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Athletics is used when running, jumping, climbing, swimming, or performing feats of strength. Your Athletics skill check is based on your Strength modifier. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.
 
Athletics is used when running, jumping, climbing, swimming, or performing feats of strength. Your Athletics skill check is based on your Strength modifier. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.
  
=====Feat of Strength=====
+
* Feat of Strength (At-will standard action * basic skill stunt)
* (At-will standard action * basic skill stunt)
 
 
* Effect: Describe to the DM the action you want to perform, then make an Athletics check. On a success, you succeed at the desired action; on a failure you do not accomplish anything noticeable.
 
* Effect: Describe to the DM the action you want to perform, then make an Athletics check. On a success, you succeed at the desired action; on a failure you do not accomplish anything noticeable.
  
=====Climb=====
+
* Climb (At-will move action * basic skill utility)
* (At-will move action * basic skill utility)
 
 
* Effect: Make an Athletics check.  
 
* Effect: Make an Athletics check.  
 
* Success: You move half your speed.
 
* Success: You move half your speed.
 
* Failure: You do not make any progress. On a critical failure, you lose your grip and fall.
 
* Failure: You do not make any progress. On a critical failure, you lose your grip and fall.
  
=====Jump=====
+
* Jump (At-will move action * basic skill utility)
* (At-will move action * basic skill utility)
 
 
* Target: One destination square within a number of squares equal to your speed  
 
* Target: One destination square within a number of squares equal to your speed  
 
* Check: Athletics vs. 10, + 5 per square of distance that you leap over
 
* Check: Athletics vs. 10, + 5 per square of distance that you leap over
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* Failure: You may choose to jump a number of squares equal to the check result divided by 5 towards your destination square and land prone, or abort the jump. On a critical failure, you misjudge the distance and jump into the wrong square.  
 
* Failure: You may choose to jump a number of squares equal to the check result divided by 5 towards your destination square and land prone, or abort the jump. On a critical failure, you misjudge the distance and jump into the wrong square.  
  
=====Sprint=====
+
* Sprint (At-will move action * basic skill stance)
* (At-will move action * basic skill stance)
 
 
* Effect: Move your speed and then make an Athletics check as you enter this stance. Until you end the stance, you double your base speed and gain an additional stance bonus to speed equal to the  check result divided by 5, but double all armor check penalties and suffer a further -2 penalty to all attacks and defenses. This stance ends automatically at the end of any turn if you moved less than 4 squares during that turn. At the end of each turn that you maintain this stance, you must make an Endurance check vs. a DC equal to half the number of squares moved, or suffer 1 damage from fatigue.
 
* Effect: Move your speed and then make an Athletics check as you enter this stance. Until you end the stance, you double your base speed and gain an additional stance bonus to speed equal to the  check result divided by 5, but double all armor check penalties and suffer a further -2 penalty to all attacks and defenses. This stance ends automatically at the end of any turn if you moved less than 4 squares during that turn. At the end of each turn that you maintain this stance, you must make an Endurance check vs. a DC equal to half the number of squares moved, or suffer 1 damage from fatigue.
  
=====Swim=====
+
* Swim (At-will move action * basic skill utility)
* (At-will move action * basic skill utility)
 
 
* Check: Athletics vs. DC  
 
* Check: Athletics vs. DC  
 
* Success: You move half your speed
 
* Success: You move half your speed
 
* Failure: You do not move, or are swept by the current. On a critical failure, you suffer 1 damage as you begin to drown.
 
* Failure: You do not move, or are swept by the current. On a critical failure, you suffer 1 damage as you begin to drown.
  
=====Break Grapple or Restraints=====
+
* Break Grapple or Restraints (At-will standard action * basic skill saving throw)
* (At-will standard action * basic skill saving throw)
 
 
* Save: Athletics vs. restraint’s DC, or vs. the attacker’s original Grapple check value if grappled.
 
* Save: Athletics vs. restraint’s DC, or vs. the attacker’s original Grapple check value if grappled.
 
* Success: You break the grapple or restraint.
 
* Success: You break the grapple or restraint.
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Endurance is used when braving pain, weather, extremes of temperature or environment, performing feats of endurance, staving off hunger or thirst, or holding your breath. Your Endurance skill check is based on your Constitution modifier.  The Endurance skill incurs an armor check penalty if you are wearing armor or a shield.
 
