Difference between revisions of "D20 Mechanic: Skills"

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: '''Important Note:''' This skills revamp will be effective once all currently running games are ended. This notice was written 16/03/05.
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In general, in discussion about t20, we don't like normal d20 skill systems. The end goal of t20 is to replace the skill system with a variety of classes that you can take Job feats into to gain access to skill-like abilities.
  
Skills have always been something of a thorny issue in the d20 System. In Trinity d20, we utilize a system that is a conglomerate of a number of different solutions to the problem, with the goal being to reduce complexity and number of skills while retaining a robust skill system that can handle many different situations, as well as ensure that the feel of the core setting is maintained.
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However, that process is taking a lot longer than I'd like, and it may lead to a bunch of weird complexity issues that will need to be toned down over time. In the interim, we can't really go without a skill system - because, ultimately, there are a bunch of actions and things that interact with skill systems in published adventures that make it significantly harder for the game to run smoothly.
  
This section will give an overview of how skills function, the master skill list, and skill descriptions.
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So we're going to go with a very simple skill system for the time being.
  
 
=Overview=
 
=Overview=
Skills represent some of the most basic and yet most fundamental abilities your character possesses. As your character advances in level, he can gain new skills and improve his existing skills dramatically. This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here, at the GM's discretion.
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Skills do things. They're generally small things that are either useful to a wide variety of character archetypes or are small enough in scope that they aren't justifiable as elements of a class. They're also intended as "generic" actions that even NPCs who don't necessarily have classes (don't think about that too much) can do.
  
===Acquiring Skills===
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To make a '''skill check''', you roll 1d20, add your ''level bonus'', and the ability modifier of the skill's '''key ability'''.
Each level, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill. You can never have more ranks in a skill than your character level.
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=Skill Checks=
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If you are '''trained''' in a skill, you get a +5 class bonus to the skill.
{| class="collapsible" width="40%" align="right" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! colspan="2;" style="background:#828282;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Skill Check Bonuses</font></div>
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When you create a character, your class determines what skills you are trained in. Typically you will, by default, you will have two predetermined skills trained, and then can select some number from a list for that particular class.
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Once you've selected your skills, that's it, you're good. No tracking skill points or what-not over levels.
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If you're an adventurer... I'll deal with your skill selection when someone plays one.
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=Skills=
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{|class="collapsible" width="35%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#828282;" align="center" colspan="10"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Trinity Skill List</font></div>
 
|-
 
|-
!width="30%"|'''Level'''
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! width="50%"|Skill
!width="70%"|'''BAB'''
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! width="50%"|Key Attribute
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|-
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|Acrobatics || Dex
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|-style="background:#D7D7D7;"
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|Arcana || Int
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|-
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|Athletics || Str
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|-style="background:#D7D7D7;"
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|Bluff || Brv
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|-
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|Chronology || Int
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|-style="background:#D7D7D7;"
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|Diplomacy || Cha
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|-
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|Discordia || Int
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|-style="background:#D7D7D7;"
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|Dungeoneering || Wis
 
|-
 
|-
|Untrained || 1d20 + ability modifier + racial modifier
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|Endurance || Con
 
|-style="background:#D7D7D7;"
 
|-style="background:#D7D7D7;"
|Untrained Class Skill || 1d20 + ability modifier + racial modifier + item bonus
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|History || Int
 
|-
 
|-
|Trained || 1d20 + skill ranks + ability modifier + racial modifier + item bonus
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|Informatics || Int
 
|-style="background:#D7D7D7;"
 
|-style="background:#D7D7D7;"
|Trained Class Skill || 1d20 + 3 + skill ranks + ability modifier + racial modifier + item bonus
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|Insight || Wis
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|-
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|Intimidate || Cha
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|-style="background:#D7D7D7;"
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|Linguistics || Int
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|-
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|Medicine || Wis
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|-style="background:#D7D7D7;"
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|Nature || Int
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|-
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|Navigation || Int
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|-style="background:#D7D7D7;"
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|Nihilism || Int
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|-
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|Notice || Per
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|-style="background:#D7D7D7;"
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|Psionics || Int
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|-
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|Reckoning || Int
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|-style="background:#D7D7D7;"
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|Religion || Int
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|-
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|Repair || Int
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|-style="background:#D7D7D7;"
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|Research || Int
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|-
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|Science || Int
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|-style="background:#D7D7D7;"
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|Stealth || Dex
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|-
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|Tactics || Int
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|-style="background:#D7D7D7;"
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|Thievery || Dex
 
|}
 
|}
When your character uses a skill, he isn't guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check.
 
  
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check. If the skill you're using is a class skill (and you have invested ranks into that skill), you gain a +3 bonus on the check. If you are not trained in the skill (and if the skill may be used untrained), you may still attempt the skill, but you use only the bonus (or penalty) provided by the associated ability score modifier to modify the check. Skills can be further modified by a wide variety of sources—by your race, by a class ability, by equipment, by spell effects or magic items, and so on. See the table on the right for how to make a skill check.
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This section describes skills.
  
If the result of your skill check is equal to or greater than the difficulty class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target's skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.
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==Acrobatics==
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''Armor Check Penalty''
  
Some items indicate that they are '''tools''', with a listed skill or set of skills; in that instance, the item provides your attunement bonus as an item bonus to the skill check. If you are using a skill in which you have no ranks and is not a class skill, tools provide no bonus: with neither the background necessary to understand the skill nor training in the skill itself, additional tools only further complicate things, and are as likely to hinder as they are to help.
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Acrobatics is a skill linked to Dexterity.
  
