CAPÍTULO 2: COMPARACIÓN DE LAS CARACTERÍSTICAS DE LAS ESTADÍSTICAS DE
2.3. Comparación de características de la información estadística
2.3.1. Recomendaciones Internacionales para Estadísticas de Turismo 2008
Trained or Untrained (see text)
This skill allows a character to safely handle domestic animals or control a steed or mount (including fighting from the saddle), push it for maximum performance, or raise and train animals and other wild creatures.
Husbandry (Cha): The time required to achieve an effect and the DC of the check depend on what the character is trying to do with an animal.
Task DC
Handle a domestic animal 10
Handle a wild animal or “push” a domestic animal 15
“Push” a wild animal 30
Rear a wild animal 15 + HD of full-grown
animal
In any case, a character with 5 or more ranks in Handle Animal can handle an additional animal concurrently with the first, and for every additional 5 ranks, he can handle one more animal at a time.
The character must spend half the requisite time (at the rate of 3 hours per day per animal being handled) upon the task before she attempts the Handle Animal check. If the check fails, the attempt to teach, rear, or train the animal(s) fails and she need not finish the teaching, rearing, or training time. If the check succeeds, she must invest the remainder of the time to the teaching, rearing, or training. If the time is interrupted or the undertaking is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.
Note that a wild animal must usually be captured and held in a location from which it cannot escape in order to be trained. Alternately, a character with the animal empathy talent (see the EQ II Player's Guide)might convince a wild animal to stay with him even without restraint.
Handle an Animal: This refers to commanding a trained animal to perform a task that it knows on its next action. The DC increases by 2 if the animal has taken any damage (lethal or nonlethal). If the person commanding a domesticated animal is the same person who trained it, he or she may always take 10 on this check.
“Push” an Animal: This refers to getting more effort out of an animal than it usually gives, such as commanding the animal to perform a task it doesn’t know but is physically capable of performing, or making an animal hustle for more than 1 hour between sleep cycles (see Long-Distance Speeds in Chapter 11: Adventuring). The DC increases by 2 if the animal has taken any damage (lethal or nonlethal). If the husbandry check succeeds, the animal performs the commanded task on its next action.
Rear a Wild Animal: This refers to raising the wild creature from infancy so that it becomes domesticated. A successfully domesticated animal can then be taught tasks as usual.
Teach an Animal a Task: The character can also teach one animal a specific task with a week of work and a successful Handle Animal check against the indicated DC (see below).
An animal with Intelligence 1 can learn a number of tasks equal to 2 + its Wisdom modifier, while an animal with Intelligence 2 can learn as many as 5 + its Wisdom modifier.
If a check made to train a wild animal fails, then that animal can never be taught that task by that trainer.
Task Domestic Wild Function DC DC
Attack 20 25 Attacks any humanoid, monstrous hu-manoid, or animal on command. Teach-ing it to attack any creature on command counts as two tasks.
Come 15 20 Comes when called.
Defend 20 25 No command required to defend master.
It can be commanded to defend another creature.
Down 15 25 Breaks off from combat on command.
Fetch 15 25 If a specific item isn’t pointed out, it fetches some random object.
Guard 20 25 Stays in place on command, preventing others from approaching.
Heel 15 — Follows master closely, even to places it normally wouldn’t enter. Wild animals can’t be taught this task.
Perform 15 — Performs simple tricks, such as sitting up, rolling over, roaring or barking, and so on. Wild animals can’t be taught this task.
Seek 15 25 Moves ahead and looks around for any-thing obviously alive or animate, then returns to its master and signals (by sound or motion).
Stay 15 20 Stays in place on command (won’t chal-lenge other creatures that come by, though it defends itself).
Track 20 25 Tracks any scent presented to it on com-mand. (Animal must have the scent ability to learn this task.)
Work 15 20 Pulls or pushes a load on command.
Train a Domestic Animal for a General Purpose: A general purpose is a pre-selected “package” of tasks that fits a common scheme. The animal must meet all the normal prerequisites for tasks in the package, and the package cannot include more tasks than the animal can know. An animal can be trained for only one general purpose, though if the creature is capable of learning additional tasks (above and beyond those included in its general purpose), it may do so.
A wild animal cannot be trained for a general purpose.
