<strong>New Skills</strong><br/>With the very specialized classes come specialized skills and also some new uses of skills.<br/><br/>Academician (wis, trained only)<br/>This skill reflects your ability to find information as well as the knowledge of the methodology used in researching a subject.<br/>Checks: Finding information, research.<br/><br/>Connoisseur (wis, trained only)<br/>You do not only possess knowledge of a subject but also have an exquisite appreciation for the art associated with the field. When you take this skill, you must specify the subject, such as the cuisine of a particular nation, wine making, painting, sculpting, music and similar subjects. If you subcateghorize further, your DM may lower the DC of the checks for that specialty.<br/>Uses: Authentication.<br/><br/>Craft (int)<br/>New crafts include clockworks, electrical devices, gunsmith, masonry, mechanical devices, needlework, photography, steam engines and tailor. In the age of massproduction, handmade items have increased value in some cases.<br/><br/>Equestrian (Dex)<br/>This skill only gives you the ability to ride horses, ponies, mules or donkeys. More exotic animals such as camels or elephants are different enough that attempting to ride them is difficult.<br/><br/>First Aid (Wis)<br/>This skill enables you to attempt to render aid to dying friends or assist wounded characters in regaining mobility. You can use First Aid to perform simple emergency procedures such as bandaging a wound, stopping bleeding, providing immediate relief from snake or spider venom, treating sunstroke, shock, splinting a broken bone, etc. Tasks that require extensive care or complex procedures require Profession Physician or Profession Nurse to accomplish.<br/><br/>Hypnosis (Cha, trained only)<br/>You have studied the hidden workings of the human mind and can unlock its secrets.<br/><br/>Knowledge Archology<br/>You are familiar not only with the study of the past, but also familiar with the techniques by which such information is acquired. You are also acquinted with recent discoveries of archeological import and with the names of prominent archaeologists currently at work in the field or in universities and museums.<br/><br/>Knowledge Ancient Language<br/>You must select a specific ancient language when taking this skill. Languages that qualify as ancient include Babylonian, ancient Egyptian (demotic or hieroglyphic), Greek, ancient Hebrew and Sumerian. Latin may be selected as a modern language. The DM may decide to allow certain other languages as appropriate. This skill allows you to know both the written and spoken elements of a language, provided such elements exist. For example, a skill in Egyptian hieroglyphics does not allow a character to "speak" hieroglyphics. Greek, however, can be both written and spoken.<br/><br/>Knowledge Criminology<br/>You have studied crime and it's history. While the first use of fingerprinting in law enforcement has not yet occured, anyone can learn much from a careful study of criminals and their techniques. At a crime scene, you are able to realize the importance of something that has been found.<br/><br/>Knowledge Cryptography<br/>You possess some training and skill in deciphering hidden messages and codes. You know how ciphers and codes are designed and can create your own codes.<br/><br/>Knowledge Demolition<br/>Explosives are far more common in Masque of the Red Death setting than they are in a traditional fantasy setting. You are knowledgeable about the use of various types of explosives, including how to set charges for best effects. You also know the storage requirements for various types of explosives and their detonators.<br/><br/>Knowledge Earth Science<br/>This extremely broad cathegory includes the following: agriculture, astronomy, botany, geography and geology. When selecting this skill you may choose to specialize in one of these sciences.<br/><br/>Knowledge Etiquette<br/>This skill gives the hero and understanding of the proper forms of behaviour and address required in many different situations, including those involving nobility and person of rank.<br/><br/>Knowledge Forbidden Lore<br/>This skill indicates you possess knowledge of events long past that are either sinister or macabre in nature. Knowledge Forbidden Lore can also be specialized in arcane or mystic for example.