Post by DMOverlord on Feb 15, 2008 20:15:46 GMT -5
-Appraise
Being able to asses the value of a given item. It takes 1 minute to asses the value of an item.
(always take 20, no retries, works with Int)
-Balance
Being able to hold your balance on a narrow or slippery surface. The faster you are the harder it becomes
(take 10 and 20 possible, no retries-you fell off-, works with Dex)
-Bluff
The ability to out bluff someone, the bigger the lie the harder it gets.
(No take 10 or 20, no retries -to the same person about the same thing, works with Cha)
-Climb
How well you climb
(take 10 and 20 possible, retries possible, works with Str)
-Concentration
How well you can concentrate
(no take 10 or 20, no retries if it fails it fails, works with Con)
-Craft (specific subject)
How well you can build things
(take 10 or 20 possible, no retries -you fucked up- works with Int)
-Decipher Script
How well you can read or understand a code or a language you don't know
(take 10 or 20 possible, no retries, works with Int)
-Diplomacy
How well you can negotiate and convince people
(No take 10 or 20, retries possible, works with Cha)
-Disable device
The ability to disable a device LOL
(take 10, 20 possible, retries possible-sometimes-, works with Int)
-Disguise
The ability to disguise yourself
(take 10, 20 possible, retries yes, works with Cha)
-Escape Artist
The ability to crawl through a small space, get out of handcuffs and so forth
(take 10, 20 possible, retries, works with Dex)
-Forgery
The ability to fake handwriting
(No take 10 or 20, sometimes retries, works with Int)
-Gather Information
The ability to gather info, takes a long time
(sometimes take 20, retries possible, works with Cha)
-Handle Animal
The ability to work with animals
(no take 10 or 20, retries possible, works with Cha)
-Heal
The ability to heal others
(take 10 or 20, no retries, works with Wis)
-Hide
the ability to hide yourself
(take 10 or 20, usually no retries, works with Dex)
-Intimidate
The ability to intimidate someone
(no take 10 or 20, no retries, works with Cha)
-Jump
How far or high can you jump
(no take 10 or 20, no retries, works with Str)
-Knowledge (specific subject: e.g. History, Royalty, Monsters...)
How much do you now about a specific subject
(no take 10 or 20, no retries, works with Int)
-Listen
How good can you listen
(no take 10 or 20, no retries, works with Wis)
-Move Silently
How well you can... move silently
(no take 10 or 20, no retries, works with Dex)
-Open Lock
How good you are at picking locks
(take 10 or 20, retries, works with Dex)
-Perform (string instrument, comedy, dancing, etc.)
How good you can dance, sing, play an instrument, and so forth
(no take 10 or 20, generally no retries, works with Cha)
-Profession (specific subject)
How good you are in a normal profession, blacksmithing, fisherman, farmer...
(take 10 or 20, no retries, works with Int)
-Ride
How well you can ride (horses, motorcycles, etc.)
(no take 10 or 20, no retries, works with Dex)
-Search
How good you are at searching
(take 10 or 20, no retries, works with Int)
-Sense motive
How good you can detect other peoples emotions and or lies
(no take 10 or 20, no retries, works with Wis)
-Sleight of Hand
Doing sneaky stuff like pick pocketing, hiding weapons, etc.
(no take 10 or 20 USUALLY, no retries USUALLY, works with Dex)
-Spellcraft
How good you recognize the school of magic from a casters handling
(no take 10 or 20, no retries, works with Int)
-Spot
The ability to spot things
(no take 10 or 20, no retries, works with Wis)
-Survival
How well can you survive in the wilderness on your own
(sometimes take 10 or 20, retries, works with Wis)
-Swim
How well can you swim
(usually no take 10 or 20, no retries, works with Str)
-Tumble
How well you do backflips, somersaults and so on
(usually no take 10 or 20, usually no retries, works with Dex)
-Use Magic Device
How well you can trick a magic device (only rogues can do this)
(no take 10 or 20, retries, works with Cha)
-Use Rope
How well you can climb up a rope, tie someone up, etc.
(take 10 or 20, retries, works with Dex)
-How do skills work? They work like everything else in DnD -SIMPLE- e.g: You have to jump over a chasm. You're character takes a long run and jumps (Now what happens Out game: Slasher makes a roll with a D20 to that he adds your Strength score and the number of ranks you have in Jump, If this TOTAL number exceeds the required difficulty class (shortened to DC) you make it, else you fall into the chasm)
For DC's it generally works like this
DC 10 Easy
DC 15 Normal
DC 20 Hard
DC 30 Almost undoable
DC 50 Godlike
-What does Take 10 or 20 mean? Some skills allow you to do a "take 10" or a "take 20" This means that your character has a relatively large amount of time up to 1 minute per check, she can devote to the skillcheck at hand. Then instead of rolling (and risk failing) you can do a take 10 or 20. Which replaces the result of the D20 roll by 10 or 20. as you all saw this is not always allowed. It is NEVER ALLOWED DURING COMBAT
-Critical Failure and success. A natural 1 on the D20 is ALWAYS A MISS, a natural 20 is ALWAYS A success. This is done to factor in "luck". NO matter how good you are you can always screw up.