==Active vs. Secret vs. Passive Skill Checks==
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You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall.
Each skill check is defined in its description as either “active,” “secret,” or “passive.” Active skill checks represent the character intentionally doing something that quickly reveals failure (e.g. trying to leap over a wide crevasse), while secret skill checks represent him deliberately doing something with which failure isn’t immediately evident (e.g. attempting to influence someone), and passive skill checks represent him doing something subconsciously (e.g. noticing someone sneaking up on him).
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When a character makes an active skill check, the player rolls the die to determine success, and the result is therefore obvious to him. He may gain a synergy bonus and can spend [[d20 Mechanic: Action Points|action points]] to improve the result. Further, an active skill check always requires a set amount of time to complete, as noted in the skill description. Finally, the character may have the option to “take 10” or “take 20” with an active skill check, as defined in the skill description.
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===Acrobatic Stunt===
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Make an Acrobatics check to swing from a chandelier, somersault over an opponent, slide down a staircase on your shield, or attempt any other acrobatic stunt that you can imagine and that your DM agrees to let you try. The DM sets the DC based on the complexity of the stunt and the danger of the situation. If the stunt fails, you fall prone in the square where you began the stunt (the DM might change where you land, depending on the specific stunt and situation). Your DM always has the right to say that a stunt won’t work in a particular situation or to set a high DC.
  
When a character makes a secret skill check, the GM rolls the die to determine success, and the player is not informed of the result until and unless it becomes obvious (when a presumably sabotaged item is found to function properly, for instance). The character may gain a synergy bonus with a secret check. Further, a character may spend action points to improve a secret check result, but does so at his own risk, as he isn’t aware of the result before he improves it. If a secret check results in a threat, the GM is obliged to ask whether the character wants to activate it. Finally, like an active check, every secret check requires a set time to complete, and the character may have the option to “take 10” or “take 20,” as defined in the skill description.
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*'''Acrobatic Stunt''': Standard action or move action, depending on the stunt.
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** '''DC''': 15.
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** '''Success''': You perform an acrobatic stunt.
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** '''Failure''': You fail to pull off the stunt and might fall or suffer some other consequence.
  
When a character makes a passive skill check, the GM rolls the die to determine success, and the player is not informed of the result unless its success informs him of something (depending upon the GM, the character may not even realize that a failed check, or a check that provides no information, has occurred). The character may not spend action points to improve a passive skill check result, though some specific passive checks allow for critical successes (in which case, the GM will ask the character if he wishes to activate any threat rolled). The character never gains a synergy bonus from other skills when making a passive skill check. Further, passive skill checks are commonly, but not always, free actions (taking no time to perform and happening as a matter of course). Finally, unless the GM or a rule states otherwise, the character may not “take 10” or “take 20” with a passive skill check.
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===Balance===
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Make an Acrobatics check to move across a surface less than 1 foot wide (such as a ledge or a tightrope) or across an unstable surface(such as a wind-tossed rope bridge or a rocking log).
  
==Taking 10 and Taking 20==
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*'''Balance''': Part of a move action.
Sometimes a character doesn’t want to chance failure so he takes his time. In this case he can “take 10,” which requires twice the normal time. He does not roll 1d20 when making the skill check; instead, his result is calculated as if he’d rolled a natural 10.  
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** '''DC''': See the table.
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** '''Success''': You can move one-half your speed across a narrow or unstable surface.
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** '''Fail by 4 or Less''': You stay in the square you started in and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.
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** '''Fail by 5 or More''': You fall off the surface and lose the rest of your move action. If you are trying to move across an unstable surface that isn’t narrow, you instead fall prone in the square you started in. You can try again as part of a move action if you’re still on the surface.
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** '''Grant Combat Advantage''': While you are balancing, enemies have ''combat advantage'' against you.
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** '''Taking Damage''': If you take damage, you must make a new Acrobatics check to remain standing.
  
: '''''Example:''' Lorelei has an Acrobatics skill bonus of +8 and faces a jump with a DC of 15. She chooses to take twice as long to set her result to 18 and automatically succeed.''
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{|border="1" cellpadding="5" cellspacing="0"
 +
!Surface
 +
!Acrobatics DC
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|-
 +
|Unstable
 +
| +5
 +
|-
 +
| Narrow (less than 1 foot wide)
 +
| 15
 +
|-
 +
| Very narrow (less than 6 inches)
 +
| 20
 +
|}
  
Alternately, a character might have all the time in the world and want to take advantage of it. In this case he can “take 20,” which requires twenty times the normal time. As with taking 10 there is no roll; the result is calculated as if he’d rolled a natural 20.  
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===Escape from a Grab===
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Make an Acrobatics check to remove the ''grabbed'' condition. You can also make escape attempts to get away from other immobilizing effects, as directed by your DM.
  
: '''''Example:''' Lorelei has a meager Impress skill bonus of +4 when she finds herself fortuitously snowed in at a prince’s home. She decides to take her time wooing him, taking 20 for a total result of 24. With any luck it’s high enough to turn his head.''
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===Escape from Restraints===
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Make an Acrobatics check to slip free of restraints.
  