<br/><br/>Knowledge History<br/>When you chose this skill, you must select a specific area or period of history as your area of expertise. For example, you might select the history of European winemaking, French history or the Italian Renaissance. A subject as broad as European history or the history of a single vineyard in Burgundy would not be appropriate, since one is too general and the other is too specific. You may also use your Knowledge History area of expertise for knowledge of art or literature following the same general guidelines.<br/><br/>Knowledge Goverment<br/>You are knowledgeable about the system of government and laws of a designated country of large organization. You are also familiar with the bureaucracy of your chosen country or ogranization.<br/><br/>Knowledge Life Science<br/>This category includes the following biology, medicine, psychology and zoology. You may chose to specialize in one of these sciences when choosing this skill.<br/><br/>Knowledge Navigation<br/>Navigation is much more exact on Gothic Earth than in most fantasy campaign worlds. You know how the principles and applications of navigation and can, if necessary, navigate by the stars alone.<br/><br/>Knowledge Religion<br/>Only difference from ordinary DnD is that when choosing this skill, you must designate either Modern or Ancient religion. Modern religion gives you a general familiarity with religions practiced on Gothic Earth. Ancient  religion provides you with an understanding of religions that are no longer practiced openly on Gothic Earth.<br/><br/>Knowledge Science<br/>This category includes astronomy, chemistry, electricity, engineering, mathematics and physics as well as similar physical sciences. When selecting this skill,  you can chose to specialize in one of these sciences.<br/><br/>Knowledge Toxicology<br/>Toxicology is the science of poisons, their effects and their handling. You have a chance to identify common poisons, know how they are administered and possess a basic understanding of their effect. You can handle most poisons without endangering yourself. Knowledge science is required to make poisons. Knowledge life science [toxicology] is necessary to create new poisons that mimic a specific natural disease or to identify the formula for antidotes.<br/><br/>Perform (cha)<br/>The Oratory skill includes Debating.<br/><br/>Proffesion (wis, trained only)<br/>New proffesions include athlete, archealogist, lawyer, miner, nurse, photographer, physician, politician, railroad engineer and teamster to name only a few.<br/><br/>Prognostication (int, trained only)<br/>With this skill, you catch fleeting glimpses of the future. When this skill is selected, you must select a method by which you attempt to read the future. Possible techniques include astrology, palm reading, tealeaf reading and numerology, among others. This skill does not present direct solutions the way a divination spell might.<br/><br/>Psychometry (Wis, trained only)<br/>You have a limited psychic gift that enables you to detect the faint impressions attached to items involved in traumatic or highly emotionally charged events. For instance, you attempt to use Psychometry on a knife used as murder weapon, a successful check might reveal great pain and terror linked to the weapon. If the object has no traumatic event associated with it, or if the roll fails, you sense nothing.<br/><br/>Sixth Sense (Int, trained only)<br/>You are sensitive to the presence of the supernatural in its many manifestations. If you spend one round clearing your mind and making yourself receptive to the ambient energies of the area you can sense the presence of spell use, the undead or supernatural creatures. You experiance only a tingling awareness that supernatural energies are near, but you recieve no clue as to the nature of the energies. Your Sixth Sense may, however, provide you and your companions with sufficient warning to take special precautions.<br/><br/>Speak Language (none, trained only)<br/>This skill applies only for modern languages. Latin is considered to be a modern language. Ancient languages and dead languages use Knowledge ancient language.<br/><br/><br/><strong>Feats</strong><br/>For feats, use the ordinary feat list in the DnD 3.5 PHB and/or the feats listed here. I will also allow some feats from the Ravenloft setting as to a certain degree, they still make sense. A rule of my own is that the feats granting skill bonuses also grant the skill as class skill.<br/><br/>Ancient Knowledge Expert<br/>Prerequisite: Int 16+<br/>If it's not at least a thousand years old, you are not interested! Arguing over translations of ancient text is your favourite pastime. You gain +2 to skill checks for Knowledge ancient language and Knowledge ancient history.