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Special Skills for Barbarian, Ranger, Shaman, and Wishsinger

Quick Links: External link opens in new tab or windowInvestigator Special Skills 


BarbarianField Medicine


Special SkillEffect
Treat Wounds
Initial Rating: 15%
If successful, this treatment stops all bleeding and returns 1d6+1 hit points to the recipient. If this ability is used in combination with the Healing proficiency (discussed in the section on proficiencies), Treat Wounds will confer 1d12+1 points of healing. However, this ability can be used only once per combat encounter per person. A fumbled roll (96 - 00) Inflicts 1d4 damage on the recipient.
Identify and Treat Poison
Initial Rating: 10%
This treatment is a two-step procedure. First, the type of poison must be identified. If an identification roll is successful, then a roll must be made to determine the outcome of the treatment. If both rolls are successful, then the recipient takes only one-quarter normal damage. Poisons rated as "instant death" leave the recipient with one hit point. A fumbled roll (96 - 00) indicated that the wrong antidote was administered, causing additional 1d12 damage to the recipient.
Identify and Treat Disease
Initial Rating: 5%
This procedure works in a similar manner as Identify and Treat poison. Two successful rolls are required to effect treatment -- one for identification of the disease, one for its treatment. Successfully treated diseases drop one level of severity and last only half normal duration. In addition, chronic diseases can be sent into remission with proper treatment. This ability has no effect on supernaturally caused diseases. A fumbled roll (96 - 00) indicates that the Barbarian effecting treatment has caught the disease he had hoped to cure.


A Barbarian gets 20 discretionary points per level. It should be noted that a Barbarian must first study under a Shaman or other qualified healer (at then cost of 2,000 experience points) to unlock this skill set.


RangerStealth & Field Medicine


Special SkillEffect
Treat Wounds
Initial Rating: 15%
If successful, this treatment stops all bleeding and returns 1d6+1 hit points to the recipient. If this ability is used in combination with the Healing proficiency (discussed in the section on proficiencies), Treat Wounds will confer 1d12+1 points of healing. However, this ability can be used only once per combat encounter per person. A fumbled roll (96 - 00) Inflicts 1d4 damage on the recipient.
Identify and Treat Poison
Initial Rating: 10%
This treatment is a two-step procedure. First, the type of poison must be identified. If an identification roll is successful, then a roll must be made to determine the outcome of the treatment. If both rolls are successful, then the recipient takes only one-quarter normal damage. Poisons rated as "instant death" leave the recipient with one hit point. A fumbled roll (96 - 00) indicated that the wrong antidote was administered, causing additional 1d12 damage to the recipient.
Identify and Treat Disease
Initial Rating: 5%
This procedure works in a similar manner as Identify and Treat poison. Two successful rolls are required to effect treatment -- one for identification of the disease, one for its treatment. Successfully treated diseases drop one level of severity and last only half normal duration. In addition, chronic diseases can be sent into remission with proper treatment. This ability has no effect on supernaturally caused diseases. A fumbled roll (96 - 00) indicates that the Barbarian effecting treatment has caught the disease he had hoped to cure.

A Ranger gets 10 discretionary points per level. It should be noted that a Ranger must first study under a Shaman or other qualified healer (at then cost of 2,000 experience points) to unlock this skill set.



Special SkillEffect
Stealth
Initial Rating: 15%
This skill allows the Ranger to move without being detected. If a Stealth check is made, the character can travel at half normal movement without being heard or seen, so long as he is farther than 10 feet from a searching party. This skill is cumulative with the Elven ability to move without being seen.
Tracking
Initial Rating: 20%
This skill that enables the Ranger to identify the tracks of a creature and follow at half normal movement. This skill also works for the purposes of tracking humans and humanoid creatures.
Hear Noise
Initial Rating: 15%
This skill permits the Ranger to identify the range and direction of sounds. If a conversation is overheard, then a successful Hear Noise roll will enable the Ranger to perceive the words spoken, provided that the Ranger is conversant with the language heard.


A Ranger gets 20 discretionary points per level.


ShamanField Medicine


Special SkillEffect
Treat Wounds
Initial Rating: 15%
If successful, this treatment stops all bleeding and returns 1d6+1 hit points to the recipient. If this ability is used in combination with the Healing proficiency (discussed in the section on proficiencies), Treat Wounds will confer 1d12+1 points of healing. However, this ability can be used only once per combat encounter per person. A fumbled roll (96 - 00) Inflicts 1d4 damage on the recipient.
Identify and Treat Poison
Initial Rating: 10%
This treatment is a two-step procedure. First, the type of poison must be identified. If an identification roll is successful, then a roll must be made to determine the outcome of the treatment. If both rolls are successful, then the recipient takes only one-quarter normal damage. Poisons rated as "instant death" leave the recipient with one hit point. A fumbled roll (96 - 00) indicated that the wrong antidote was administered, causing additional 1d12 damage to the recipient.
Identify and Treat Disease
Initial Rating: 5%
This procedure works in a similar manner as Identify and Treat poison. Two successful rolls are required to effect treatment -- one for identification of the disease, one for its treatment. Successfully treated diseases drop one level of severity and last only half normal duration. In addition, chronic diseases can be sent into remission with proper treatment. This ability has no effect on supernaturally caused diseases. A fumbled roll (96 - 00) indicates that the Barbarian effecting treatment has caught the disease he had hoped to cure.


A Shaman gets 20 discretionary points per level. A Shaman of at least 8th level can teach these skills to a Barbarian or Ranger. The student's cost is 2,000 experience points.


WishsingerStealth


Special SkillEffect
Stealth
Initial Rating: 15%
This skill allows the Wishsinger to move without being detected. If a Stealth check is made, the character can travel at half normal movement without being heard or seen, so long as he is farther than 10 feet from a searching party. This skill is cumulative with the Elven ability to move without being seen.
Hear Noise
Initial Rating: 15%
This skill permits the Wishsinger to identify the range and direction of sounds. If a conversation is overheard, then a successful Hear Noise roll will enable the wishsinger to perceive the words spoken, provided that the character is conversant with the language heard.


A Wishsinger gets 10 discretionary points per level.


Things to Remember


  • Some skills have a synergy bonus. For example, Treat Wounds is more effective if the character also has the Healing proficiency.

  • Split-Class characters can combine skills. For example, a Ranger/Wishsinger hybrid can combine the "Hear Noise" skill of both classes.

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