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{\*\generator Msftedit 5.41.21.2509;}\viewkind4\uc1\pard\lang1033\f0\fs20 Athletics: Climb, jump, swim\par
Acrobatics: Balance, tumble, escape artist\par
Perception: Spot, listen\par
Stealth: move silently, hide\par
Thievery: Sleight of hand, Pick lock\par
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\b Class skills for all classes:\b0  Ride, craft, profession\par
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\b Composure (wis):\b0  This skill allows a character to be in control of his emotions and hide them. Composure would help someone remain calm when his enemies try to provoke or taunt him for example or with a high composure, face the executor's block with head held high. \par
Composure is rolled vs bluff or perform in case someone tries to use these skills to seduct or otherwise distract him or her. For example a bodyguard would roll composure to ignore a performer and keep looking for enemies.\par
A character may decide to use a composure check with a -2 instead of his will save to avoid breaking when being tortured.\par
With a successful check vs DC 20, a character can manage to fall asleep within minutes even if not tired.\par
\b Retry: \b0 Normally not.\par
\b Synergy:\b0  5 ranks in bluff give +2 synergy bonus to composure. \par
5 ranks in composure give a +2 bonus to bluff or intimidate checks in social interactions (i.e not when feinting in combat or intimidating in combat)\par
Every 5 ranks in composure give a +1 bonus to will saves vs fear or intimidation or spells that manipulate emotions.\par
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\b Heal (wis)\b0 : Aside from the use to stabilize a dying character and speed up recovery, use of this skill (once/combat) allows another character to convert up to 1/4 of the damage he or she sustained to subdual damage. \par
The DC for this is 10 + damage to be converted. This use of the skill takes 1 minute. Failure by 5 or more deals 1d6 damage to the recipient. \par
For example if a fighter has sustained 29 points of damage another character may decide to help him convert up to 7 hit points to subdual damage. If the healer decides to convert 4 damage to subdual damage the DC of the skill is 14. If she decides to convert all 7, then the DC is 17, with a great risk to cause further injury.\par
Use of this spell stack with the use of healing magic.\par
\b Retry:\b0  For converting damage, no.\par
\b Special:\b0  None of the classes has heal as a class skill.\par
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\b Invert (int, trained only, exclusive):\b0  The purpose of this skill is to hide spellcasting. \par
With a DC 15 the caster can hide the halo of light or other visible effects that betray he's casting. With a DC 20, the caster can find ways to hide the somatic components of the spell he's casting, masking them as handwaves or stretching or something else seemingly innocent. The caster \b still\b0  makes the necessary maneuvers and motions, but hides them within other moves. Finally with a DC 25, the caster can find ways to mask even the \b vocal\b0  components of his spells within speech. He will certainly seem to be talking to himself or mention weird "names" of "people" and "places" but unless someone is suspicious about this form of casting, the caster won't be suspected.\par
Failure in this skill check means the character didn't find a way to hide visual effects, somatic and/or vocal components. The spell will still function (if the caster decides to go through anyway) but it will still need the extra time to be casted.\par
This skill could be used for example to charm a prison guard without the nearby prison guards suspecting spellcasting.\par
NOTE: The visual effects hidden are the side effects of the spellcasting, not the side effects of the spell itself once cast. An inverted fireball spell would be a very visible ball of fire originating suddenly by the guy that was talking to his friends about his travels to strange places making many hand motions.\par
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Alternatively, the spellcaster could use this skill to cast a spell inverted, i.e. in a way that other spellcasters wouldn't be able to see the threads to prevent them from learning a spell or figuring out what it does. Visual , somatic and vocal compo\par
Any caster trying to hide the threads from enemy spellcasters makes an invert skill check opposed by the weavesight check of any other spellcaster that wishes to see the threads of the spell to block them. \par
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Using this skill doubles the casting time of a spell; a spell that needs a standard action to be cast, will need a full round action. \par
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\b Retry: \b0 Normally not.\par
\b Take 10:\b0  The character can choose to take 10 in order to cast a spell inverted so that others can't learn it.\par
\b Synergy:\b0  5 ranks in bluff give +2 synergy bonus to invert in order to hide signs of spellcasting.\par
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\b Leadership (cha):\b0\par
This skill is useful in order to convey orders in a way that others understand them and to organize groups of people working together. \par
For example conveying a general's or king's orders to the captains may require a DC 15 to avoid misunderstandings. However, making sure each and every one of a group of 100 poorly disciplined soldiers would shoot his bow at the \b same\b0  time, without any assisting petty officers could require a DC of 25. \par
Other uses of the skill in the field of battle is to have the unit under one's command keep advancing orderly without breaking ranks while being taunted by the enemy (leadership vs bluff with suitable modifiers) or when the enemy tries to scare them (leadership vs intimidate with suitable modifiers) or even to help them keep cohesion and close gaps after a fireball rips through the ranks.\par
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A character can also make a leadership check to increase the effectiveness of the "aid another" special action by +1. The DC for this is usually 15+1/2 people in the group. So to give a group of 6 workers the ability to grant a +3 bonus instead of +2 when any of them take the "aid another" action, the character has to pass a DC of 18. This use of the skill takes as much time as the action performed by the group. So if the character uses this skill to organize a group of workers that work a mone, and make 1 check per hour, use of this skill takes an hour.\par
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With a leadership check the character can also increase the number of people that can assist one another in a task. The DC for this is usually 15+2/person beyond the first. So to coordinate 3 assistants to help a blacksmith make a suit of armor (which usually can be done by 1 person only) the character has to pass a leadership check with a DC of 21. Again use of this skill takes as much time as the task. Some uses of this skill aren't feasible.\par
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\lang1033\b\f0 Retry: \b0 Normally not except in the case of the "aid another" application of the skill.\lang1032\f1\par
\lang1033\b\f0 Synergy:\b0  5 ranks in diplomacy give +2 synergy bonus to leadership.\par
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\b Weavesight (int, exclusive):\b0\par
This skill enables the character to see threads of spells as it's being cast in order to try and learn it, recognise it, or to identify the effect of wards, items etc.\par
Identifying a (non inverted) spell being cast has a DC of 10+spell lvl and it doesn't take an action. Spells from a different tradition have a +2 DC to be identified and the character takes a -2 if he's in combat. If the character is familiar with the spell, he understands which spell it is. If the caster doesn't know and hasn't encountered the spell before he or she understands the general effects of the spell.\par
Identifying a magic item takes 1 hour of concentration to study the magic and the threads that surround it. The DC is 10+spell lvl of the highest level spell used on it (since permanency increases the spell lvl by 5, it's not easy). Again the character gains understanding of the general power and effects of the item, not command words if it has any. \par
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Searching for and identifying a magical ward or tied off, stationary effect takes a standard action. If the ward is meant as a trap it would propably be inverted. Even if it's not, the DC to find such an effect (if it's not obvious like a shimmering wall of force) is 15+spell lvl. To understand what the effect does the character should pass the check by more than 5. For example if there's a 3rd lvl arcane lock on a chest the DC to understand that the chest is enchanted is 18. To understand that the effect locks the chest, the character should have more than 23. \par
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The check to identify a spell and the check needed to learn the spell are the same. \par
For example a character witnessing an enemy magic user in combat casting a 4th lvl spell makes a weave sight check (with a -2 for being in combat). A result of 14 tells him that the spell is an area spell that deals moderate fire damage. A result of 23 allows him to try and learn that spell.\par
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If a spell is inverted the weavesight result must also be greater than the invert result in order to identify or learn a spell.  \par
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\b Retry:\b0  Yes\lang1032\f1\par
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