-Certain skills can not be used untrained, untrained means you have no ranks in that certain skill.
These skills are: Decipher Script, Disable Device, Handle Animal, Knowledge, Open Lock, Profession, Sleight of hand, Spellcraft, Tumble and Swim Use Magic Device
-Armour Check Penalty: Some skills become a lot harder when you are wearing armour.
These skills are: Balance, Climb, Escape artist, Jump, Hide, Move Silently, Sleight of Hand, Tumble and Swim
-Skills How to get them
-Class skills
Every class has its own set of skills, these skills are called Class skills. They are the skills that are most essential for playing that class effectively. Some classes have more skills that others. (I will post the lists of Class and their respective Class skills later on this thread)
-Crossclass skills
Now just because a certain skill isn't a class skill for you class, these are called CrossClass skills, does not mean you can not take ranks in it. They just cost 2 skillpoints for 1 rank (where as Class skills cost 1 skillpoint for 1 rank)
-Skill points
As said before every class gets a different amount of skillpoints per level. The first level is special however; at that level (the one you started play at) you get 4 times your skillpoints for a level. Always remember that your amount of skillpoints is modified with your intelligence modifier, if you have a +1 Int mod you get 1 extra skillpoint each level (4 extra skillpoints at lvl1)
-Remember Humans get 4 extra skillpoints at lvl1 and 1 extra each next level
-Class skill lists:
Being able to asses the value of a given item. It takes 1 minute to asses the value of an item.
(always take 20, no retries, works with Int)
-Balance
Being able to hold your balance on a narrow or slippery surface. The faster you are the harder it becomes
(take 10 and 20 possible, no retries-you fell off-, works with Dex)
-Bluff
The ability to out bluff someone, the bigger the lie the harder it gets.
(No take 10 or 20, no retries -to the same person about the same thing, works with Cha)
-Climb
How well you climb
(take 10 and 20 possible, retries possible, works with Str)
-Concentration
How well you can concentrate
(no take 10 or 20, no retries if it fails it fails, works with Con)
-Craft (specific subject)
How well you can build things
(take 10 or 20 possible, no retries -you fucked up- works with Int)
-Decipher Script
How well you can read or understand a code or a language you don't know
(take 10 or 20 possible, no retries, works with Int)
-Diplomacy
How well you can negotiate and convince people
(No take 10 or 20, retries possible, works with Cha)
-Disable device
The ability to disable a device LOL
(take 10, 20 possible, retries possible-sometimes-, works with Int)
-Disguise
The ability to disguise yourself
(take 10, 20 possible, retries yes, works with Cha)
-Escape Artist
The ability to crawl through a small space, get out of handcuffs and so forth
(take 10, 20 possible, retries, works with Dex)
-Forgery
The ability to fake handwriting
(No take 10 or 20, sometimes retries, works with Int)
-Gather Information
The ability to gather info, takes a long time
(sometimes take 20, retries possible, works with Cha)
-Handle Animal
The ability to work with animals
(no take 10 or 20, retries possible, works with Cha)
-Heal
The ability to heal others
(take 10 or 20, no retries, works with Wis)
-Hide
the ability to hide yourself
(take 10 or 20, usually no retries, works with Dex)
-Intimidate
The ability to intimidate someone
(no take 10 or 20, no retries, works with Cha)
-Jump
How far or high can you jump
(no take 10 or 20, no retries, works with Str)
-Knowledge (specific subject: e.g. History, Royalty, Monsters...)
How much do you now about a specific subject
(no take 10 or 20, no retries, works with Int)
-Listen
How good can you listen
(no take 10 or 20, no retries, works with Wis)
-Move Silently
How well you can... move silently
(no take 10 or 20, no retries, works with Dex)
-Open Lock
How good you are at picking locks
(take 10 or 20, retries, works with Dex)
-Perform (string instrument, comedy, dancing, etc.)
How good you can dance, sing, play an instrument, and so forth
(no take 10 or 20, generally no retries, works with Cha)
-Profession (specific subject)
How good you are in a normal profession, blacksmithing, fisherman, farmer...
(take 10 or 20, no retries, works with Int)
-Ride
How well you can ride (horses, motorcycles, etc.)
(no take 10 or 20, no retries, works with Dex)
-Search
How good you are at searching
(take 10 or 20, no retries, works with Int)
-Sense motive
How good you can detect other peoples emotions and or lies
(no take 10 or 20, no retries, works with Wis)
-Sleight of Hand
Doing sneaky stuff like pick pocketing, hiding weapons, etc.