Endurance is used when braving pain, weather, extremes of temperature or environment, performing feats of endurance, staving off hunger or thirst, or holding your breath. Your Endurance skill check is based on your Constitution modifier.  The Endurance skill incurs an armor check penalty if you are wearing armor or a shield.
  
=====Maintain Concentration=====
+
* Maintain Concentration (At-will free reaction * basic skill utility)
* (At-will free reaction * basic skill utility)
 
 
Trigger: You take more damage than your Constitution modifier from a single hit while in a stance
 
Trigger: You take more damage than your Constitution modifier from a single hit while in a stance
 
Check: Endurance vs. the amount of damage you have taken.  
 
Check: Endurance vs. the amount of damage you have taken.  
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Failure: You are forced to end the stance.
 
Failure: You are forced to end the stance.
  
=====Stabilize=====
+
* Stabilize (Automatic Reaction * basic skill saving throw)
* (Automatic Reaction * basic skill saving throw)
+
Trigger: You begin your turn while suffering from the dying condition.
* Trigger: You begin your turn while suffering from the dying condition.
+
Save: Endurance vs. 10 + twice the damage you have taken in excess of your Hearts  
* Save: Endurance vs. 10 + twice the damage you have taken in excess of your Hearts  
+
Success: You are no longer dying (unless you take further damage), but are still unconscious so long as you are at 0 Hearts. On a critical success, you regain ½ Heart.
* Success: You are no longer dying (unless you take further damage), but are still unconscious so long as you are at 0 Hearts. On a critical success, you regain ½ Heart.
+
Failure: You are still dying.  
* Failure: You are still dying.
 
 
 
=====Shrug it Off=====
 
* (Automatic Reaction * basic skill saving throw)
 
* Trigger: You would take ongoing damage.
 
* Save: Endurance vs. the check result of the effect that caused the condition.
 
* Success: You take the ongoing damage, and the condition ends. On a critical success, you take no damage and the condition ends.
 
* Failure: You take the full ongoing damage and continue to suffer any of its other ongoing effects.
 
  
 +
* Shrug it Off (Automatic Reaction * basic skill saving throw)
 +
Trigger: You would take ongoing damage.
 +
Save: Endurance vs. the check result of the effect that caused the condition.
 +
Success: You take the ongoing damage, and the condition ends. On a critical success, you take no damage and the condition ends.
 +
Failure: You take the full ongoing damage and continue to suffer any of its other ongoing effects.
 +
 
==[[Open4E:Abilities#Dexterity|Dexterity]] Skills==
 
==[[Open4E:Abilities#Dexterity|Dexterity]] Skills==
  
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Acrobatics is used when tumbling, balancing, performing feats of agility, or escaping from bonds. Your Acrobatics skill check is based on your Dexterity modifier. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield.
 
Acrobatics is used when tumbling, balancing, performing feats of agility, or escaping from bonds. Your Acrobatics skill check is based on your Dexterity modifier. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield.
  
=====Feat of Agility=====
+
* Feat of Agility (At-will move action * basic skill stunt)
* (At-will move action * basic skill stunt)
 
 
* Effect: Describe to the DM the action you want to perform, then make an Acrobatics check. On a success, you successfully pull off the stunt; on a failure you may fall or suffer some other effect  determined by the DM.
 
* Effect: Describe to the DM the action you want to perform, then make an Acrobatics check. On a success, you successfully pull off the stunt; on a failure you may fall or suffer some other effect  determined by the DM.
  
=====Balance=====
+
* Balance (At-will move action * basic skill utility)
* (At-will move action * basic skill utility)
 
 
* Check: Acrobatics vs. DC based on conditions
 
* Check: Acrobatics vs. DC based on conditions
 
* Effect: You may move half your speed across a rope, ledge or other narrow or unstable surface.
 
* Effect: You may move half your speed across a rope, ledge or other narrow or unstable surface.
* Failure: You do not make any progress. On a critical failure, you lose your footing and fall.
+
Failure: You do not make any progress. On a critical failure, you lose your footing and fall.
  
=====Break Fall=====
+
* Break Fall (At-will immediate reaction * trained skill utility)
* (At-will immediate reaction * trained skill utility)
 
 
* Trigger: You would take falling damage
 
* Trigger: You would take falling damage
 
* Check: Acrobatics (no DC)
 
* Check: Acrobatics (no DC)
 
Effect: You reduce your falling damage by one fourth of the check result.
 
