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