(no take 10 or 20 USUALLY, no retries USUALLY, works with Dex)
-Spellcraft
How good you recognize the school of magic from a casters handling
(no take 10 or 20, no retries, works with Int)
-Spot
The ability to spot things
(no take 10 or 20, no retries, works with Wis)
-Survival
How well can you survive in the wilderness on your own
(sometimes take 10 or 20, retries, works with Wis)
-Swim
How well can you swim
(usually no take 10 or 20, no retries, works with Str)
-Tumble
How well you do backflips, somersaults and so on
(usually no take 10 or 20, usually no retries, works with Dex)
-Use Magic Device
How well you can trick a magic device (only rogues can do this)
(no take 10 or 20, retries, works with Cha)
-Use Rope
How well you can climb up a rope, tie someone up, etc.
(take 10 or 20, retries, works with Dex)
-How do skills work? They work like everything else in DnD -SIMPLE- e.g: You have to jump over a chasm. You're character takes a long run and jumps (Now what happens Out game: Slasher makes a roll with a D20 to that he adds your Strength score and the number of ranks you have in Jump, If this TOTAL number exceeds the required difficulty class (shortened to DC) you make it, else you fall into the chasm)
For DC's it generally works like this
DC 10 Easy
DC 15 Normal
DC 20 Hard
DC 30 Almost undoable
DC 50 Godlike
-What does Take 10 or 20 mean? Some skills allow you to do a "take 10" or a "take 20" This means that your character has a relatively large amount of time up to 1 minute per check, she can devote to the skillcheck at hand. Then instead of rolling (and risk failing) you can do a take 10 or 20. Which replaces the result of the D20 roll by 10 or 20. as you all saw this is not always allowed. It is NEVER ALLOWED DURING COMBAT
-Critical Failure and success. A natural 1 on the D20 is ALWAYS A MISS, a natural 20 is ALWAYS A success. This is done to factor in "luck". NO matter how good you are you can always screw up.
-Certain skills can not be used untrained, untrained means you have no ranks in that certain skill.
These skills are: Decipher Script, Disable Device, Handle Animal, Knowledge, Open Lock, Profession, Sleight of hand, Spellcraft, Tumble and Swim Use Magic Device
-Armour Check Penalty: Some skills become a lot harder when you are wearing armour.
These skills are: Balance, Climb, Escape artist, Jump, Hide, Move Silently, Sleight of Hand, Tumble and Swim
-Skills How to get them
-Class skills
Every class has its own set of skills, these skills are called Class skills. They are the skills that are most essential for playing that class effectively. Some classes have more skills that others. (I will post the lists of Class and their respective Class skills later on this thread)
-Crossclass skills
Now just because a certain skill isn't a class skill for you class, these are called CrossClass skills, does not mean you can not take ranks in it. They just cost 2 skillpoints for 1 rank (where as Class skills cost 1 skillpoint for 1 rank)
-Skill points
As said before every class gets a different amount of skillpoints per level. The first level is special however; at that level (the one you started play at) you get 4 times your skillpoints for a level. Always remember that your amount of skillpoints is modified with your intelligence modifier, if you have a +1 Int mod you get 1 extra skillpoint each level (4 extra skillpoints at lvl1)
- Barbarians: 4 skillpoints+int mod per lvl/ at lvl1
- Bards: 6 skillpoints+int mod per lvl/ at lvl1
- Cleric: 2 skillpoints+int mod per lvl/ at lvl1
- Druid: 4 skillpoints+int mod per lvl/ at lvl1
- Fighter: 2 skillpoints+int mod per lvl/ at lvl1
- Monk: 4 skillpoints+int mod per lvl/ at lvl1
- Paladin: 2 skillpoints+int mod per lvl/ at lvl1
- Ranger: 6 skillpoints+int mod per lvl/ at lvl1
- Rogue: 8 skillpoints+int mod per lvl/ at lvl1
- Sorcerer: 2 skillpoints+int mod per lvl/ at lvl1
- Wizard: 2 skillpoints+int mod per lvl/ at lvl1
-Remember Humans get 4 extra skillpoints at lvl1 and 1 extra each next level
-Class skill lists:
- Barbarian: Climb, Craft, Handle animal, Intimidate, Jump, Listen, Ride, Survival, Swim.
- Bard: everything BUT: Disable device, Forgery, Handle animal, Heal, Intimidate, Open lock, Ride, Search, Spot, Survival, Use Rope.
- Cleric: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (History), Profession, Spellcraft.
- Druid: Concentration, Craft, Diplomacy, Handle animal, Heal, Knowledge (Nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim.
- Fighter: Climb, Craft, Handle animal, Intimidate, Jump, Listen, Ride, Swim.
- Monk: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Listen, Move silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble.
- Paladin: Concentration, Craft, Diplomacy, Handle animal, Heal, Knowledge (Nobility), Knowledge (Religion), Profession, Ride, Sense Motive.
- Ranger: Climb, Concentration, Craft, Handle animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (Geography), Knowledge (Nature), listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope.
- Rogue: everything BUT: Concentration, Handle animal, Heal, every Knowledge but Knowledge (local), Ride, Spellcraft and Survival.
- Sorcerer: Bluff, Concentration, Craft, Knowledge (Arcana), Profession.
- Wizard: Concentration, Craft, Decipher script, ALL KNOWLEDGES (GANDALF STYLE), Perform.