Effect: You reduce your falling damage by one fourth of the check result.
  
=====Escape from Grapple or Restraints=====
+
* Escape from Grapple or Restraints (At-will standard action * basic skill saving throw)
* (At-will standard action * basic skill saving throw)
 
 
* Save: Acrobatics vs. the restraint’s DC, or vs. the attacker’s original Grapple check value if attempting to break a grapple.  
 
* Save: Acrobatics vs. the restraint’s DC, or vs. the attacker’s original Grapple check value if attempting to break a grapple.  
 
* Success: You are no longer grappled or restrained.
 
* Success: You are no longer grappled or restrained.
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Stealth is used to hide, move silently, and remain unseen. Your Stealth skill check is based on your Dexterity modifier. The Stealth skill incurs an armor check penalty if you are wearing armor or a shield.
 
Stealth is used to hide, move silently, and remain unseen. Your Stealth skill check is based on your Dexterity modifier. The Stealth skill incurs an armor check penalty if you are wearing armor or a shield.
  
=====Hide=====
+
* Hide (At-will move action * trained skill stance)
* (At-will move action * trained skill stance)
 
 
* Check: Stealth (no DC)
 
* Check: Stealth (no DC)
 
* Effect: While you are in this stance, you count as hidden to anyone whose Spot defense is less than your original check result.  
 
* Effect: While you are in this stance, you count as hidden to anyone whose Spot defense is less than your original check result.  
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Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats. Your Thievery skill check is based on your Dexterity modifier. The Thievery skill may incur an armor check penalty if you are wearing armor or a shield, unless the action requires little or no full-body movement.
 
Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats. Your Thievery skill check is based on your Dexterity modifier. The Thievery skill may incur an armor check penalty if you are wearing armor or a shield, unless the action requires little or no full-body movement.
  
=====Sleight of Hand=====
+
* Sleight of Hand (At-will standard action * trained skill stunt)
* (At-will standard action * trained skill stunt)
 
 
* Effect: Describe the sleight of hand trick you attempt to pull off, then make a Thievery check vs. the higher of the target’s Spot or Sense. On a success, you may pick the target’s pocket, palm an item near the target, or perform some other act of legerdemain. On a failure, the target notices you, and you provoke an attack of opportunity while performing the action (although in most non-combat situations, your target will likely use the attack of opportunity to perform a grab rather than attacking outright with a weapon).
 
* Effect: Describe the sleight of hand trick you attempt to pull off, then make a Thievery check vs. the higher of the target’s Spot or Sense. On a success, you may pick the target’s pocket, palm an item near the target, or perform some other act of legerdemain. On a failure, the target notices you, and you provoke an attack of opportunity while performing the action (although in most non-combat situations, your target will likely use the attack of opportunity to perform a grab rather than attacking outright with a weapon).
  
=====Delay Trap=====
+
* Delay Trap (At-will minor action * trained skill utility)
* (At-will minor action * trained skill utility)
 
 
* Check: Thievery + 5 vs. the trap’s DC.  
 
* Check: Thievery + 5 vs. the trap’s DC.  
 
* Success: The trap becomes disabled until the end of your next turn.  
 
* Success: The trap becomes disabled until the end of your next turn.  
 
* Failure: The trap is still active. On a critical failure, you trigger the trap.
 
* Failure: The trap is still active. On a critical failure, you trigger the trap.
  
=====Disable Trap=====
+
* Disable Trap (At-will standard action * trained skill utility)
* (At-will standard action * trained skill utility)
 
 
* Check: Thievery vs. the trap’s DC.  
 
* Check: Thievery vs. the trap’s DC.  
 
* Success: The trap becomes disabled until it resets.
 
* Success: The trap becomes disabled until it resets.
 
* Failure: The trap is still active. On a critical failure, you trigger the trap.
 
* Failure: The trap is still active. On a critical failure, you trigger the trap.
  
=====Pick Lock=====
+
* Pick Lock (At-will standard action * trained skill utility)
* (At-will standard action * trained skill utility)
 
 
* Check: Thievery vs. the lock’s DC.  
 
* Check: Thievery vs. the lock’s DC.  
 
* Success: The lock is opened.  
 
