Skills: Difference between revisions

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Skills represent some of the most basic and yet most fundamental abilities your character possesses. As your character advances in level, he can gain new skills and improve his existing skills dramatically. This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here, at the GM's discretion.
Skills represent some of the most basic and yet most fundamental abilities your character possesses. As your character advances in level, he can gain new skills and improve his existing skills dramatically. This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here, at the GM's discretion.


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| align="left" | [[Warcraft]]                  || Special || No  || Special || - || - || - || C || - || - || C || - || - || - || - || - || - || C || -
| align="left" | [[Warcraft]]                  || Special || No  || Special || - || - || - || C || - || - || C || - || - || - || - || - || - || C || -
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==Acquiring Skills==
==Acquiring Skills==
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{{Template:Skill Ranks By Class}}  
{{Template:Skill Ranks By Class}}  


===Class Skills===
===Class Skills===
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If at some point, your character's Intelligence ability score is increased by a permanent effect, such as a headband of intellect (after the 24-hour attuning period), you gain skill points equal to the increase in your Intelligence stat modifier times your current level.  That is, if your intelligence score goes up by +2, and you are 10th level, your intelligence stat modifier goes up by +1, getting you 10 skill points to spend immediately (+1 Int modifier x 10 levels).
If at some point, your character's Intelligence ability score is increased by a permanent effect, such as a headband of intellect (after the 24-hour attuning period), you gain skill points equal to the increase in your Intelligence stat modifier times your current level.  That is, if your intelligence score goes up by +2, and you are 10th level, your intelligence stat modifier goes up by +1, getting you 10 skill points to spend immediately (+1 Int modifier x 10 levels).


===Bailiwick Skills===
===Bailiwick Skills===
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Characters may not place ranks in bailiwick skills which are not specifically available to them via their character class (or in some cases, from a racial trait). Characters cannot train fellow party members in their bailiwick skills, as the knowledge provided by these skills is gained by spending every hour of every day performing the actions of the classes which offer those skills.  It's too specialized to teach to an outsider.
Characters may not place ranks in bailiwick skills which are not specifically available to them via their character class (or in some cases, from a racial trait). Characters cannot train fellow party members in their bailiwick skills, as the knowledge provided by these skills is gained by spending every hour of every day performing the actions of the classes which offer those skills.  It's too specialized to teach to an outsider.


== Skill Checks ==
== Skill Checks ==
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If the result of your skill check is equal to or greater than the difficulty class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target's skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.
If the result of your skill check is equal to or greater than the difficulty class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target's skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.


===Skill Check DC's===
The skill check's level should, whenever possible, be based on the creature who is forcing the skill check to be made, rather than the character attempting the check. For example, a rogue picking a lock on a nobleman's house would need to beat a DC based on the level of the lock (or locksmith), rather than using the rogue's level. This is why picking the same lock becomes easier as your character gains levels. The lock's DC doesn't change, but your skill may increase. Similarly, a heal check being performed on an ally PC to stop a Bleed condition would be based on the ally PC's level, not the healer's level. Making a Heal check to stop a Bleed condition on a level 1 peasant is quite easy for a higher level character.
In some cases, it may not be obvious what the level of a skill check should be. GM's are encouraged to improvise something appropriate for the situation. If characters are in a dungeon filled with monsters 2 or 3 CR's higher than they are, any skill checks related to the dungeon will likely be of a similar level to the local monster CR's. Conversely, a character attempting things which should be simple at her level would likely need a skill DC based on a much lower level than the character.
* [[Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Player_Character_Level|Skill Check DC's By Level]]


===Taking 10 and Taking 20===
===Taking 10 and Taking 20===
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| colspan="2" | * Armor check penalty (ACP) applies to all Strength- and Dexterity-based skill checks.
| colspan="2" | * Armor check penalty (ACP) applies to all Strength- and Dexterity-based skill checks.
|}
|}


====Taking 10====
====Taking 10====
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure-you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure-you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.


====Taking 20====
====Taking 20====
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===Ability Checks and Caster Level Checks===
===Ability Checks and Caster Level Checks===
The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks.
The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks.


===Aid Another===
===Aid Another===
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In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. Aid another cannot be used when making diplomacy checks to negotiate prices with merchants, since ganging up on merchants will only result in the merchant bringing in friends of his own to assist him. The GM might impose further restrictions to aiding another on a case-by-case basis as well.
In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. Aid another cannot be used when making diplomacy checks to negotiate prices with merchants, since ganging up on merchants will only result in the merchant bringing in friends of his own to assist him. The GM might impose further restrictions to aiding another on a case-by-case basis as well.


==Monster Lore Checks==
==Monster Lore Checks==
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Note that Warcraft can also be used to identify information about a monster's CR, in addition to its offensive, defensive and tactics sections. In addition, Reason may be used to determine the 'programming' of a mindless creature.
Note that Warcraft can also be used to identify information about a monster's CR, in addition to its offensive, defensive and tactics sections. In addition, Reason may be used to determine the 'programming' of a mindless creature.


{| style="text-align: left;" border=1 cellpadding=5
{| style="text-align: left;" border=1 cellpadding=5
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| [[Knowledge (Religion)|Religion]] || Undead
| [[Knowledge (Religion)|Religion]] || Undead
|}
|}


==Skill Description Format==
==Skill Description Format==
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===Epic Skills===
===Epic Skills===

Revision as of 15:18, 13 March 2016