In both cases there was no roll, so the character may not spend an action point to improve the result. Also, a character taking 10 or 20 may not score a threat nor be activated as a critical success.
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*'''Escape from Restraints''': 1 hand.  Alternatively, the creature can attempt to make the check as a standard action but this increases the DC by +10.
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** '''DC''': 20.
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** '''Success''': You slip free of a physical restraint.
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** '''Failure''': The creature can try again only if someone else provides assistance (such as through the [[aid another]] action).  
  
A character may not take 10 or 20 when distracted, endangered, or possesses the ''stress'' status, nor may he do so when the GM determines that the element of chance is unavoidable. This option is also unavailable when making opposed, cooperative, and team checks (see below).
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===Hop Down===
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An acrobatics check can be used to avoid damage from a 10 foot fall.
  
==Multitasking==
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*'''Action''': Part of the move action, but can also be part of any of the creature's actions that involve movement.  
Sometimes a character must split his attention between multiple skill attempts - stabilizing a wounded friend while balancing on a precarious surface, for instance, or scanning a house for clues while listening for signs that the owner is lying to him. A character may split his attention between no more than two skill checks at a time and the GM must determine that any combination of skill checks is plausible. When multi-tasking, a character suffers a -5 penalty with both checks and his error range with each increases by 2.
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** '''DC''': 15.
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** '''Success''': The creature hops down, lands standing and takes no falling damage. The downward movement uses no movement from the action.
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** '''Failure''': The creature falls.  
  
==Special Skill Results==
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===Reduce Falling Damage (Trained Only)===
Every skill check has an ''error range'' and a ''threat range'', which are natural die results that trigger special skill results. Unless otherwise specified, a skill check has an error range of 1 and a threat range of 20, though character options, gear choices, and other effects may modify these base values. Bonuses expand the range of natural die rolls that trigger an error or threat, and penalties scale them back. Modifiers may not eliminate error and threat ranges.
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If you fall or jump down from a height, you can make an Acrobatics check to reduce the amount of falling damage you take.
  
Your [[D20_Mechanic:_Abilities#Luck_.28Luc.29|Luck]] ability score impacts these ranges. If you have a positive Luck modifier, you increase your threat range by your bonus; if you have a negative Luck modifier, you increase your error range by your penalty.
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*'''Reduce Falling Damage''': Free action, as it is a response to falling.
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** '''Damage Reduced''': Make an Acrobatics check, and reduce the amount of falling damage you take by one-half your check result (round down). If the damage is reduced to 0, you land standing; otherwise, you land and fall ''prone''.
  
: '''''Example:''' A character’s error range with a particular skill check increases by 2 and his threat range increases by 1. Unless other modifiers are in play, the check has an error range of 1–3 and a threat range of 19–20.''
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==Arcana==
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Arcana is a knowledge type skill linked to Intelligence. It can be used to gather knowledge on magical related topics.
  
: '''''Example:''' A character has a Luck of 18. His base error range is 1, while his base threat range is 16-20; meanwhile, a character with a Luck of 7 has a base error range of 1-3, and a base threat range of 20.''
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===Arcane Knowledge===
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Make an Arcana check to recall a useful bit of magic related knowledge or to recognize a magic-related clue.
  
===Threats and Critical Successes===
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===Detect Magic (Trained Only)===
When a skill check succeeds and the character rolls a natural number within his threat range (an actual roll of the number on a d20), he scores a threat - a potential critical success. To gain the benefits of a critical success, the character simply spends 1 or more action points as listed in the skill description. No more than 4 action points may be spent to activate any critical success. When no cost is listed a character only needs to spend 1 action point to gain the benefit.
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You can use your knowledge of arcane to identify magical effects and sense the presence of magic.
  
In some instances, the GM may see fit to apply alternate effects of his own.
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*'''Identify Spell''': Swift action.
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**'''DC''': 10 + 5 per grade of the spell.
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**'''Success''': The creature identifies the spell.
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**'''Failure''': The creature can't try to identify the effect again until after a short rest.
  
===Errors and Critical Failures===
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*'''Identify Magical Phenomenon''': Standard action.  You must be able to perceive the phenomenon.
When a skill check fails and the character rolls a natural number within his error range (an actual roll of the number on a d20), or when a skill result is negative, the character suffers an error - a potential critical failure. He only suffers the effects of the critical failure, however, if his opponent - commonly the GM - spends 1 or more action points as listed in the skill description. No more than 4 action points may be spent to activate any critical failure. When no cost is listed, the opponent only needs to spend 1 action point to trigger the effect.  
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**'''DC''': Varies (but at least 20)
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**'''Success''': The creature identifies the phenomenon’s power source and other keywords, if any, as well as the phenomenon’s basic purpose if it’s not obvious.
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**'''Failure''': The creature can’t try to identify the phenomenon again until after an extended rest.
  
Critical failures are generally left to the GM’s discretion, though some skills may detail what occurs in the event of a critical failure.
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*'''Sense the Presence of Magic''': Standard action. The creature attempts to detect each source of magical energy within 30 feet, ignoring all barriers.
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**'''DC''': 20
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**'''Area of Detection''': You can detect magic within 30 feet in every direction, and you can ignore any sources of magical energy you’re already aware of. Ignore all barriers; you can detect magic through walls, doors, and such.
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**'''Success''': You detect each source of magical energy whose DC you meet. You learn the magic’s power source, if any. If the source of magical energy is within line of sight, you pinpoint its location. If it’s not within line of sight, you know the direction from which the magical energy emanates, but you don’t know the distance to it.
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**'''Failure''': The creature detects nothing, or nothing is within range to detect. The creature can’t try again until after a ''short rest''.
  
