it to be correct). For every point by which the fortune-teller exceeds the base DC, the percent chance of correct information increases by 1% to a maximum of 90%.
- A DC 35 check will tell the fortune-teller general information about a subject’s future, providing vague information for up to 1 year in the future. For every 2 by which the fortune-teller’s Knowledge (Arcana) check exceeds the base DC, the fortune-teller receives information about an additional year.
Note that practitioners of fortune-telling use multiple methods to aid them, and that this use of the skill cannot be used without some sort of physical aid. Bones, fire, palm lines, head bumps, cloud pictures, celestial patterns, and sacred texts are all common aids. Using multiple methods provides a +2 circumstance bonus on this check. In addition, a fortune-teller who has a personal relationship with the subject (more significant than a first-time acquaintance) gains a +2 circumstance bonus on this check.
Finally, note that practitioners of fortune-telling often embellish the information they give. It also is not unheard of for fortune-tellers to give outright false information. DM’s should feel free to provide more or less information as they feel necessary for their campaigns.
Knowledge (Nature) can be used to identify and employ healing plants and animals. There are many plants and roots both blooming and hidden throughout the
world whose medicinal properties can only be harnessed by those that
know how to bring them out. If you succeed on a check to identify an
herb's use, it means you know the herb's properties as well as how to
prepare it in order to bring it out. Failing a check by 4 or less means
that you vaguely know what the herb does, but may be foggy on how to
use it. Failing the check by 5 or more means that you don't know the
herb's uses and may even have false information, which could lead to
dire results as some plants are venomous if used incorrectly.
Wilderness Lore - Rangers (and NPC experts) can use this skill to even greater extents in order to find the plants themselves in the wild. A ranger may use his knowledge and experience in the natural environment to identify plants with uses both medicinal and poisonous. Whenever a ranger uses the Survival skill to forage for food, he may also make a Knowledge (nature) check to identify herbs with useful properties. If the Knowledge check exceeds the DC of each herb and if it is present in the area the ranger searches through, the ranger may gather it and apply it as noted in each herb's description.
- Ginger Root (DC 5) - Found almost anywhere in lightly to densely forested environments, this root has a strong, sharp flavor and is often used to flavor food. When boiled in water to make tea, ginger root fortifies the body's immune system, granting a +2 to fortitude saves against disease for one day. The average ginger root can weigh anywhere from two to eight ounces depending on size, and it takes half an ounce to make a cup of ginger tea.
- Wumei (Plum) (DC 5) - Commonly found on plum trees in any deciduous forest, this specially prepared fruit is a very common medicine used for strengthening the body as opposed to healing it. One fruit grants a +2 bonus on all fortitude saves for 10 minutes. Additional fruits extend this duration by 10 minutes up to a maximum of 1 hour per day. Collecting takes a single move action per fruit and the preparing takes 1 hour for every 100 fruits, and there may be anywhere from 20 to 40 plums on a single tree during the spring. Eating at least one plum fruit every day for at least two weeks makes the bonus on Fortitude saves continuous for as long as one eats at least one plum a day. Missing a day once the two weeks are complete has no effect, though missing four or more consecutive days removes the bonus and two more weeks of eating plum are necessary to get it back. The average plum weighs 4 to eight ounces, depending on size and ripeness.
- Jasmine Flowers (DC 10) - Commonly found in warm and tropical
forests, these flowers have a distinctive star-shaped structure and
grow as climbers vines on larger plants. Strongly and sweetly scented,
the flowers may be boiled into a fragrant tea which grants a +1 to
Fortitude saves against disease for rest of the day in which it is
drunk. For every week in which at least one cup of Jasmine Tea is drunk
every day, the bonus increases by 1 to a maximum of +3.
- Sandalwood (Oil) (DC 15) - The oil of the Sandalwood tree is full of nutrients and curative agents that heal the skin. It takes one minute to harvest one square foot of bark from the sandalwood tree and one hour to prepare Sandalwood oil which requires 2gp worth of normal oil. Once prepared, the Sandalwood oil mixture can be applied to any burn, blemish, or other skin injury for 10 minutes to completely remove the effect. Sandalwood Oil cures 3d8 non-lethal damage with a single dose as well as 1d8+3 damage dealt by fire or acid. Pure Sandalwood Oil is extremely potent and should never be used, if pure Sandalwood Oil is used it causes 1d6 damage which cannot be healed except by the Healing Waters seed. Sandalwood Oil (in pure form) can also be used as a laxative that effects the drinker 1 minute after being taken causing the drinker to make a DC20 fortitude save or become nauseated. Sandalwood Oil has a distinct smell and taste which can be identified by a DC 5 Knowledge (Nature) check. Sandalwood bark weighs half a pound per square foot, sandalwood oil weighs the same as regular oil. Cost: 5gp per dose, 10gp per dose of pure oil
- Frozen Wood Frogs (DC 20) - These frogs produce a potent medicinal slime that has the ability to cure even deadliest of diseases. By sucking on the frog for a continuous 2 hours, a patient is cured of any and all of the following conditions: confused, dazed, nauseated, and sickened. The frog's secretions are also a powerful medicine, and they may be used to cure any physical disease with a Fortitude save DC of 20 or lower. The frogs must have been frozen for at least a week before enough of the slime is produced to have any effect. The frozen frogs are actually quite tasty both raw and cooked, though few people would suffer the indignity of eating the animal. The frogs thaw out of their frozen state within a period of 1d2+4 hours.