|Craft Tech (Clockworks)|
|Craft Tech (Machinist)|
|Craft Tech (Steamworks)|
|Craft Tech (Trapmaking)*|
|Knowledge||We will use Knowledge
checks in order to answer the age old question, "What does my character
know about this I'm looking at?" according to the following system
recommended by Frankie:
Creatures are broken up into their respective categories: Dragons would fall under Knowledge:Arcana, Elementals fall under Knowledge the Planes, undead = knowledge religion, etc.
The basic formula is DC 10 + HD of creature + any extra difficulty (i.e. the troll is a rare breed that can spit venom). The first guess is a free action, which gives the player the name (i.e. the troll is a rabid venom spitting yellow-back troll)
Nimbus added a neat addition, instead of making the character roll each round to find more pieces, he just has the character keep rolling until they either find out everything or fail once.
A failure follows standard D&D rules, increase the skill DC by one or more ranks before seeing if you recognize it better (after more research). How to handle successful rolls after the first: Each successful roll reveals an additional strength or weakness. In keeping with roleplay, instead of saying a skeleton has damage reduction 5/blunt, you'd say... "skeletons are resistant to most weapons except from bludgeoning ones"
|Knowledge (Language)||Learning languages fluently costs more than one skill point. See the "Choosing Languages" page for details|
|Profession (Foreman)||You can organize more than one worker to complete a job more quickly and efficiently|
|Use Technological Device|
|* adapted from Song & Silence. Wizards of the Coast, 2001. pp 25-36|