* Success: The lock is opened.  
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===Arcana===
 
===Arcana===
 +
 
Arcana is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Wizards use the Arcana skill in conjunction with their access to an arcane power source to perform their magics. Because armor tends to interfere with the gestures and innate sensitivity necessary to interact with magical energy, the Arcana skill incurs an armor check penalty to all non-knowledge checks if you are wearing armor or a shield. Your Arcana skill check is based on your Intelligence modifier.
 
Arcana is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Wizards use the Arcana skill in conjunction with their access to an arcane power source to perform their magics. Because armor tends to interfere with the gestures and innate sensitivity necessary to interact with magical energy, the Arcana skill incurs an armor check penalty to all non-knowledge checks if you are wearing armor or a shield. Your Arcana skill check is based on your Intelligence modifier.
  
=====Arcane Lore=====
+
* Arcane Lore (At-will free action * trained skill knowledge)
* (At-will free action * trained skill knowledge)
 
 
* Check: Arcana vs. the obscurity of the information.  
 
* Check: Arcana vs. the obscurity of the information.  
 
* Success: You remember some particularly useful bit of arcane trivia that is applicable to the situation at hand.
 
* Success: You remember some particularly useful bit of arcane trivia that is applicable to the situation at hand.
  
=====Detect Magic=====
+
* Detect Magic (Extended action (1 minute) * trained skill utility)
* (Extended action (1 minute) * trained skill utility)
 
 
* Target: The area within Wisdom squares around you
 
* Target: The area within Wisdom squares around you
 
* Check: Arcana vs. a DC determined by the aura or effect’s subtlety.  
 
* Check: Arcana vs. a DC determined by the aura or effect’s subtlety.  
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* Special: You may make this roll for a particular effect or aura once per encounter or short rest.
 
* Special: You may make this roll for a particular effect or aura once per encounter or short rest.
  
=====Read Magic=====
+
* Read Magic (At-will minor action * trained skill utility)
* (At-will minor action * trained skill utility)
 
 
* Target: One magical effect or phenomenon that you can see.
 
* Target: One magical effect or phenomenon that you can see.
 
* Check: Arcana vs. a DC determined by the effect or phenomenon
 
* Check: Arcana vs. a DC determined by the effect or phenomenon
 
* Success: You become aware of that effect’s power source (primal, arcane, or divine), and gain a general sense of what it does. On a critical success, you gain a precise understanding of the effect and all its likely consequences.
 
* Success: You become aware of that effect’s power source (primal, arcane, or divine), and gain a general sense of what it does. On a critical success, you gain a precise understanding of the effect and all its likely consequences.
  
=====Dispel Curse or Enchantment=====
+
* Dispel Curse or Enchantment (At-will standard action * trained skill saving throw)
* (At-will standard action * trained skill saving throw)
 
 
* Target: One curse or enchantment that has been cast upon you or an adjacent ally or object.
 
* Target: One curse or enchantment that has been cast upon you or an adjacent ally or object.
 
* Save: Arcana vs. the curse or enchantment’s check result  
 
* Save: Arcana vs. the curse or enchantment’s check result  
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===Craft===
 
===Craft===
 +
 
Craft is used to construct or appraise items, weapons, armor, and architecture. Your Craft skill check is based on your Intelligence modifier.
 
Craft is used to construct or appraise items, weapons, armor, and architecture. Your Craft skill check is based on your Intelligence modifier.
  
=====Appraise=====
+
* Appraise (At-will free action * trained skill knowledge)
* (At-will free action * trained skill knowledge)
 
 
* Check: Craft vs. the obscurity of the information.  
 
* Check: Craft vs. the obscurity of the information.  
 
* Success: You notice some particularly useful bit of crafting detail that is applicable to the situation at hand.
 
* Success: You notice some particularly useful bit of crafting detail that is applicable to the situation at hand.
  
=====Craft Item=====
+
* Craft Item (Extended action (8 hours) * trained skill utility)
* (Extended action (8 hours) * trained skill utility)
 
 
* Check: Craft vs. the design’s crafting difficulty  
 
* Check: Craft vs. the design’s crafting difficulty  
 
* Success: You may craft a mundane item, weapon or armor from raw materials. The check result is the percentage of the item’s base market cost that is saved by making it yourself.
 
* Success: You may craft a mundane item, weapon or armor from raw materials. The check result is the percentage of the item’s base market cost that is saved by making it yourself.
 
* Failure: The results are flawed and the materials used are wasted.
 