General Purpose Training Time DC Tasks Known
War* 6 weeks 20 As “riding,” plus attack,
defend, guard
Fighting 3 weeks 20 Attack, down, stay
Guarding 4 weeks 20 Attack, defend,
down, guard
Heavy labor 2 weeks 15 Come, work
Hunting 6 weeks 20 Attack, down, fetch,
heel, seek, track
Performance 5 weeks 15 Come, fetch, heel,
perform, stay
Riding 3 weeks 15 Come, heel, stay
* A trainer may also “improve” a simple riding animal to a war animal by spending 3 weeks and making a successful DC 20 Handle Animal check. Warhorses and similar animals are assumed to have been trained for this purpose.
Riding (Dex): Typical riding actions (mounting or dis-mounting, riding along flat terrain, etc.) don’t require checks.
Riding Maneuver DC Effect
Guide with knees 5 Character can use both hands in combat. If the rider fails, she can use only one hand this round.
Stay in saddle 5 Character avoids falling (a free action) when her mount rears or bolts unexpectedly or when the rider takes damage.
Fight with war-trained mount 10 Character can make her own attacks normally while mount attacks.
Cover 15 Character can react instantly (a
free action) to hang alongside mount, using it as cover; rider can’t attack or cast spells while hanging.
Leap 15 Mount leaps obstacle(s) as part
of its movement. Use rider’s Handle Animal modifier or mount’s Jump modifier (which-ever is lower) to see how far the mount can jump. The DC (15) is what the rider must achieve to stay on the mount when it leaps.
Soft fall 15 Character reacts instantly (a
free action) to take no damage when she falls off a mount. If the rider fails, she takes 1d6 points of falling damage.
Spur mount 15 Mount’s speed increases by 10
feet for 1 round, but this deals 1 point of damage to the mount.
Each consecutive round of spurred movement deals twice as much damage as the previ ous round (i.e., 2 points in the second round, then 4 points, etc.).
Control mount in battle 20 As a move action, the character can attempt to control a mount that is not trained for war. If the rider fails, she can do nothing else that round.
Fast mount or dismount 20* Character mounts or dismounts as a free action. If the check fails, mounting or dismounting is a move action (as usual). The rider can’t attempt a fast mount or dismount if she couldn’t per form the mount or dismount as a move action this round.
* Encumbrance penalty applies.
Retry: Yes, except for rearing or teaching a wild animal.
Untrained: A character with no ranks in Handle Animal can use an untrained (Charisma) check to handle and push domestic animals; she can’t handle or push wild animals or teach, rear, or train any animals, nor can she attempt any riding maneuvers.
Special: A character can use husbandry on any creature with an Intelligence score of 1 or 2 that is not an animal or a humanoid, but the DC of any such check increases by 5.
A character riding bareback suffers a –5 penalty on all Handle Animal checks made for riding.
Heal (Wis)
Untrained
The DC and effect of the Heal check depend on the task the character attempts.
Task Time DC
Bind wound 10 minutes 10
First aid Move action 15
Long-term care 1 day 15
Treat injury 10 minutes 15
Treat poison/disease Varies Poison’s or disease’s DC Bind Wound: A character may bind the wounds of a target (including himself), thereby restoring lost health. Each at-tempt takes 10 minutes, during which time both healer and patient must be still and uninterrupted. A successful check restores an amount of health equal to 1 + half the healer’s Heal ranks (round down).
A patient may be treated in this way any number of times, but each subsequent check made on the same character within the same 24-hour period increases the Heal check DC by 5. Further, a character cannot be restored to more than 60%
of her total health through this skill. Further bind wound attempts offer no benefit to characters whose current health is already above this limit; any extra points healed from binding wounds that would take a subject over this limit are lost.
First Aid: First aid refers to stabilizing a character who is dying (see Glossary).
Long-Term Care: This refers to treating a wounded person for a 24-hour period. If the Heal check is successful, the patient recovers health at twice the normal rate for that day:
2 points per level for each day of light activity. If the patient gets complete rest while in the healer’s care, she receives 4 health per level for the day.
A healer can tend a number of patients equal to 4 + his Wisdom modifier at any a time. Giving long-term care to any number of patients counts as light activity for the healer. The healer cannot give long-term care to himself.
Treat Injury: A creature with a wound that imposes some penalty or disadvantage (such as its speed being reduced by a caltrop wound or blood loss from the predator’s vexing wound talent) can be treated by this aspect of the Heal skill. A successful check removes the penalty or disadvantage.