==Opposed Checks==
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==Athletics==
When a character competes against someone else with a skill, he makes an “opposed check.” All involved make a standard skill check with the most relevant skill (e.g. Athletics for everyone in a foot race, Bluff for a lying character and Sense Motive for the listener, etc.), and the character with the highest result wins. Equal results tie unless this provides no clear result, in which case the winner is the character with the highest skill bonus. If this still ties, a random die roll determines the winner.
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''Armor Check Penalty''
  
==Cooperative Checks==
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Athletics is linked to Strength.
When multiple characters work together to perform one task, the GM may ask for a “cooperative check.” In this case, one character performing the task must be chosen as the '''leader''' of the attempt. Each other character is called a '''helper'''. Determine all characters involved in a cooperative check and their roles in the task before rolling any dice.
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First, the leader makes the skill check relevant to the task, generating the base check result.
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Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.
  
Then, each helper makes the same skill check with a DC determined as follows.
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===Climb===
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{|border="1" cellpadding="5" cellspacing="0" align="right"
 +
!Surface
 +
!Athletics DC
 +
|-
 +
|Ladder
 +
| 5
 +
|-
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|Rope
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| 10
 +
|-
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|Uneven surface (cave wall)
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| 15
 +
|-
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|Rough surface (brick wall)
 +
| 20
 +
|-
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|Slippery surface
 +
| +5
 +
|-
 +
|Unusually smooth surface
 +
| +5
 +
|}
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Make an Athletics check to climb up or down a surface. Different circumstances and surfaces make climbing easier or harder.
  
* If the skill check has a set DC, each helper’s DC is 15.
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*'''Climb''': Part of a move action.
* If the skill check has no set DC, each helper’s DC is equal to the leader’s check result minus 10 (minimum 15).
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** '''DC''': See the table. If you use a climber’s kit, you get a +2 bonus to your Athletics check. If you can brace yourself between two surfaces, you get a +5 bonus to your check.
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** '''Success''': You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square.
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** '''Fail by 4 or Less''': You stay where you started and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.
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** '''Fail by 5 or More''': You fall and lose the rest of your move action.
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** '''Grant Combat Advantage''': While you are climbing, all enemies have ''combat advantage'' against you.
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** '''Uses Movement''': Count the number of squares you climb as part of your move.
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** '''Taking Damage''': If you take damage while climbing, you must make a Climb check using the DC for the surface you’re climbing. If that damage makes you bloodied, increase the DC by 5. If you fail the check, you fall from your current height. If you try to catch hold when you fall, add the damage you take to the DC to catch yourself.
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** '''Catch Hold''': If you fall while climbing, you can make an Athletics check as a free action to catch hold of something to stop your fall. The base DC to catch hold of something is the DC of the surface you were climbing plus 5, modified by circumstances. You can make one check to catch hold. If you fail, you can’t try again unless the DM rules otherwise.
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** '''Climb Speed''': While climbing, creatures that have a climb speed (such as monstrous spiders) use that speed, ignore difficult terrain, do not grant ''combat advantage'' because of climbing, and do not make Athletics checks to climb.
  
The leader gains a synergy bonus to his check result equal to the number of successful helpers (to a maximum +5 bonus per check, no matter how many helpers are involved). For each helper who scores a critical success, the leader gains an additional +1 bonus with his check result (this bonus is unnamed and can exceed the +5 limit).
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===Escape from a Grab===
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Make an Athletics check to muscle out of the ''grabbed'' condition. You can also make escape attempts to get away from other immobilizing effects, as directed by your DM.
  
If even one helper’s skill check results in a critical failure, the entire task is ruined and must be started again. The leader’s final skill check result - after all helper bonuses are applied - determines the cooperative check’s outcome. Two additional restrictions: first, only so many characters may work together to perform each check, as shown in each skill description; second, when making a cooperative check, neither the leader nor any helper may take 10 or take 20.
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===Jump===
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Make an Athletics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally to leap across a pit, a patch of difficult terrain, a low wall, or some other obstacle.
  
==Team Checks==
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*'''High Jump''': Part of a move action.
Sometimes several characters perform a single task together and individual success is irrelevant - when Bluffing, for example, even one failure can expose everyone involved. Other times several characters making the same check, or even a cooperative check, unfairly tips the odds in the characters’ favor (even a few characters can practically ensure success with Notice or Search, for instance). In either of these cases the group should make a “team check.” This works like a standard skill check, except that only one character makes the check for the entire team.
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** '''Distance Jumped Vertically''': Make an Athletics check and divide your check result by 10 (round down). This is the number of feet you can leap up. The result determines the height that your feet clear with a jump. To determine if you can reach something while leaping, add your character’s height plus one-third rounded down (a 6-foot-tall character would add 8 feet to the final distance, and a 4-foottall character would add 5 feet).
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** '''Running Start''': If you move at least 10 feet before making the jump, divide your check result by 5, not 10.
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** '''Uses Movement''': Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move.
  
* If every member of the team must succeed to reap the benefit (e.g. the Bluff), the character with the '''lowest''' skill bonus makes the check.
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* '''Long Jump''': Part of a move action.
* If only one character must succeed for the entire team to reap the benefit (e.g. the patrol), the character with the '''highest''' skill bonus makes the check. When two or more characters qualify, the team chooses which makes the check.
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** '''Distance Jumped Horizontally''': Make an Athletics check and divide your check result by 10 (don’t round the result). This is the number of squares you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your move action.
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** '''Distance Cleared Vertically''': The vertical distance you clear is equal to one-quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your move action.
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** '''Running Start''': If you move at least 2 squares before making the jump, divide your check result by 5, not 10.
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** '''Uses Movement''': Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move.
  
