Skill Changes

Note that this skill has no changes to it, however the revised Combat Casting feat, now called Resilience, provides it’s bonus to Fortitude Saves for the purposes of resisting the effects of Critical Hits.

This skill functions normally except in the following ways:
A DC: 15 heal check provides the affected character with healed wounds equal to the healer’s Wisdom Modifier +1. For every 5 by which the 15 was exceeded, the target gains additional wounds back equal to the healer’s Wisdom. A person can only be healed once per attack that damages them in the same 24 hour period, with a maximum number of times equal to the target’s Constitution Modifier +1.
Combat Healing takes time. Neither the healer nor target may take actions for two full rounds, the healing occurs on on the healer’s turn the second round. Being interrupted halts all progress, but does not reduce the number of times a target can be healed in a day.

On a related note, Healer’s Kits hold enough for 12 uses of the Heal skill, regardless of success or whether used to treat wounds, diseases or blood loss.

Items made of Masterwork Quality have their abilities adjusted as listed in the base [[:Rule Variant]] page. However, by increasing the cost by another 100 gold, masterwork items can gain additional qualities or lose poor qualities. For instance, War Axes are Unwieldy, but a Masterwork War Axe, at the cost of 100gp added to the crafting formula, can lose this quality, but it cannot become Balanced. A Warhammer could gain Concussive, a Long Sword could gain Rending, etc. Only one such trait can be given to said Masterwork Item.

Demolitions (Int; Trained Only)

Check: Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.

Set Detonator:Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.

A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The character’s DC to set the detonator is equal to the disarm DC.

Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction.

The GM makes the check (so that the character doesn’t know exactly how well he or she has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.

Special: A character can take 10 when using the Demolitions skill, but can’t take 20.

A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks.

A character without a demolitions kit takes a –4 penalty on Demolitions checks.

Making an explosive requires 15 Ranks in the Alchemy skill, proper tools and materials as well as a base DC 25 roll, with increases depending upon the explosive.

Time: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.

Skill Changes

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