Tag: Skills

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  • Skills

    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. For a complete summary of all of the skills, see *Table: Skill Summary*. …

  • Knowledges

    You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. *Areas of Study* Below are listed typical fields …

  • Spellcraft

    The study of magic is a common pastime in [[Creed]], and for many it is their life's devotion. Unsurprisingly, scholarly mages have discovered quite a number of new tricks for spellcraft, some of which are baseline and some of which require training. …

  • Acrobatics

    You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents. h4. Uses This skill has three distinct uses, spit up into their own pages: # [[ …

  • Balance

    A subset of [[Acrobatics]], determining your ability to keep your balance while traversing narrow or treacherous surfaces. h4. Uses *Cross Narrow Surfaces/Uneven Ground* You can use Acrobatics to move on narrow surfaces and uneven ground without …

  • Tumble

    A subset of [[Acrobatics]], determining your ability to avoid attacks and confuse your opponents. h4. Uses You cannot use Acrobatics to tumble if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an …

  • Appraise

    You can evaluate the monetary value of an object. *Check* A DC 15 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge …

  • Climb

    You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs. *Check* With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has …

  • Swim

    You know how to swim and can do so even in stormy water. *Check* Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move …

  • Handle Animal

    You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them. *Check* The DC depends on what you are trying to do. *Table: Handle Animal DCs* |*Task*|*Handle Animal DC*| | …

  • Disguise

    You are skilled at changing your appearance. *Check* Your Disguise check result determines how good the disguise is, and it is opposed by others’ Perception check results. If you don’t draw any attention to yourself, others do not get to make …

  • Linguistics

    You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well. h4. Uses …

  • Speak Language

    A subset of [[Linguistics]], determining your ability to learn to read and speak multiple languages h4. Uses *Learn a Language* Whenever you put a rank into Linguistics, you can begin to learn to speak and read a [[Languages of Creed|new language …

  • Forgery

    A subset of [[Linguistics]], determining your ability to create and detect script-based forgeries. h4. Uses *Create or Detect Forgeries* Forgery requires writing materials appropriate to the document being forged. To forge a document on which the …

  • Decipher Script

    A subset of [[Linguistics]], determining your ability to work with language, in both its spoken and written forms. h4. Uses You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 …

  • Stealth

    You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. *Check* Your Stealth check is opposed by the Perception check of anyone who might notice you. …

  • Disable Device

    You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors. *Check* When disarming a trap or other device, the Disable Device check is made …

  • Perception

    Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell. *Check* Perception has a number of uses, the most common of which is an opposed check versus …

  • Sleight of Hand

    Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed. *Check* A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as …

  • Explain Everything

    You know how to speak rapidly and carefully summarize information, a skill often useful to generals and political figureheads. Adventurers have often found Explain Everything to be a useful skill, especially when facing an angry king with your pants down …

  • Bluff

    You know how to tell a lie. *Check* Bluff is an opposed skill check against your opponent’s [[Sense Motive]] skill. If you use Bluff to fool someone, with a successful check your opponent fails to discern what you're saying is a lie. Note that this …

  • Sense Motive

    You are skilled at detecting falsehoods and true intentions. h4. Uses *Check* A successful check lets you avoid being bluffed (see the [[Bluff]] skill). You can also use this skill to determine when “something is up” (that is, something odd is …

  • Ride

    You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks. h4. Uses *Check* Typical …

  • Perform

    You are skilled at one form of entertainment, from singing to acting to playing an instrument. Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks. Each …

  • Fly

    You are skilled at flying, either through the use of wings or magic, and you can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly. *Requirement* You cannot take this skill without a …

  • Diplomacy

    You can use this skill to ask the local lord for assistance, to convince a band of thugs not to attack you, to talk your way into someplace you aren't supposed to be, or to gather valuable information or rumors from people. *Uses* This skill has …

  • Gather Information

    A subset of [[Diplomacy]] that allows you to gather valuable information or rumors from people. h4. Uses All checks are effected by the same benefits and penalties listed under Diplomacy, wherever appropriate. *Learn Information* An evening’s …

  • Survival

    You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others. h4. Uses Check: You can keep yourself and others safe and fed in the wild. See *Table: Survival DCs by Task* …

  • Escape Artist

    Your training allows you to slip bonds and escape from grapples. _Note: I'm currently debating adding Use Rope utility to Escape Artist, much as how Gather Information was rolled into Diplomacy. This is largely because I find all but the epic uses of …

  • Use Rope

    _Note: These rules are not yet implemented. I'm currently debating adding Use Rope utility to Escape Artist, much as how Gather Information was rolled into Diplomacy. This is largely because I find all but the epic uses of Escape Artist fairly …

  • Intimidate

    You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats, displays of prowess, and menacing behavior. h4. Uses *Demoralize* You can use Intimidate as a standard action to …

  • Use Magic Device

    You are skilled at activating magic items, even if you are not otherwise trained in their use. *Check* You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or …

  • Heal

    You are skilled at tending to the ailments of others. h4. Uses *Check* The DC and effect depend on the task you attempt. The environment and other factors can help or hinder a heal check, such as working in a hail storm or closing a wound on a …

  • Torture

    A subset of the [[Heal]] skill, torture relies on the anatomic knowledge granted by this skill for far more nefarious ends. h4. Uses You can use your anatomic knowledge to attempt to torture a living target with physical and mental anguish. Almost …

  • Surgery

    A subset of [[Heal]], surgery is a useful method of dealing with wounds and afflictions. Unlike normal Heal checks, surgery checks are trained only and when make a Heal (Surgery) check a character adds both his Wisdom modifier and his Dexterity modifier …

  • Craft

    You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common …

  • Alchemy

    The product of Craft (Alchemy), the below items... _(Page in Progress)_ h4. Warning - Construction Ahead While rules for creating alchemical products can be found on the [[Craft]] page, the items it can create are currently unclear. While creating a …

  • Item Modifications

    _This page is In the Works_ *Temporary Pricing* * Simple: 100 gp weapons/50 gp armor * Moderate: 200 gp weapons/100 gp armor * Complex: 400 gp weapon/200 gp armor All modifications are subject to GM/group approval and basic logic. Modifications …

  • Jump (Skill)

    A subset of [[Acrobatics]], determining your ability to jump and fall. h4. Uses *Jumping* You can use the Acrobatics skill to make jumps. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height …

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