* Failure: The results are flawed and the materials used are wasted.
  
=====Repair Item=====
+
* Repair Item (Extended action (5 minutes) * trained skill utility)
* (Extended action (5 minutes) * trained skill utility)
 
 
* Target: One damaged mundane item, weapon or armor.
 
* Target: One damaged mundane item, weapon or armor.
 
* Check: Craft vs. the difficulty of the repair
 
* Check: Craft vs. the difficulty of the repair
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* Failure: The item is still damaged. On a critical failure, the item is ruined beyond repair.
 
* Failure: The item is still damaged. On a critical failure, the item is ruined beyond repair.
  
=====Rig Contraption=====
+
* Rig Contraption (At-will standard or extended action * trained skill stunt)
* (At-will standard or extended action * trained skill stunt)
+
* Effect: Describe the device you attempt to improvise, then make a Craft check. On a success, the contraption performs as expected. On a failure, it doesn’t work. On a critical failure, some kind of mishap occurs.
* Effect: Describe the device you attempt to improvise, then make a Craft check. On a success, the contraption performs as expected. On a failure, it doesn’t work. On a critical failure, some kind of mishap occurs.
 
  
 
===History===
 
===History===
 +
 
History is used to remember historical facts and useful information. Your History skill check is based on your Intelligence modifier. When you perform any Knowledge check, you may substitute History for any other knowledge skill at a -10 penalty.
 
History is used to remember historical facts and useful information. Your History skill check is based on your Intelligence modifier. When you perform any Knowledge check, you may substitute History for any other knowledge skill at a -10 penalty.
  
=====Ancient Lore=====
+
* Ancient Lore (At-will free action * trained skill knowledge)
* (At-will free action * trained skill knowledge)
 
 
* Check: History vs. the obscurity of the information.  
 
* Check: History vs. the obscurity of the information.  
 
* Success: You remember some particularly useful bit of lore or historical detail that is applicable to the situation at hand.
 
* Success: You remember some particularly useful bit of lore or historical detail that is applicable to the situation at hand.
  
=====Translate Text=====
+
* Translate Text (At-will minor action * trained skill knowledge)
* (At-will minor action * trained skill knowledge)
 
 
* Target: A passage written in another language that you can see.
 
* Target: A passage written in another language that you can see.
 
* Check: History vs. the obscurity of the language and subject matter.  
 
* Check: History vs. the obscurity of the language and subject matter.  
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* Failure: You need more time to translate. On a critical failure you get the translation entirely wrong.  
 
* Failure: You need more time to translate. On a critical failure you get the translation entirely wrong.  
 
* Special: In scene time, you may make a single roll to translate an entire document as an extended action, taking approximately 5 minutes per page.
 
* Special: In scene time, you may make a single roll to translate an entire document as an extended action, taking approximately 5 minutes per page.
 
+
 
==[[Open4E:Abilities#Wisdom|Wisdom]] Skills==
 
==[[Open4E:Abilities#Wisdom|Wisdom]] Skills==
  
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Heal is used when tending to the sick or injured. Your Heal skill check is based on your Wisdom modifier.
 
Heal is used when tending to the sick or injured. Your Heal skill check is based on your Wisdom modifier.
  
=====Stabilize Ally=====
+
* Stabilize Ally (At-will standard action * trained skill utility)
* (At-will standard action * trained skill utility)
 
 
* Target: One dying ally (Heal vs. Moderate DC)
 
* 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.
 
* 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.  
 
* Failure: You provide no benefit.  
  
=====First Aid=====
+
* First Aid (Extended action (5 minutes) * trained skill utility)
* (Extended action (5 minutes) * trained skill utility)
 
 
* Target: You and your adjacent allies
 
* Target: You and your adjacent allies
 
* Check: Heal (no DC)
 
* Check: Heal (no DC)
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* 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.
 
* 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=====
+
* Treat Disease or Poison (Daily extended action (1 hour) * trained skill utility)
* (Daily extended action (1 hour) * trained skill utility)
 
 
* Target: One diseased or poisoned creature
 
* Target: One diseased or poisoned creature
 
* Check: Heal vs. the affliction’s DC.  
 
* Check: Heal vs. the affliction’s DC.  
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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.
 
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=====
+
* Sense Motive (At-will minor action * basic skill utility)
* (At-will minor action * basic skill utility)
 
 
* Check: Insight check vs. 10 + the target’s Bluff bonus.  
 
