Talk:Skills: Difference between revisions
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===Specific Skill Bonuses=== | ===Specific Skill Bonuses=== | ||
* weapon qualities — +2 to one or more combat maneuvers. | * weapon qualities — +2 to one or more combat maneuvers. | ||
== Acrobatics == | |||
advanced uses: | |||
* better mitigation of falling damage (e.g. allowed to make a check even if the falling wasn't intentional; mitigation applies to more than just the first (or second) 10 feet, etc.) | |||
== Barter == | |||
* barter roll against challenging DC for CR of a monster generates 10 percent more treasure, failure to make an average roll removes ten percent | |||
* barter roll can be used for bluff or diplomacy in 'low society' at normal. | |||
* diplomacy gains a new situation modifier of =/- 5 for 'high or low' society | |||
* barter roll can be used for bluff and diplomacy in 'high society' at -5 to rolls | |||
* barter is used for 'quick talk' type skill rolls to talk your way into things. we don't currently have a quick talk skill? | |||
* barter is used for smuggling and other flim-flam type situations, ie, 'low society' from above | |||
* barter is a direct swap for bluff or diplomacy vs monsters (low society) | |||
== Diplomacy == | |||
combat uses: | |||
* Detante = invite a foe to attack another besides yourself | |||
* Leading Discourse = Make target think an idea is its own | |||
Epic: | |||
* False Flag = a foe treats you as an ally in combat for one round | |||
* Overtures = reduce a foe's initiative |
Revision as of 16:56, 27 December 2020
Skill Bonuses
- skill basis (automatic/passive) — +1 to +9
- magic enhancement (item) — +1 to +9 (+1 to +5 pre-epic, +6 to +9 epic)
- feats:
- skill expert feat — +2
- skill specialist feat — +2
- skill prodigy feat — +1
- less dedicated feats — +1 to +4
- tertiary feats — +1
- racial traits or class feature
- major trait or major class feature — +1 to +4
- minor trait or lesser class feature — +1 to +2
- weapon bonus (from weapon qualities) — +1 to +4 (only for specific combat maneuvers)
Specific Skill Bonuses
- weapon qualities — +2 to one or more combat maneuvers.
Acrobatics
advanced uses:
- better mitigation of falling damage (e.g. allowed to make a check even if the falling wasn't intentional; mitigation applies to more than just the first (or second) 10 feet, etc.)
Barter
- barter roll against challenging DC for CR of a monster generates 10 percent more treasure, failure to make an average roll removes ten percent
- barter roll can be used for bluff or diplomacy in 'low society' at normal.
- diplomacy gains a new situation modifier of =/- 5 for 'high or low' society
- barter roll can be used for bluff and diplomacy in 'high society' at -5 to rolls
- barter is used for 'quick talk' type skill rolls to talk your way into things. we don't currently have a quick talk skill?
- barter is used for smuggling and other flim-flam type situations, ie, 'low society' from above
- barter is a direct swap for bluff or diplomacy vs monsters (low society)
Diplomacy
combat uses:
- Detante = invite a foe to attack another besides yourself
- Leading Discourse = Make target think an idea is its own
Epic:
- False Flag = a foe treats you as an ally in combat for one round
- Overtures = reduce a foe's initiative