Ogre:CharacterCodex:Skills:LoreSocial

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Lore, World[edit]

As lore except specific knowledge about geography and cultures, their custom and their history.

Geography[edit]

Ability Intelligence
Action Instantaneous
Armor Penalty None
Untrained Yes; see below
Concentration No

Synergy: Survival

Proficiency: Country

Description: This skill represents your knowledge relative to lands, terrain, climate, people

Total Failure: You are wrong with the information you remember.

Untrained: Yes; but you are limited to general knowledge.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Feats[edit]

Combat [Terrain][edit]

Choose a specific terrain. You know the specific ways creatures from this terrain fight giving you an advantage in a fight against them. You also know how to use the terrain specific feature to get advantage in a fight. You receive a +1 insight bonus to attack rolls against creatures form that specific terrain or when you fight in that terrain.
Specialist: You receive a +2 insight bonus to attack rolls.
Expert: You receive a +4 insight bonus to attack rolls.
Master: You receive a +8 insight bonus to attack rolls.

Defense [Terrain][edit]

Choose a specific terrain. You know the specific ways creatures from this terrain fight giving you an advantage when defending against them. You also know how to use the terrain specific feature to protect you in a fight. You receive a +1 insight bonus to Defense against creatures form that specific terrain or when you fight in that terrain.
Specialist: You receive a +2 insight bonus to Defense.
Expert: You receive a +3 insight bonus to Defense.
Master: You receive a +4 insight bonus to Defense.

Find Weakness [Terrain][edit]

Choose a specific terrain. You know the specific weakness of creatures from this terrain. You also know how to use the terrain specific feature to get advantage in a fight. You receive a +2 insight bonus to damage rolls against creatures form that specific terrain or when you fight in that terrain.
Specialist: You receive a +4 insight bonus to damage rolls.
Expert: You receive a +8 insight bonus to damage rolls.
Master: You receive a +16 insight bonus to damage rolls.

Influence [Terrain][edit]

Choose a specific terrain. You know the specific ways creatures think giving you an advantage when trying to influence them. You receive a +2 insight bonus to all Influence skills and Sense motive skill made against creatures from that specific terrain.
Specialist: You receive a +4 insight bonus to all Influence skills and Sense motive skill.
Expert: You receive a +8 insight bonus to all Influence skills and Sense motive skill.
Master: You receive a +16 insight bonus to all Influence skills and Sense motive skill.

Protection [Terrain][edit]

Choose a specific terrain. You know the specific power of creatures from this terrain giving you an advantage when protecting against their attack. You also know how to avoid terrain hazard when you are on the specific terrain. You receive a +2 insight bonus to resistance against creatures extraordinary (Ex), spell-like (Sp), or supernatural (Su) attack from that specific terrain and against hazard specific to the terrain.
Specialist: You receive a +4 insight bonus to resistance.
Expert: You receive a +8 insight bonus to resistance.
Master: You receive a +16 insight bonus to resistance.

Terrain mastery - Aquatic[edit]

When you are underwater, you gain a +4 competence bonus on Swim checks.

Terrain mastery - Desert[edit]

When you are in a desert, you resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead.

Terrain mastery - Forest[edit]

When you are in a forest, you have a +4 competence bonus on Hide checks.

Terrain mastery - Hills[edit]

When you are in a hill, you gain a +4 competence bonus on Listen checks.

Terrain mastery - Marsh[edit]

When you are in a marsh, you have a +4 competence bonus on Move Silently checks.

Terrain mastery - Mountains[edit]

When you are in a mountain, you gain a +4 competence bonus on Climb checks.

Terrain mastery - Plains[edit]

When you are in a plain, you have a +4 competence bonus on Spot checks.

Terrain mastery – Underground[edit]

When you are underground, the concealment level for low light and darkness is reduced by one category.


History[edit]

Ability Intelligence
Action Instantaneous
Armor Penalty None
Untrained Yes; see below
Concentration No

Proficiency: Double: Eras and Countries

Description: This skill represents knowledge relative to royalty, wars, colonies, migrations, founding of cities.

Total Failure: You are wrong with the information you remember.

Untrained: Yes; but you are limited to general knowledge.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Social Lore[edit]

Ability Intelligence
Action Instantaneous
Armor Penalty None
Untrained Yes; see below
Concentration No

Proficiency: Races or Cultures

Description: Knowledge relative to races, their behavior, abilities and society in which they live.

Total Failure: You are wrong with the information you remember.

Untrained: Yes; but you are limited to general knowledge.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Feats[edit]

Combat [Race/Culture][edit]

Choose a specific race or culture. You know the specific ways this race or culture fight giving you an advantage in a fight against them. You receive a +1 insight bonus to attack rolls against this race or culture.
Specialist: You receive a +2 insight bonus to attack rolls.
Expert: You receive a +4 insight bonus to attack rolls.
Master: You receive a +8 insight bonus to attack rolls.

Defense [Race/Culture][edit]

Choose a specific race or culture. You know the specific ways this race or culture fight giving you an advantage when defending against them. You receive a +1 insight bonus to Defense against this race or culture.
Specialist: You receive a +2 insight bonus to Defense.
Expert: You receive a +3 insight bonus to Defense.
Master: You receive a +4 insight bonus to Defense.

Find Weakness [Race/Culture][edit]

Choose a specific race or culture. You know the specific weakness of this race or culture. You receive a +2 insight bonus to damage rolls against this race or culture.
Specialist: You receive a +4 insight bonus to damage rolls.
Expert: You receive a +8 insight bonus to damage rolls.
Master: You receive a +16 insight bonus to damage rolls.

Influence [Race/Culture][edit]

Choose a specific race or culture. You know the specific ways this race or culture think giving you an advantage when trying to influence them. You receive a +2 insight bonus to all Influence skills and Sense motive skill made against this race or culture.
Specialist: You receive a +4 insight bonus to all Influence skills and Sense motive skill.
Expert: You receive a +8 insight bonus to all Influence skills and Sense motive skill.
Master: You receive a +16 insight bonus to all Influence skills and Sense motive skill.

Protection [Race/Culture][edit]

Choose a specific race or culture. You know the specific power of this race or culture giving you an advantage when protecting against their extraordinary (Ex), spell-like (Sp), or supernatural (Su) attack. You receive a +2 insight bonus to resistance against this race or culture.
Specialist: You receive a +4 insight bonus to resistance.
Expert: You receive a +8 insight bonus to resistance.
Master: You receive a +16 insight bonus to resistance.