==Knowledge Checks==
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===Swim===
{| class="collapsible" width="40%" align="right" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
{|border="1" cellpadding="5" cellspacing="0" align="right"
! colspan="2;" style="background:#828282;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Knowledge Checks</font></div>
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!Water
 +
!Athletics DC
 
|-
 
|-
!width="70%"|'''Obscurity'''
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|Calm
!width="30%" align="center"|'''DC'''
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| 10
 
|-
 
|-
|Common knowledge (known by at least a substantial minority of people) || align="center"|15
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|Rough
|-style="background:#D7D7D7;"
+
| 15
|Uncommon knowledge (known by at least a minority of people in most areas) || align="center"|20
+
|-
+
|Rare knowledge (known by very few people in several areas) || align="center"|25
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|-style="background:#D7D7D7;"
+
|Obscure knowledge (known by at most a small minority throughout the world) || align="center"|30
+
 
|-
 
|-
|Forgotten knowledge (known by almost no one living) || align="center"|35
+
|Stormy
 +
| 20
 
|}
 
|}
Character knowledge differs from player knowledge and what a character knows can often mean the difference between victory and defeat, or life and death. When a character’s knowledge is in question he makes a “Knowledge check.” The player rolls 1d20 and adds his Int modifier + the total number of Studies he knows. He has the knowledge in question if his result beats the DC listed on Table: Knowledge Checks.
+
Make an Athletics check to swim or to tread water. Different conditions make swimming harder. See the [[#Endurance|Endurance]] skill for information on swimming or treading water for an hour or more.
  
In standard d20, the Knowledge skill exists as a "catch-all" category, with a number of cascading skills below it that vary in utility. Rather than force characters to devote skill points to Knowledge skills, when it's entirely possible that a variety of different types of knowledge could reveal the same information, Knowledge is now a special type of skill check.
+
* '''Swim or Tread Water''': Part of a move action.
 +
** '''DC''': See the table.
 +
** '''Success''': You swim at one-half your speed, or you stay afloat and tread water.
 +
** '''Fail by 4 or Less''': Stay where you are and lose the rest of your move action. You can try again as part of a move action.
 +
** '''Fail by 5 or More''': Sink 1 square and risk suffocation by drowning.
 +
** '''Uses Movement''': Count the number of squares you swim as part of your move.
 +
** '''Swim Speed''': While swimming, creatures that have a swim speed use that speed and do not make Athletics checks to swim.
  
Each skill has a small section indicating different sorts of knowledge that comes with the territory of being trained in the skill. In addition, your Studies ('''this needs a link to somewhere, if we're using this mechanic''') impact how much you know, with the idea being that the more areas you've invested time and effort into knowing about, the more your "general knowledge" improves.
+
==Bluff==
 +
Bluff is linked with Bravery.
  
You can choose to make a Knowledge check, or be asked by the GM to make a Knowledge check; in either instance, confirm with the GM what skill, if any, is applicable. To make the check, roll 1d20 + your Intelligence modifier + the number of Studies you have + 3 if you have at least one rank in a relevant skill, if any. The result of your check is compared to the DCs listed on Table: Knowledge Checks.
+
You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You make a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies.
  
If you have a Study that is pertinent to the Knowledge check, you will most likely gain slightly more pertinent information (if you have a relevant study, you may need to remind the GM that you do).
+
Your Bluff check is opposed by an observer’s [[#Insight|Insight]] check. Your check might be opposed by multiple [[#Insight|Insight]] checks, depending on how many observers can see and hear you and care about what’s going on.  
  
==Skill Tags==
+
===Bluff===
A given skill can have a number of ''skill tags'', which modify the skill check in some fashion. What follows is a list of skill tags and their impacts on skill checks.
+
*'''Bluff''': Standard action in combat.
 +
** '''Opposed Check''': Bluff vs. [[#Insight|Insight]].
 +
** '''Gain Combat Advantage''': You can try to gain combat advantage against an adjacent enemy by feinting. As a standard action, make a Bluff check opposed by the enemy’s [[#Insight|Insight]] check. If you succeed, you ''gain combat advantage'' against the enemy until the end of your next turn.
 +
** '''Create a Diversion to Hide''': Once per combat encounter, you can create a diversion to hide. As a standard action, make a Bluff check opposed by the passive [[#Insight|Insight]] check of any enemy that can see you. If you succeed, make a [[#Stealth|Stealth]] check opposed by the passive [[#Notice|Notice]] check of any enemy present. If the Stealth check succeeds against an enemy, you are hidden from that enemy until the end of your turn or until you attack.
  
The following table lists the skill tags, their abbreviations, and their impacts.
+
==Chronology==
 +
Chronology is a knowledge type skill linked to Intelligence. It can be used to gather knowledge on time-related topics.
  
