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wiki:archived material [2017/01/29 14:28]
caleymccready
wiki:archived material [2019/03/22 00:43] (current)
caleymccready
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 +
 +
 +====== Skills ======
 +~~TOC~~
 +
 +Skills govern your ability to perform tasks as you go about your adventures. Below you will find the rules to guide you through improving your character'​s skills
 +
 +\\
 +==== Acquiring skills ====
 +There are two situations in which you receive skill points, when you [[wiki:​creating_a_character|create]] your character, and when you [[wiki:​leveling_up|level up]] your character. In both instances, you will be given (2 + [[Abilities|Int]] Modifier) **Skill Points** to purchase ranks in a skill. The maximum number of ranks you can put into a single skill is equal to your raw [[abilities|Intelligence]] score. You do not have to spend all your Skill points when you create your character, or when you level up, they can be saved and spent later, if you wish. The cost of purchasing skill ranks starts 1 skill point and increases as you purchase additional ranks. See the table [[skills#​Skill rank cost|below]]
 +
 +**Focus Skill**\\
 +At character creation you may choose one skill on which you wish to focus. The skill you choose as your focus gains a 1d6 bonus. You gain additional skill focuses based on your class level table
 +
 +\\
 +==== Skill checks ====
 +When your character attempts to use a skill, success is not guaranteed. Skills have varying degrees of difficulty based on how you are attempting to use the skill. Attempting to use a skill towards a goal is called "​making a skill check"​. ​ To make a skill check, use the formulas below to calculate your score. If the result is greater than or equal to the difficulty rating (Difficulty Check, or DC) then you have successfully applied your skill to whatever you were attempting to do
 +
 +**Skill Check: **\\
 +//3d6 + Skill Ranks + Key Ability Modifier + Misc Modifier//
 +
 +Unless otherwise stated, in combat or other time controlled events, a skill check uses a Standard action. Many skill checks are used as a part of another action, in which case it requires no action to be used
 +
 +\\
 +==== Skill list ====
 +^Skill Name ^Ability Modifiers ^Subskills^
 +|[[Acrobatics]]|[[Abilities|Dex]]|Balance,​ Escape Bindings, Jump (Precision),​ Tumble|
 +|[[Animal Handling]]|[[Abilities|Res]]|Domesticate,​ Handle, Ride, Sense Motive, Soothe, Train, Knowledge Biology| ​
 +|[[Athletics]]|[[Abilities|Str]]|Climb,​ Jump (Distance, Height), Lift, Swim, Run, Push, Pull|
 +|[[Diplomacy]]|[[Abilities|Int,​ Res]]|Bluff,​ Impersonation,​ Persuade, Sense Motive, Negotiate, Knowledge Society, Knowledge Politics|
 +|[[Investigation]]|[[Abilities|Int]]|Search,​ Gather Information,​ Investigation,​ Deduction|
 +|[[Medicine]]|[[Abilities|Int]]|Diagnose,​ Cure Disease, Neutralize poison, Long term care, Knowledge Anatomy, Knowledge Medicine|
 +|[[Perception]]|[[Abilities|Int]]|Listen,​ Spot, Other Senses|
 +|[[Perform]]|[[Abilities|Int]]|Oration,​ Singing, Dance, Act, Play Instrument, Bluff, Knowledge Arts|
 +|[[Profession|Profession]]|[[Abilities|Varies]]|Armorsmith,​ Astronomer, Jeweler, Sailor, Surveyor, Weaponsmith|
 +|[[Recall Knowledge|Recall Knowledge]]|[[Abilities|Int]]|Appraisal,​ Knowledge Areas: Anatomy, Arts, Biology, Finances, Geography, Herbs, History, ​ Ki and Bindings, Local, Medicine, Nature, Politics, Society, Streetwise, Trading|
 +|[[Sleight of Hand]]|[[Abilities|Dex]]|Lock Picking, Pick Pocket, Illusions, Misdirection|
 +|[[Stealth]]|[[Abilities|Dex]]|Move Silently, Hide, Trackless Step, Spying|
 +|[[Wilderness Survival]]|[[Abilities|Int]]|Tracking,​ Hide Tracks, Trapping, Foraging, Hunting, Detecting Traps, Rope-work, Create Shelter, Knowledge Nature, Knowledge Geography|
 +
 +\\
 +==== Skill check difficulties ====
 +The difficulty of a check, or DC, represents the intensity of the challenge of undertaking a certain action. This DC is chosen by the GM based on the circumstances of the situation. In general, the difficulty of a check will follow the table below:
 +
 +^Task Description^DC^
 +|Trivial|5|
 +|Easy|10|
 +|Moderate|20|
 +|Hard|30|
 +|Near Impossible|40+|
 +
 +Examples of common tasks and their difficulties are given on each individual skill page
 +
 +\\
 +==== Legendary skill ====
 +Characters that can consistently pass DC 30 skill checks will become well known for their prowess in the given skill. When characters score a 40 or above on a skill, word will spread quickly and people will include descriptions of their actions on that check in the stories they tell of them. These stories will eventually become legends
 +
 +\\
 +==== Cooperation ==== 
 +If you are cooperating with another player, you can coordinate your efforts which will help you succeed. All players make the attempt and the highest roll is representative of the entire group'​s score
 +
 +If you have ranks in a skill, you may attempt to assist another player attempting a check with the same skill, subject to GM approval. If you make a DC 20 with your check in the related skill, you may grant advantage to the other player making the check
 +
 +\\
 +==== Taking ten ====
 +If your character is in no immediate danger, and is relatively free from serious distraction,​ you can "take 10" on a skill check. This represents exercising care and caution to make sure you avoid disaster when performing your check. When "​taking 10", calculate your skill check as if you had rolled a 3 on every dice. This is useful in situations where a low roll would be disastrous
 +
 +\\
 +==== Skill rank cost ====
 +As you purchase additional ranks with your skill points, the cost for further improvement increases, following the table below:
 +
 +^Skill Rank^Cost^Total Cost^
 +|1|1|1|
 +|2|1|2|
 +|3|2|4|
 +|4|2|6|
 +|5|3|9|
 +|6|3|12|
 +|7|4|16|
 +|8|4|20|
 +|9|5|25|
 +|10|5|30|
 +|11|6|36|
 +|12|6|42|
 +|13|7|49|
 +|14|7|56|
 +|15|8|64|
 +|16|8|72|
 +|17|9|81|
 +|18|9|90|
 +|19|10|100|
 +|20|10|110|
 +|21|11|121|
 +|22|11|132|
 +|23|12|144|
 +|25|12|156|
 +|26|13|169|
 +|27|13|182|
 +|28|14|196|
 +|29|14|210|
 +|30*|15|225|
 +
 +*You cannot take more than 30 ranks in a skill
 +
 +**Sample Distributions**\\
 +Below is a table outlining possible distributions of skill points at level 20 for your reference. Each row shows the distributions,​ depending on your Intelligence modifier. The columns depict the number of skills over which you wish to distribute your points
 +
 +^Int Modifier^Total Points at level 20^1 Skill^2 Skills^3 Skills^4 Skills^
 +|+0|40|11|8|6|5|
 +|+1|60|14|10|8|6|
 +|+2|80|16|11|9|8|
 +|+3|100|19|13|10|9|
 +|+4|120|20|14|11|10|
 +|+5|140|22|15|12|10|
 +
 +
 +**Example**\\
 +//Your Intelligence Modifier is +4, and you are level 20. You have a total of 120 skill points, and if you distribute those points over three different skills, you could purchase 14 ranks in each skill, having no skill points left over// ​
 +
 +
 +
 +=======Character profile=======
 +
 +**Species**:​\\
 +**Gender**:​\\
 +**Age**:\\
 +**Weight**:​\\
 +**Height**:​\\
 +**Eye Color**:\\
 +**Hair Color**:\\
 +**Skin Color**:\\
 +**Nationality**:​\\
 +**Class**:​\\
 +
 +**Organizations**:​\\
 +
 +**Description**\\
 +
 +**Culture checklist**
 +  * Daily food and specialities
 +  * Breads, wines, beers, cheeses, berries, nuts, meats, fried and finger foods, mushrooms, desserts
 +  * how they dress
 +  * tabards/​sigils/​flags/​arms
 +  * government structure
 +  * games - recreational,​ sports, skill, mental, word
 +  * rituals, rites, rite of passage
 +  * morals, beliefs, values
 +  * common plant species in the area, specifically flowers
 +  * mind altering substances
 +  * greetings, gestures
 +  * sayings
 +  * stories, myths, legends, songs, poetry
 +  * hospitality rules, eating customs
 +  * laws
 +  * counter culture elements
 +  * history of culture as it changes
 +  * agricultural methods
 +  * social structure, roles
 +  * jobs and professions
  
    
wiki/archived material.1485718118.txt.gz ยท Last modified: 2017/01/29 14:28 by caleymccready