Treat Poison/Disease: This skill can be used to tend an individual who has been poisoned or diseased and who is going to take more damage (or suffer some other effect) from the affliction. Every time the individual makes another saving throw against the poison or disease, the healer makes a Heal check. The individual uses the healer’s result in place of her saving throw if the healer’s check result is higher.
Retry: Yes, except as noted for bind wound.
Special: A Heal check made on a creature of only roughly similar body type (e.g. a halfling healing a kerra) suffers a –5 penalty. A Heal check made on a creature with a dissimilar body type (a dwarf healing a griffon) suffers a –10 penalty.
Each bind wounds or long-term care check, whether suc-cessful or not, requires the expenditure of a few bandages, salves, and so on (i.e., 1 use of a healer’s kit).
Creatures with no Constitution score cannot be healed using this skill.
Jump (Str)
Untrained; Encumbrance Penalty
A character jumps a distance dependent upon her Jump check result. All of the values shown here assume the charac-ter has a current speed of 30 feet. For every 5 feet her speed is less than 30 feet, the character suffers a –3 penalty on Jump checks. For every 5 feet her speed is greater than 30 feet, she gains a +2 bonus on Jump checks. Thus, a character with a speed of 45 feet gains a +5 bonus on Jump checks, while one with a speed of 23 feet suffers a –3 penalty.
A Jump check is usually considered part of a move (or full-move) action.
All Jump DCs given here also assume that the character has had a running start, which requires that she move at least 20 feet in a straight line before attempting the jump. If she does not get a running start, the DC for the jump is doubled. If the character runs out of movement mid-jump, her next action (either on this turn or, if necessary, on her next turn) must be another move action to complete the jump.
If a character has ranks in Jump and succeeds on a Jump check, she generally lands on her feet (unless the GM rules that doing so is inappropriate). If the character attempts a Jump check untrained, she lands prone unless she beats the DC by 5 or more.
Long Jump: A long jump is a horizontal leap made across a gap such as a ditch or stream. At the midpoint of the leap, the jumper attains a vertical height equal to one-quarter of the horizontal distance covered.
If the check fails by less than 5, the character doesn’t clear the distance, but can make a DC 15 Reflex save to grab the far edge of the gap; if this save succeeds, she ends her movement grasping the far edge. Getting up requires a move action and a Climb check (usually DC 15).
The character’s total movement in a round is always penal-ized by 5 feet for each long jump she makes that round, and the distance moved by jumping is always counted against the resulting total distance moved. Thus, if Nikti (a gnome rogue with a base speed of 25 feet) manages to jump 9 feet across a trench while running away from her enemies, she must count the jump as 9 feet out of the total 95 feet (100 – 5) she travels this round. If she had jumped two such trenches, she would move only 90 feet this round (losing 5 feet for each jump), with 18 feet of that taken up by her two jumps.
Long Jump Distance Jump DC*
5 feet 5
10 feet 10
15 feet 15
20 feet 20
25 feet 25
* The DC is doubled without a running start.
High Jump: A high jump is a vertical leap, such as one made to reach an overhead branch. If the character is jumping up to grab something, a successful check indicates that she has reached the desired height, and stops her movement in that square. If she wishes to pull herself up, she can do so with her next move action and a DC 15 Climb check. If she fails the Jump check, she does not reach the desired height and lands on her feet in the same square from which she jumped.
High Jump Distance* Jump DC†
1 foot 4
* Not including vertical reach; see below.
† The DC is doubled without a running start.
The height of a character or creature changes the difficulty of reaching a given height. An average Medium creature has a “standard vertical reach” (that height to which it can reach without jumping) of 8 feet. For every size a creature is above Medium, double this height; for each size below, halve it.
Quadrupeds (or other long, low creatures), naturally, have less vertical reach than a bipedal creature; treat them as being one size category smaller than their actual size.
Hop Up: A character can jump up onto an object as tall as her waist, such as a table or countertop, with a DC 10 Jump check. This counts as 10 feet of movement, so if the character’s speed is 35 feet, she could move 25 feet, then hop up onto a counter. The character does not need to get a running start to hop up, so the DC is not doubled if she does not get a running start.
