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==[[Open4E:Abilities#Wisdom|Wisdom]] Skills== ===Heal=== Heal is used when tending to the sick or injured. Your Heal skill check is based on your Wisdom modifier. =====Stabilize Ally===== * (At-will standard action * trained skill utility) * Target: One dying ally (Heal vs. Moderate DC) * Success: The target gains the +2 teamwork bonus to all Endurance saving throws until the beginning of your next turn. The target may immediately make one Endurance saving throw to stabilize. On a critical success, the target automatically stabilizes and regains ½ Heart. * Failure: You provide no benefit. =====First Aid===== * (Extended action (5 minutes) * trained skill utility) * Target: You and your adjacent allies * Check: Heal (no DC) * Effect: You and your allies regain a total number of Hearts equal to one fourth the check result, divided evenly among each wounded ally. * Special: If you perform First Aid during an extended rest, the party regains Hearts equal to half the check result, instead. You may distribute these Hearts as you see fit. =====Treat Disease or Poison===== * (Daily extended action (1 hour) * trained skill utility) * Target: One diseased or poisoned creature * Check: Heal vs. the affliction’s DC. * Success: The affliction’s progression is halted for one day, and the target gains an additional Endurance saving throw to shake off the affliction with a +2 teamwork bonus. On a critical success, treat the affliction as if the target had automatically succeeded at an additional Endurance saving throw. ===Insight=== Insight is used to read moods, sense motives, and gauge the truthfulness of statements. Your Insight check also determines your Sense defense value; your Sense is equal to your Insight check + 10. Your Insight skill check is based on your Wisdom modifier. =====Sense Motive===== * (At-will minor action * basic skill utility) * Check: Insight check vs. 10 + the target’s Bluff bonus. * Success: You gain an accurate read of the target’s current motives and attitude. * Special: You may only perform this action once per encounter on a particular creature, unless they perform an action that the DM deems provides new insight into their motivations. =====Sense Influence===== (At-will minor action * basic skill utility) * Check: Insight vs. a DC of 15 + twice the Rank of the influencing effect. * Success: You notice that something about the target is ‘off’, and may use an Arcana, Religion or Nature check to determine the source of the influence. * Special: You may only perform this action once per encounter on a particular creature, unless they perform an action that the DM feels strongly suggests outside influence. =====Detect Illusion===== * (At-will minor action * basic skill saving throw) * Target: One perception that you believe to be an illusion. * Save: Insight vs. the illusion’s check result * Effect: The DM will compare your saving throw to the check value of any illusion you might be perceiving; success allows you to accurately gauge whether what you are experiencing is real, while critical success allows you to pierce the illusion and briefly glimpse what is underneath. ===Nature=== Nature is used to gather food and resources in the wilderness, identify and track animals, navigate the wilds and avoid natural hazards. Barbarians use the Nature skill in conjunction with their access to a primal power source to perform their magics. =====Nature Lore===== * (At-will free action * trained skill knowledge) * Check: Nature vs. the obscurity of the information. * Success: You remember some particularly useful bit of lore or natural detail that is applicable to the situation at hand. =====Forage===== * (Extended action (5 minutes) * trained skill utility) * Check: Nature (no DC). * Success: You gather enough food, water and other resources for one person to eat well for one day. On an exceptional success, you find enough for five people. If you are searching for specific ingredients or materials, the DM may assign a DC to the task based on the rarity of what you're looking for within the area. ===Perception=== Perception is used to examine your surroundings, spot hidden things, and detect unusual sounds, odors or tastes. Your Perception check also determines your Spot defense value; your Spot is equal to your Perception check + 10. Your Perception skill check is based on your Wisdom modifier. =====Search Area===== * (At-will minor action * basic skill saving throw) * Target: One square within a distance of twice your Wisdom modifier that you can see. * Check: Perception vs. any Stealth check results or Spot DC’s * Effect: You notice any hidden creature, item or detail within a number of squares around the target square equal to your Wisdom modifier for which your saving throw exceeds that detail’s Spot DC or Stealth check value. ===Religion=== Religion is used to understand the nature of gods, religious ceremonies and rituals, and ethical standards. Priests use the Religion skill in conjunction with their access to a divine power source to work their miracles. Your Religion skill check is based on your Wisdom modifier. =====Divine Lore===== * (At-will free action * trained skill knowledge) * Check: Religion vs. the obscurity of the information. * Success: You remember some particularly useful bit of lore or religious fact that is applicable to the situation at hand. =====Sense Alignment===== * (At-will free action * basic skill utility) * Requirement: You must have succeeded on a Sense Motive check against the target earlier in this encounter or scene. * Target: One creature (Religion vs. 10 + the target’s Bluff skill) * Success: You gain an reasonably accurate read of the target’s probable alignment. * Special: You may only perform this action once per encounter on any given creature unless they perform an action that the DM deems provides new insight into their ethical values. =====Break Curse===== * (At-will minor action * trained skill saving throw) * Target: One curse or affliction that has been placed upon you or an adjacent ally. * Save: Religion vs. the curse’s check result * Success: You break the curse.
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