Post by songstress on Apr 23, 2006 20:22:17 GMT -5
I use most of the skills found in basic d20 settings. The following feats are unchanged, though different classes may alter how they are used.
Appraise, Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Survival, Swim, Tumble, Use Rope.
The following Skills remain from basic d20, but have substantial changes for FMA. Skills in italics do not apply to FMA.
#Concentration, #Craft, Decipher Script, #Knowledge, #Spellcraft, Use Magic Device.
The following feats are new to FMA:
#Alchemic Analysis, #Craft (Mechanical), #Craft (Chemical), #Craft(Living), #Transmute (Earth), #Transmute (Metal), #Transmute (Gas), #Transmute (Liquid).
Concentration is different because instead of making a concentration check to continue casting when hit you do one to keep drawing a alchemy circle when hit aside from that it is the same, Craft just has some different craft skills I.E. automail, Knowledge is just that there are different knowledges, and spellcraft is changed to the skill alchemic analysis.
The new skills are as follows:
Alchemic analysis- allows you to identify alchemy circles to discover what it is used for
craft (chemical, mechanical, and chemical) - are craft skills just like in normal d&d with one exception they must be used to create things with alchemy such as creating or doing a simple thing like purifying water would be craft chemical, or something hard like creating a automail arm out of a few rocks which would be craft mechanical)
Transmute (any kind) - its the other part of alchemy not just creating the item but actually making the alchemy circle work.
Appraise, Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Survival, Swim, Tumble, Use Rope.
The following Skills remain from basic d20, but have substantial changes for FMA. Skills in italics do not apply to FMA.
#Concentration, #Craft, Decipher Script, #Knowledge, #Spellcraft, Use Magic Device.
The following feats are new to FMA:
#Alchemic Analysis, #Craft (Mechanical), #Craft (Chemical), #Craft(Living), #Transmute (Earth), #Transmute (Metal), #Transmute (Gas), #Transmute (Liquid).
Concentration is different because instead of making a concentration check to continue casting when hit you do one to keep drawing a alchemy circle when hit aside from that it is the same, Craft just has some different craft skills I.E. automail, Knowledge is just that there are different knowledges, and spellcraft is changed to the skill alchemic analysis.
The new skills are as follows:
Alchemic analysis- allows you to identify alchemy circles to discover what it is used for
craft (chemical, mechanical, and chemical) - are craft skills just like in normal d&d with one exception they must be used to create things with alchemy such as creating or doing a simple thing like purifying water would be craft chemical, or something hard like creating a automail arm out of a few rocks which would be craft mechanical)
Transmute (any kind) - its the other part of alchemy not just creating the item but actually making the alchemy circle work.