Skills

There is a greater need for particular skills in the

wastelands and the cities of Athas. While most adven-

tures rely heavily upon Perception as a key skill to no-

tice everything about a character’s surroundings, it is

not the most important skill to possess on Athas. In or-

der to live under the harsh light of the dark sun, Surviv-

al is the single most important skill. Characters that lack

this skill may find themselves at a serious disadvantage

when traveling outside of a city.

Only a few key skills will be addressed in this sec-

tion, as most skills are useful for all of the same things

that they’re used for in any other campaign setting.

Sleight of Hand: This skill is critical for any arcane

casters that are attempting to hide their spellcasting

from the eyes of anyone in view, as casting arcane magic

carries a death sentence in most civilized areas of the

world.

Spellcasters may attempt to hide any spell with a

verbal or somatic component they are currently cast-

ing by making a Sleight of Hand check (DC 15 + the

level of the spell cast) as a swift action. Success grants a

+4 competence bonus to conceal your spellcasting. This

bonus stacks with any benefits gained from the conceal

spell feat.

Sleight of Hand Unchained: With the Sig-

nature Skill feat and sufficient ranks in Sleight of

Hand, you may choose to gain the following bene-

fits in place of the standard skill unlocks. Once your

choice has been made, it cannot be changed.

5 Ranks: When attempting to cast a spell with

a verbal or somatic component while concealing

your spellcasting, you gain a +2 circumstance bo-

nus on the roll.

10 Ranks: When using the conceal spell feat,

you may conceal your spellcasting without any

increase in the amount of time it takes to cast the

spell..

15 Ranks: When you successfully conceal a

spell that you have just cast, the save DC of that

spell increases by 1.

20 Ranks: When casting a spell with a verbal

or somatic component, you may make a Sleight of

Hand check to conceal your spellcasting as a free

action.

Survival: Athas is an incredibly harsh environment.

From tracking foes across desert wastes to finding wa-

ter, those that are not trained in Survival virtually guar-

antee that they will not survive the harsh environment

of the Tablelands.

Small sized characters need to consume 1 gallon of

water per day, medium sized characters need to con-

sume 2 gallons of water per day, while Large characters

need 4 gallons of water per day in order to avoid dehy-

dration.

Table 11: Survival DCs by Task

Survival DC Task

Varies Follow tracks

+15 … after a sandstorm has passed

+20 … in a dust sink (i.e. The Sea of Silt)

Varies Find water1

+0 … in farmlands or grasslands

+0 … in the forest ridge

+5 … on scrub plains

+5 … in stony barrens

+15 … in rocky badlands

+25 … on salt flats

1 A successful check locates a gallon of water. For every

2 that the DC check is exceeded, the character finds an

additional a gallon of water.

Swim: As there is very little standing water on

Athas, the Swim skill is largely unnecessary.

The following classes may replace the Swim skill

with Linguistics as a class skill: Vigilante.

The following classes may replace the Swim skill

with Escape Artist as a class skill: Barbarian, Bloodrag-

er, Druid, Fighter, Gunslinger, Hunter, Inquisitor, Rang-

er, Slayer, and Warpriest.

The following classes may replace the Swim skill

with Survival as a class skill: Aegis, Brawler, Cavalier,

Cryptic, Dread, Magus, Monk, Ninja, Psychic Warrior,

Rogue, Samurai, Skald, Soulknife, Swashbuckler, Tacti-

cian, and Wilder.

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