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Skills

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Acrobatics

 

Save Bonus: You take action to foil an opponent’s special attacks. You must make a skill check as a standard action. You gain a +2 bonus to your Reflex save against a single effect or opponent of your choice with a DC 20 check. You increase this bonus by +1 for every 5 points you increase the Difficulty Class, with no limit on the bonus you can gain. This bonus lasts until the start of your next action.

 

Athletics

The Athletics skill combines the Climb, Jump and Swim sub-skills. For checks involving those skills, the rules in the skills chapter of the True20 core rules are to be used.

 

Bluff

Feint: Feinting is no longer limited to Bluff. See the Combat chapter.

 

Concentration:

 

Save Bonus: You take action to foil an opponent’s special attacks. You must make a skill check as a stnadard action. You gain a +2 bonus to your Will save against a single effect or opponent of your choice with a DC 20 check. You increase this bonus by +1 for every 5 points you increase the Difficulty Class, with no limit on the bonus you can gain. This bonus lasts until the start of your next action.

 

Knowledge

 

Identify Creature: To identify creatures and their abilities, a knowledge check result determines what information, if any, you obtain. The DCs listed are for creatures qualified as common. For more mysterious or unknown creatures, adjust the DC.

 

The tiers of Knowledge checks, and the information they provide are:

 

DC 5 Basic: Name/Type of creature.

DC 10 Advanced: How big a threat it is? (Give CR range for example)

DC 15 Expert: A Strength and a weakness. (A special attack, and one of it's vulnerabilities)

DC 20 Master: A complete understanding of the beast.

 

Creatures can be catalogued as:

 

I) Common: Use base DCs

II) Uncommon: Adjust base DCs by +5

III) Rare: Adjust base DCs by +10

IV) Extremely Rare: Adjust base DCs by +15

V) Nearly Unique: Adjust base DCs by +20

 

Common - seen frequently, mostly animal or very prevalent in area (ie goblins in a area known to be controlled by goblins)

 

Uncommon - one of the local top predators in an area, travelers frequently warned about them. (i.e.) Ogres, Ghouls, gaint spiders, demon/devil identification (lemure vs drech)

 

Rare - The impressive and locally famous beasts, monsters that are native to the area, but have not been refered to or previously mentioned in the campign. ie Dragons in nearby habitats, Sphinx in dessert or barrens, Aboleth in underdark most demons/devils.

 

Very Rare - WTF monsters - Grey Renders, Purple Worms, Tojanda, beholders, Gotorsti demons

 

Nearly Unique - a monster that the party would have no way of knowing about, new to the world or where only one exists in the world - ethergaunt, katori, juggernaut, Radient Dragon.

 

Some unique monsters are better known, ie if your world has a tarrasque, and it has ever been awake in recorded history people may know of it.

 

Additionally, you can use Knowledge checks to appraise the value of objects.

Appraise: You can appraise common or well-known objects with a DC 12 knowledege check. Failure means that you estimate the value at 50% to 150% of its actual value. Appraising a rare or exotic item requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value.

Decipher Script: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.

 

If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)

 

Both the Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can’t tell whether the conclusion you draw is true or false.

 

In all other ways the Knowledge skill works in the same way as shown in the True20 core rules.

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