{| class="collapsible" width="98%" align="center" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
===Temporal Knowledge===
! colspan="3;" style="background:#828282;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Skill Tags</font></div>
+
Make an Chronology check to recall a useful bit of time-related knowledge or to recognize a time-related clue.
|-
+
 
!width="10%"|'''Tag'''
+
===Detect Time (Trained Only)===
!width="10%" align="center"|'''Abbrev.'''
+
You can use your knowledge of time to identify temporal effects and sense the presence of jikuu.
!width="80%"|'''Effects'''
+
 
|-
+
*'''Identify Jikuu''': Swift action.
|Armor Check Penalty || align="center"|ACP || When making this check, a character suffers the highest armor check penalty listed for any armor he wears.
+
**'''DC''': 10 + 5 per grade of the jikuu.  
|-style="background:#D7D7D7;"
+
**'''Success''': The creature identifies the jikuu.
|Bribe || align="center"|BRB || Instead of making this check, a character may make a Bribe check to achieve the same outcome. In a corporate, government, or similar environment, the Bureaucracy skill is used to make the Bribe check; otherwise, it defaults to the Streetwise skill.
+
**'''Failure''': The creature can't try to identify the effect again until after a short rest.
|-
+
 
|Complex Task || align="center"|CMT || This check is a Complex Task.
+
*'''Identify Temporal Phenomenon''': Standard action.  You must be able to perceive the phenomenon.  
|-style="background:#D7D7D7;"
+
**'''DC''': Varies (but at least 20)
|Concentration || align="center"|CNC || The character must dedicate absolute attention to this check. The following effects apply for the entire time required to make the check.<br><ul><li>The character may not take 10 nor take 20.<li>The character is flat-footed. If the character somehow loses this condition, the skill check is interrupted.<li>If the character loses 5 or more hit points, or gains any status ailment, the skill check is interrupted.<li>If the check requires more than 8 hours, the character must spend a minimum of 8 hours on the task each day until it is completed. All rules for this skill tag apply during this period.</ul>If interrupted, the character may attempt to pick up where he left off by making a Resolve check. With success, the character may continue his check without losing any progress (outside the round during which he was interrupted, which is not counted toward the check’s time requirement). With failure, the character must begin the check again from the start.<br>You cannot attempt more than 1 skill check with the Concentration tag at any time, even by multitasking (see above).
+
**'''Success''': The creature identifies the phenomenon’s power source and other keywords, if any, as well as the phenomenon’s basic purpose if it’s not obvious.
|-
+
**'''Failure''': The creature can’t try to identify the phenomenon again until after an extended rest.
|Cross-Check || align="center"|XCK || This check is typically secret (see above), but if the character takes triple the time required, he may instead make it as an active check.
+
 
|-style="background:#D7D7D7;"
+
*'''Sense the Presence of Time''': Standard action. The creature attempts to detect each source of temporal energy within 30 feet, ignoring all barriers.
|Disposition || align="center"|DSP ||  This check is influenced by the target’s Disposition toward the character.
+
**'''DC''': 20
|-
+
**'''Area of Detection''': You can detect temporal effects within 30 feet in every direction, and you can ignore any sources of temporal energy you’re already aware of. Ignore all barriers; you can detect temporal effects through walls, doors, and such.
|Flat-Footed || align="center"|FLT || If a character fails this skill check, or suffers an error or critical failure when making it, he becomes ''flat-footed''.
+
**'''Success''': You detect each source of temporal energy whose DC you meet. You learn the magic’s power source, if any. If the source of temporal energy is within line of sight, you pinpoint its location. If it’s not within line of sight, you know the direction from which the temporal energy emanates, but you don’t know the distance to it.
|-style="background:#D7D7D7;"
+
**'''Failure''': The creature detects nothing, or nothing is within range to detect. The creature can’t try again until after a ''short rest''.
|Gear || align="center"|GER || This check uses one or more pieces of gear - commonly one or more kits - as noted in parentheses following this tag. Making the check without all of the required gear imposes a –4 item penalty.
+
 
|-
+
==Diplomacy==
|Gear Only || align="center"|GEO || This check requires one or more pieces of gear - commonly one or more kits - to complete, as noted in parentheses following this tag. Any attempt to make this check without all of the required gear automatically fails.
+
Diplomacy is a skill linked to Charisma.
|-style="background:#D7D7D7;"
+
 
|Grasp || align="center"|GSP || This check requires the character to handle a target object. When there’s a chance that he might not be able to touch the object (e.g. it’s moving, or out of his reach), he must make a successful melee attack before he may make the skill check. The object’s Defense is equal to 5 + its Size modifier (if stationary), 10 + its Size modifier (if moving), or the holder’s Defense + the item’s Size modifier (if carried). In all cases, applicable combat modifiers apply, and the attack inflicts no damage.
+
You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.
 +
 
 +
===Gather Information===
 +
You can use Diplomacy to gather information about a specific topic or individual. To do this, you must spend time canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.
 +
 
 +
*'''Gather Information''': 1 watch.
 +
** '''DC''': Varies (but at least 10).
 +
** '''Success''': You learn the information you seek.
 +
** '''Failure''': You fail to gather the information. You can retry.
 +
 