* Check: Insight check vs. 10 + the target’s Bluff bonus.  
 
* Success: You gain an accurate read of the target’s current motives and attitude.  
 
* 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.
 
* 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=====
+
* Sense Influence (At-will minor action * basic skill utility)
(At-will minor action * basic skill utility)
 
 
* Check: Insight vs. a DC of 15 + twice the Rank of the influencing effect.  
 
* 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.  
 
* 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.
 
* 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=====
+
* Detect Illusion (At-will minor action * basic skill saving throw)
* (At-will minor action * basic skill saving throw)
 
 
* Target: One perception that you believe to be an illusion.
 
* Target: One perception that you believe to be an illusion.
 
* Save: Insight vs. the illusion’s check result
 
* Save: Insight vs. the illusion’s check result
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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 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=====
+
* Nature Lore (At-will free action * trained skill knowledge)
* (At-will free action * trained skill knowledge)
 
 
* Check: Nature vs. the obscurity of the information.  
 
* 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.
 
* Success: You remember some particularly useful bit of lore or natural detail that is applicable to the situation at hand.
  
=====Forage=====
+
* Forage (Extended action (5 minutes) * trained skill utility)
* (Extended action (5 minutes) * trained skill utility)
 
 
* Check: Nature (no DC).  
 
* 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.
 
* 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.
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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.
 
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=====
+
* Search Area (At-will minor action * basic skill saving throw)
* (At-will minor action * basic skill saving throw)
 
 
* Target: One square within a distance of twice your Wisdom modifier that you can see.
 
* 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
 
* Check: Perception vs. any Stealth check results or Spot DC’s
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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.
 
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=====
+
* Divine Lore (At-will free action * trained skill knowledge)
* (At-will free action * trained skill knowledge)
 
 
* Check: Religion vs. the obscurity of the information.  
 
* 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.
 
* Success: You remember some particularly useful bit of lore or religious fact that is applicable to the situation at hand.
  
=====Sense Alignment=====
+
* Sense Alignment (At-will free action * basic skill utility)
* (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.
 
* 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)
 
* Target: One creature (Religion vs. 10 + the target’s Bluff skill)
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* 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.
 
* 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=====
+
* Break Curse (At-will minor action * trained skill saving throw)
* (At-will minor action * trained skill saving throw)
 
 
* Target: One curse or affliction that has been placed upon you or an adjacent ally.
 
* Target: One curse or affliction that has been placed upon you or an adjacent ally.
 
* Save: Religion vs. the curse’s check result
 
* Save: Religion vs. the curse’s check result
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Bluff is used to fast-talk, lie, cheat, or seduce. Your Bluff skill check is based on your Charisma modifier.
 
Bluff is used to fast-talk, lie, cheat, or seduce. Your Bluff skill check is based on your Charisma modifier.
  
=====Create Diversion=====
+
* Create Diversion (At-will action * basic skill utility)
* (At-will action * basic skill utility)
 
 
* Target: One creature (Bluff vs. Sense)
 
* Target: One creature (Bluff vs. Sense)
 
* Success: You manage to trick the opponent into paying attention to something else. You may immediately choose to either gain combat advantage against that enemy until the end of your next turn, or to immediately use the Stealth skill to attempt to hide from the target.  
 
* Success: You manage to trick the opponent into paying attention to something else. You may immediately choose to either gain combat advantage against that enemy until the end of your next turn, or to immediately use the Stealth skill to attempt to hide from the target.  
 
* Special: Each time you attempt this during an encounter, you suffer a -5 cumulative penalty for each time you have already attempted it.
 
* Special: Each time you attempt this during an encounter, you suffer a -5 cumulative penalty for each time you have already attempted it.
  
=====Attempt to Deceive=====
+
* Attempt to Deceive (At-will standard action * basic skill utility)
* (At-will standard action * basic skill utility)
 
 
* Effect: Describe how you attempt to deceive your target, then make a Bluff check vs. the target’s Sense defense. If you succeed, you manage to trick the opponent into believing what you say.  
 
* Effect: Describe how you attempt to deceive your target, then make a Bluff check vs. the target’s Sense defense. If you succeed, you manage to trick the opponent into believing what you say.  
  
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Diplomacy is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact. Your Diplomacy skill check is based on your Charisma modifier.
 