Knowledge (Int)
Trained or Untrained (see text)
Knowledge is actually a number of separate fields of study;
a character may have several Knowledge skills, each with its own ranks, each purchased as a separate skill.
• Art and literature (artists, famous ballads, plays, legends and texts; dragons, magical beasts, outsiders)
• Construction and engineering (towns and cities, dams, bridges, roads, castles; constructs, vermin)
• Folklore (legends and myths, superstitions, cultural lore, folk remedies; aberrations, fae, magical beasts)
• Geography (continents, cities, natural features, land-marks, customs; animals, humanoids, plants)
• History (rulership, wars and conflicts, migrations, notable events, catastrophes; dragons, humanoids)
• Local lore (customs, personalities and factions, laws, traditions; humanoids, monstrous humanoids)
• Mysticism (arcane mysteries, symbols, prophecy, spellcasting guilds and academies; aberrations, constructs, magical beasts)
• Nature (flora and fauna, weather, climate and natural cycles; animals, plants, vermin)
• Peerage (bloodlines and genealogies, noble factions, heraldry, mottoes, inheritance, laws and duties; humanoids, outsiders)
• Planar lore (planes of existence, interplanar magic, planar travel; elementals, outsiders)
• Religion (deities and myths, churches, religious groups and cults; outsiders, undead)
• Spelunking (caverns, dungeons and crypts, airflow and dangerous gases; aberrations, oozes)
• Street smarts (gangs and guilds, lying low, bribery, gam-bling; humanoids, undead)
• Warcraft (tactics, leaders, strategy, siegecraft, histories of warfare; animals, humanoids)
Answering a question within a character’s field of study has a DC as shown below:
Obscurity of Subject DC
Note that for some Knowledge skills (such as local lore or street smarts), a character’s “field of study” may refer to a specific geographic location or cultural setting; in general, such knowledge is considered “routine” if it relates to the character’s home environment, and becomes increasingly difficult as he moves further away from familiar surroundings.
In many case, a character may make a Knowledge check to identify creatures of a certain type (as noted above), as well as one or more of their powers or vulnerabilities. In general, the DC for such a check is 10 + the HD of the creature in question.
If the character is successful, he learns one bit of useful information about that creature; for every 5 points by which
he exceeds the DC, the GM can offer one further bit of information.
Retry: No, not until the character gains a rank in that particular Knowledge skill. The check represents what the character knows, and thinking about a topic a second time doesn’t let a person know something he has never learned in the first place.
Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character can only attempt a Knowledge check with a DC of 15 or lower.
Language (Int)
Trained
Characters begin the game with ranks in one or more native languages. The known languages of the Shattered Lands include (but are by no means limited to) Dragon, Dwarven, Halasian, Elder Dragon, Elder Elvish, Erudish, Fier’Dal, Froglokian, Giantish, Gnollish, Gnomish, Goblin, Koada’Dal, Kobold, Oggish, Old Erudian, Orcish, Old Teir’Dal (a.k.a.
Dark Speech), Stout, Tae’En (the language of the lizard men), Thexian, and Trollic.
A character’s ranks in a language dictate his degree of fluency, as shown below.
Number of Ranks The Character…
1 Can speak and understand a few simple words and phrases
2 Can comprehend basic sentences and converse slowly in broken speech
3 Can easily understand and communicate most simple concepts
4 Is as fluent as an average native speaker (he may still have an accent)
It is possible to gain 5 or more ranks in a language, but few folk other than scholars or translators ever do so. A character’s Language ranks are assumed to apply to both spoken and written language, although a player may choose to make her character illiterate if she so chooses.
Speakers with 3 or more ranks don’t need to make Language checks to hold simple, casual conversation with other speak-ers who also have 3 or more ranks. (If a character is straining to overhear a conversation, that’s a Perceive check.)
If two (or more) speakers seek to communicate ideas of any complexity and if any participant in a conversation has 3 or fewer ranks, that participant should make a Language check.
Total the number of ranks of the language used between any given pair (speaker and listener), and consult the table below for the appropriate DC.
The Speaker and Listener… DC
Have 3 or fewer ranks between them 20
Have 4–5 ranks between them 15
Have 6 or more ranks between them 10
Are actively trying to communicate –2
Are fluent in similar dialects (e.g. Fier’Dal and Koada’Dal) +2*
* This is a competence bonus granted to both characters’ checks.
* This is a competence bonus granted to both characters’ checks.