 +
===Influence Attitude===
 +
{|border="1" cellpadding="5" cellspacing="0" align="right"
 +
! style="background:#828282;"| Starting Attitude
 +
! style="background:#828282;"| Diplomacy DC
 
|-
 
|-
|Hands-on || align="center"|HDO || This check requires the character to use both his hands. The character suffers a –4 penalty when he uses only one hand to make the check.
+
|Hostile || 25 + creature's Cha modifier
 
|-style="background:#D7D7D7;"
 
|-style="background:#D7D7D7;"
|Hearing || align="center"|HER || This check requires the character to listen to the target or his surroundings. All modifiers for the deafened condition and limited hearing range apply.
+
|Unfriendly || 20 + creature's Cha modifier
 
|-
 
|-
|Language || align="center"|LNG || This check is difficult unless the character and his target share at least one language, or the character speaks the tongue of the area in which the check is being made. If this is not the case, the character’s result is halved (round down).
+
|Indifferent || 15 + creature's Cha modifier
 
|-style="background:#D7D7D7;"
 
|-style="background:#D7D7D7;"
|Remote || align="center"|RMT || This check may affect its targets remotely (e.g. through media, intermediaries, etc.), but when the character isn’t able to communicate directly with his target(s), he suffers a –6 penalty.
+
|Friendly || 10 + creature's Cha modifier
 
|-
 
|-
|Vision || align="center"|VIS || This check requires the character to see what he’s doing. All modifiers for the blinded condition and limited visual range apply.
+
|Helpful || 0 + creature's Cha modifier
 
|}
 
|}
 +
You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.
  
&nbsp;
+
*'''Influence Attitude''': 1d4 hands.
 +
** '''DC''': See the table.
 +
** '''Success''': The target's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.
 +
** '''Fail by 4 or Less''': The target's attitude toward you is unchanged.
 +
** '''Fail by 5 or More''': The target's attitude toward you is decreased by one step.
  
=Skill List=
+
You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).
{|class="collapsible" width="98%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
 
! style="background:#828282;" align="center" colspan="10"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Trinity Skill List</font></div>
+
You cannot attempt to influence a creature's attitude towards you more than once in a 24 hour period.
 +
 
 +
==Discordia==
 +
Discordia is a knowledge type skill linked to Intelligence. It can be used to gather knowledge on chaos-related topics.
 +
 
 +
===Chaotic Knowledge===
 +
Make an Discordia check to recall a useful bit of chaos-related knowledge or to recognize a chaos-related clue.
 +
 
 +
===Detect Chaos (Trained Only)===
 +
You can use your knowledge of time to identify chaotic effects and sense the presence of whim.
 +
 
 +
*'''Identify Whim''': Swift action.
 +
**'''DC''': 10 + 5 per grade of the whim.
 +
**'''Success''': The creature identifies the whim.
 +
**'''Failure''': The creature can't try to identify the effect again until after a short rest.
 +
 
 +
*'''Identify Chaotic Phenomenon''': Standard action.  You must be able to perceive the phenomenon.
 +
**'''DC''': Varies (but at least 20)
 +
**'''Success''': The creature identifies the phenomenon’s power source and other keywords, if any, as well as the phenomenon’s basic purpose if it’s not obvious.
 +
**'''Failure''': The creature can’t try to identify the phenomenon again until after an extended rest.
 +
 
 +
*'''Sense the Presence of Chaos''': Standard action. The creature attempts to detect each source of chaotic energy within 30 feet, ignoring all barriers.
 +
**'''DC''': 20
 +
**'''Area of Detection''': You can detect chaotic effects within 30 feet in every direction, and you can ignore any sources of chaotic energy you’re already aware of. Ignore all barriers; you can detect chaotic effects through walls, doors, and such.
 +
**'''Success''': You detect each source of chaotic energy whose DC you meet. You learn the magic’s power source, if any. If the source of chaotic energy is within line of sight, you pinpoint its location. If it’s not within line of sight, you know the direction from which the chaotic energy emanates, but you don’t know the distance to it.
 +
**'''Failure''': The creature detects nothing, or nothing is within range to detect. The creature can’t try again until after a ''short rest''.
 +
 
 +
==Dungeoneering==
 +
Dungeoneering is a knowledge type skill linked to Wisdom. It can be used to gather knowledge about an underground environment or to recognize an underground hazard or clue.
 +
 
 +
===Dungeoneering Knowledge===
 +
Make a Dungeoneering check to remember a useful bit of knowledge about an underground environment or to recognize an underground hazard or clue. Examples of dungeoneering knowledge include determining cardinal directions while underground(common), recognizing a dangerous underground plant (expert), or spotting new construction or noticing a change in depth while exploring an area (expert).
 +
 
 +
===Monster Knowledge===
 +
Make a Dungeoneering check to identify a creature that has the aberrant origin.
 +
 
 +
===Forage===
 +
Make a Dungeoneering check to locate and gather enough food and water to last for 24 hours. You can do this only in underground environments that approximate outdoor wilderness—caverns or underground complexes containing pools of water, edible fungus or lichen, small vermin, and the like.
 +
 
 +
*'''Forage''': 1 hour.
 +
** '''DC''': DC 15 to find food and water for one person; for every 2 points higher, you find enough resources for one additional person. The base DC may vary depending on local conditions.
 +
** '''Success''': You find enough food and water for 24 hours.
 +
** '''Failure''': You find no food or water. You can forage again but in a different area.
 +
 
 +
==Endurance==
 +
Endurance is linked to Constitution. Make an Endurance check to stave off ill effects and to push yourself beyond normal physical limits.
 +
 