Diplomacy is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact. Your Diplomacy skill check is based on your Charisma modifier.
  
=====Haggle=====
+
* Haggle (Extended action (1 minute) * basic skill utility)
* (Extended action (1 minute) * basic skill utility)
 
 
* Target: One merchant (Diplomacy vs. Sense, +5 per 10% price adjustment)
 
* Target: One merchant (Diplomacy vs. Sense, +5 per 10% price adjustment)
 
* Success: You may adjust the cost of one good you are selling or purchasing by the desired amount.  
 
* Success: You may adjust the cost of one good you are selling or purchasing by the desired amount.  
  
=====Negotiate Surrender=====
+
* Negotiate Surrender (At-will free interrupt * basic skill utility)
* (At-will free interrupt * basic skill utility)
 
 
* Target: One creature which would hit you or an ally with an attack (Diplomacy check vs. the target’s Sense)
 
* Target: One creature which would hit you or an ally with an attack (Diplomacy check vs. the target’s Sense)
 
* Success: You may attempt to halt combat and negotiate the surrender of your allies.  
 
* Success: You may attempt to halt combat and negotiate the surrender of your allies.  
 
* Special: You may only perform this action vs. opponents who are intelligent and willing to accept a surrender.
 
* Special: You may only perform this action vs. opponents who are intelligent and willing to accept a surrender.
  
=====Influence=====
+
* Influence (Extended action (variable) * basic skill utility)
* (Extended action (variable) * basic skill utility)
 
 
* Effect: Describe to the DM how you attempt to influence the target, then make a Diplomacy check vs. the target’s Sense. On a success, you influence the target into adopting a desired attitude, belief or action.
 
* Effect: Describe to the DM how you attempt to influence the target, then make a Diplomacy check vs. the target’s Sense. On a success, you influence the target into adopting a desired attitude, belief or action.
  
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Intimidate is used to bully, frighten, or coerce others into doing your bidding. Your Intimidate skill check is based on your Charisma modifier.
 
Intimidate is used to bully, frighten, or coerce others into doing your bidding. Your Intimidate skill check is based on your Charisma modifier.
  
=====Intimidate=====
+
Intimidate (At-will minor action * basic skill utility)
* (At-will minor action * basic skill utility)
 
 
* Target: One creature (Intimidate vs. Will)
 
* Target: One creature (Intimidate vs. Will)
 
* Success: You may mark the target, force the target to surrender if bloodied, or coerce the target into taking some other action with the DM’s approval. On a critical success, the target becomes Dominated until the beginning of your next round if you are at least one Rank higher than it.
 
* Success: You may mark the target, force the target to surrender if bloodied, or coerce the target into taking some other action with the DM’s approval. On a critical success, the target becomes Dominated until the beginning of your next round if you are at least one Rank higher than it.
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Perform is used to sing, dance, act, or woo a crowd. Your Perform skill check is based on your Charisma modifier.  
 
Perform is used to sing, dance, act, or woo a crowd. Your Perform skill check is based on your Charisma modifier.  
  
=====Performance=====
+
* Perform (Extended action or at-will standard action * basic skill utility)
* (Extended action or at-will standard action * basic skill utility)
 
 
* Target: One crowd (Perform vs. highest Will)
 
* Target: One crowd (Perform vs. highest Will)
 
* Success: You influence the crowd’s mood favorably towards you and your allies.
 
* Success: You influence the crowd’s mood favorably towards you and your allies.
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Streetwise is used to find out social details about an location, including who’s important, what areas are dangerous, and where to acquire goods or services. Your Streetwise skill check is based on your Charisma modifier.
 
Streetwise is used to find out social details about an location, including who’s important, what areas are dangerous, and where to acquire goods or services. Your Streetwise skill check is based on your Charisma modifier.
  
=====Local Lore=====
+
* Local Lore (Extended action (5 minutes) * trained skill knowledge)
* (Extended action (5 minutes) * trained skill knowledge)
 
 
* Effect: Describe how you attempt to interact with the locals, then make a Streetwise knowledge check vs. a DC determined by the DM. On a success, you find out some particularly useful bit of lore or social detail that is applicable to the situation at hand.
 
* Effect: Describe how you attempt to interact with the locals, then make a Streetwise knowledge check vs. a DC determined by the DM. On a success, you find out some particularly useful bit of lore or social detail that is applicable to the situation at hand.

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