New Skills in Eloria |
In just about every reference book put on the market, new skills get added. No matter how much people think they have done, some skills just are not available in a fantasy context in a believable way. So, the following are skills one might find useful if not exactly specific to the adventuring classes. |
Electives Armorsmith- The ability to forge and repair armor. The character is versed in the forge and the specialized trade of armor. The heavier armors recieve penalties to the skill percentage. Characters will require a full forge to work on double mail through plate/chain. A half forge will be required for chainmails and other leathers. The cost of materials and energy (fire) will amount to 1/3 commercial price for each kind of armor. A failed roll indicates a ruined product with 1/2 SDC and -1d6 AR. Salvaging the product will require 1/2 the original cost (ie, 1/6 of commericial cost). A prerequisite skill is Blacksmith. Forging penalties- the first percentile indicates the penalty to forge a new whole piece and the second is the penalty to repair a piece to full strength. The "other penalties" include trying to forge exceptional armor. Chain Mail -5% -0% 1d4 days 1d6 hours Double Mail -10% -3% 2d4 days 2d6 hours Scale Mail -20% -10% 2d6 days 3d6 hours Splint -30% -15% 4d6 days 5d6 hours Plate/Chain -25% -12% 5d6 days 2d4x5 hours Increase SDC (every 20 points) cumulative -5% Decrease Weight (every 5 lbs) cumulative -10% |
Armorsmith Levels 1. 8% 2. 14% 3. 21% 4. 28% 5. 35% 6. 42% 7. 49% 8. 56% 9. 63% 10. 70% 11. 75% 12. 80% 13. 85% 14. 90% 15. 99% |
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-Chain mail gauntlet |
-Valyrian Helm |
-Studded Leather Coat, Kyrian Design |
-Dansig Helm |
Weaponsmith- The ability to fashion swords, maces, polearms and other hand-to-hand weapons at the forge. The character, if given access to adequate facilities (a full forge for large weapons like swords, polearms, etc. and a half forge for daggers, darts, etc.) will enable the character to forge a weapon. Only exceptionally talented weaponsmiths are able to forge weapons of great quality. However, failing this skill will result in a ruined product, unsalvageble except by the most proficient hands (-1 damage every 10% failed) and the time was wasted. Supplies and energy (fire) will amount to 1/2 the commercial cost of the item. Smaller weapons will require 1d4 hours at the forge, plus 1d4 more hours for each additional bonus of +1. Large weapons will require 3d6 hours plus 1d6 more hours for each additional bonus of +1. A prerequisite skill is Blacksmith. +1 damage is -10% +1 strike/parry -20% +2 damage is -20% +2 strike/parry -40% +3 damage is -35% +1 parry -10% +4 damage is -50% +2 parry -15% +3 parry -20% Note: Dwarves recieve only 1/10 the above penalties in the forging of weapons. |
Weoponsmith Levels 1. 9% 2. 17% 3. 26% 4. 27% 5. 35% 6. 43% 7. 51% 8. 59% 9. 66% 10. 74% 11. 82% 12. 86% 13. 91% 14. 95% 15. 99% |
WP Whip- The character is trained with the whip as a combat weapon and may also use it as a climbing aid (+10% scale walls with aid of the whip) for use in swinging and gripping. Level Strike Parry Throw R 1 +1 0 0 0 2 0 0 0 0 3 0 +1 0 0 4 +2 0 0 0 5 0 0 +1 0 6 0 0 0 0 7 +3 0 0 0 8 0 +2 0 0 9 0 0 0 0 10 0 0 +2 0 11 0 +3 0 0 12 +4 0 0 0 13 0 0 0 0 14 0 +4 0 0 15 +5 0 0 0 |