 +
===Endurance===
 +
{| border="1" cellpadding="5" cellspacing="0" align="right"
 +
!style="background:#828282;"| Task
 +
!style="background:#828282;"| Endurance DC
 
|-
 
|-
! width="10%" align="left"|Skill/Tasks
+
|Endure extreme weather || Base 15
! width="10%"|Key Attribute
+
! width="10%"|(A)ctive/(P)assive/(S)ecret
+
! width="10%"|Time
+
! width="6%"|Take 10
+
! width="6%"|Take 20
+
! width="10%"|Base Error Range
+
! width="20%"|Tags
+
! width="9%"|Cooperative
+
! width="9%"|Retry
+
|-style="background:white;"
+
| align="left" colspan="10"|Acrobatics
+
 
|-style="background:#D7D7D7;"
 
|-style="background:#D7D7D7;"
| align="left" style="padding-left: 2em;"|''Balance'' || Dex || A || Move || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || ACP, FLT, HER, VIS || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|Resist disease || Varies
 
|-
 
|-
|align="left" style="padding-left: 2em;"|''Falling'' || Dex || A || Free || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1-3 || ACP, VIS || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|Ignore hunger || 10 + 2 per day
 
|-style="background:#D7D7D7;"
 
|-style="background:#D7D7D7;"
|align="left" style="padding-left: 2em;"|''Jump'' || Str || A || Move || [[File:Check.png|13px]] || [[File:Nah.png|13px]] || 1 || ACP, FLT, VIS || [[File:Nah.png|13px]] || [[File:Check.png|13px]]<sup>1</sup>
+
|Ignore thirst || 15 + 4 per day
 
|-
 
|-
|align="left" style="padding-left: 2em;"|''Tumble'' || Dex || A || Move || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || ACP, FLT, VIS || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|Hold breath (each round after 5) || 10 + 1 per round
 
|-style="background:#D7D7D7;"
 
|-style="background:#D7D7D7;"
|align="left" colspan="10"|Analysis
+
|Swim or tread water (after 1 hour) || 15 + 2 per hour
 
|-
 
|-
|align="left" style="padding-left: 2em;"|''Appraise'' || Int || S || 1 minute || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || GER (Appraisal Kit), HDO, VIS || [[File:Check.png|13px]] (max 5) || [[File:Nah.png|13px]]
+
| Exceed daily exploration speed (each hour after 10 hours) || 20 + 5 per additional hour
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Authenticate'' || Int || S || 1 minute || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || GER (Authentication Kit), HDO, VIS || [[File:Check.png|13px]] (max 5) || [[File:Nah.png|13px]]
+
|-
+
|align="left" style="padding-left: 2em;"|''Decipher'' || Int || A || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || Per Code || CMT, CNC, GER (Engine), VIS || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]<sup>4</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Examine Media'' || Per || S || 1 hour || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || CNC, VIS || [[File:Check.png|13px]] (max 5) || Special
+
|-
+
|align="left" style="padding-left: 2em;"|''Forensics'' || Per || A || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || CMT, CNC, GER (Forensics Kit), VIS || [[File:Check.png|13px]] (max 5) || [[File:Check.png|13px]]<sup>4</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Athletics
+
|-
+
|align="left" style="padding-left: 2em;"|''Bind'' || Str || S || Full || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || HDO, GRO (Bindings), XCK || [[File:Nah.png|13px]] || [[File:Check.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Climb'' || Con || A || Move || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || ACP, FLT, GER (Climbing Kit), HDO, VIS || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" style="padding-left: 2em;"|''Escape'' || Str || A || Varies || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || --- || [[File:Nah.png|13px]] || [[File:Check.png|13px]]<sup>4</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Maneuver (Foot)'' || Str || A || Move || [[File:Check.png|13px]]<sup>2</sup> || [[File:Nah.png|13px]] || 1 || ACP, VIS || [[File:Nah.png|13px]] || [[File:Check.png|13px]]<sup>1</sup>
+
|-
+
|align="left" style="padding-left: 2em;"|''Push Limits'' || Con || A || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1-2 || ACP, FLT || [[File:Nah.png|13px]] || Special
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Sports'' || Str or Con || A || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || ACP, GRO (Per Sport), HDO, VIS || [[File:Check.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" colspan="10"|Blend
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Stealth'' || Dex or Cha || P || Free || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || ACP, DSP, FLT || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" colspan="10"|Bluff
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Deception'' || Cha || S || Full || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || BRB, DSP, LNG || [[File:Check.png|13px]]<sup>3</sup> || [[File:Nah.png|13px]]
+
|-
+
|align="left" colspan="10"|Bureaucracy
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Bribe'' || Brv || A || Full || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || Per Original Check || DSP || [[File:Nah.png|13px]] || [[File:Check.png|13px]]
+
|-
+
|align="left" style="padding-left: 2em;"|''Management'' || Int || A || Varies || [[File:Check.png|13px]] || [[File:Nah.png|13px]] || 1 || --- || [[File:Check.png|13px]]<sup>3</sup> || Special
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Crafting
+
|-
+
|align="left" style="padding-left: 2em;"|''Build/Improve Object'' || Int || A || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || CMT, CNC, GER (Crafting Kit), HDO, VIS || [[File:Check.png|13px]] || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Counterfeit'' || Int || A || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || CMT, CNC, GER (Crafting Kit), HDO, VIS || [[File:Check.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" style="padding-left: 2em;"|''Improvise'' || Int || A || Full || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || HDO, VIS || [[File:Check.png|13px]] || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Repair'' || Int || A || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || CMT, CNC, GER (Crafting Kit), HDO, VIS || [[File:Check.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" colspan="10"|Cultures
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Communication'' || Int || S || Varies || [[File:Check.png|13px]]<sup>2</sup> || [[File:