Skills: Difference between revisions

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| align="left" | [[Use Magic Device]]          || Cha    || No  || -      || C || - || C || - || - || - || - || - || - || C || - || C || C || C || -
| align="left" | [[Use Magic Device]]          || Cha    || No  || -      || C || - || C || - || - || - || - || - || - || C || - || C || C || C || -
|-
|-
| align="left" | [[Warcraft]]                  || Special || No  || Special || - || - || - || C || - || - || C || - || - || - || - || - || - || C || -
| align="left" | [[Warfare]]                  || Special || No  || Special || - || - || - || C || - || - || C || - || - || - || - || - || - || C || -
|}
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===Bailiwick Skills===
===Bailiwick Skills===
Every class has access to one Bailiwick skill representing specialized knowledge gained by being a member of that class, which is not available to people outside of those classes.  The six bailiwick skills are: Divinity, Naturalism, Reason, Spellcraft, Spycraft and Warcraft.   
Every class has access to one Bailiwick skill representing specialized knowledge gained by being a member of that class, which is not available to people outside of those classes.  The six bailiwick skills are: Divinity, Naturalism, Reason, Spellcraft, Spycraft and Warfare.   


Characters may select which of their ability scores is used for the key ability of their bailiwick skill at character selection.   
Characters may select which of their ability scores is used for the key ability of their bailiwick skill at character selection.   
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Characters can use certain knowledge skills to identify monsters and recall details about their special powers or vulnerabilities. In general, the DC of such a check is double the monster's CR. A successful check allows them to remember a little bit of useful information about that monster. GM's should either read, or allow the character to read, the introductory text of the monster's bestiary entry. If a player instead beats a DC of 15 + double the monster's CR, their character knows quite a lot about the monster in question, and GM's should allow that player to look over the monster's bestiary entry in its entirety.
Characters can use certain knowledge skills to identify monsters and recall details about their special powers or vulnerabilities. In general, the DC of such a check is double the monster's CR. A successful check allows them to remember a little bit of useful information about that monster. GM's should either read, or allow the character to read, the introductory text of the monster's bestiary entry. If a player instead beats a DC of 15 + double the monster's CR, their character knows quite a lot about the monster in question, and GM's should allow that player to look over the monster's bestiary entry in its entirety.


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 Warfare 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.


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Revision as of 19:03, 16 July 2016