<br/><br/>Called Shot<br/>Prerequisite: Point blank shot, Precise Shot.<br/>When you attack with a firearm you can attempt to slightly injure the target by aiming for an appendage or you can attempt to hit a vital part, causing serious or lethal injury.<br/><br/>Diligent<br/>You gain a +2 bonus on Appraise and Knowledge Ancient Language checks.<br/><br/>Disarming Shot<br/>Prerequisite: Point Blank Shot.<br/>You can try to defuse a situation by shooting a firearm out of the hand of an opponent. Disarming shot does not work with shotguns or scatterguns.<br/><br/>Exotic Weapon Proficiency<br/>Archaic weapons are included in this category.<br/><br/>Feign Death<br/>You can decieve someone into believing you are dead; you can also slow down your life functions to conserve energy or avoid running out of air.<br/><br/>Find Familiar<br/>This works in the same manner as the wizard's special as described in the Chapter 3: Classes of the D&D Player's Handbook. A 20% powers check must be made when it is used.<br/><br/>Improved Pugilism<br/>Prerequisite: Pugilism<br/>You are especially skilled with unarmed attacks. You recieve a +2 bonus on damage when using unarmed attacks.<br/><br/>Improvised Weapon Feat<br/>You can find something to use as a weapon when none are readily available.<br/><br/>Keen Sense<br/>One of your senses is so highly developed that you can use it to sense things most humans can't. This feat complements Uncanny Sense and can be taken multiple times for more sense than one heightened.<br/><br/>Light Sleeper<br/>You are awakened by the slightest disturbance nearby.<br/><br/>Linguist<br/>Prerequisite: Int 16<br/>Learning new languages is easier for you. Speak Language is a class skill for you.<br/><br/>Mimicry, Vocal<br/>You can imitate exactly the voice of another human you have heard.<br/><br/>Mimicry, Sounds<br/>You can imitate nonarticulated sounds such as the call of a bird or the click of a pistol.<br/><br/>Mounted Marksmanship<br/>Prerequisite: Mounted Combat<br/>You can fire a gun accurately when mounted. Works exactly like mounted archery but benefits you when using firearms.<br/><br/>Perfect Memory<br/>Choose either Auditory or Visual, you have the ability to remember anything you have heard or seen.<br/><br/>Perfect Pitch<br/>You can identify and sing specific notes with complete accuracy. You can also shatter glass.<br/><br/>Pugilism<br/>You are able to fight well with your fists. You gain +2 on attack rolls when attempting to fight unarmed and can choose to make lethal damage rather than nonlethal.<br/><br/>Rapid Reload<br/>Prerequisite: You must be proficient with a pistol.<br/>You can load your pistol quickly in combat, reloading becomes a move action rather than the normal 2 bullets per full round.<br/><br/>Ricochet Shot<br/>Prerequisite: Point Blank Shot, Int 13, BAB +4<br/>You can hit something not in the direct line of fire as long as there is something metallic which can allow you to redirect the shot. Ignore concealment miss chances at the cost of -4 to the attack roll.<br/><br/>Savoir- faire<br/>You have the ability to smoothly and quickly adept to any situation in any type of company. If you are male and you are suddenly confronted by a pack of angry thugs, you might make a Savoir-Faire check to strike up a conversation and pass yourself off as one of the thugs. If you are female, you might be able to charm your way out of danger in the same situation. Conversely, you can exhibit all the grace and nobility shown in the great courts of Europe, perhaps garnering the finest tables in restaurants or the best suites in hotels.<br/><br/>Speed Reading<br/>You can read and comprehend any language you already know ten times faster than normal.<br/><br/>Trick Shot<br/>Prerequisite: Point Blank Shot, Blind-Fight, dex 16, BAB +8<br/>Your skill with a firearm challenges that of the legendary Annie Oakley.<br/><br/>Uncanny Sense<br/>One of your senses is highly precise, able to percieve phenomena attuned to that sense. Can be taken more than once to enhance another sense.<br/><br/>And at last, a small taste of Ravenloft Feats<br/><br/>Courage<br/>You are particularly fearless in the face of danger. You get a +4 bonus on all Fear saves.<br/><br/>Ghostsight<br/>You can see creatures in the Near Ethereal. Folklore views this as the ability to see the dead.<br/><br/>Open Mind<br/>An adaptable mind keeps your sanity resilient. You enjoy a +4 bonus on all Madness saves.<br/><br/>Reincarnated<br/>You have vague, dreamlike memories of a former life. You even possess skills you have never knowingly learned.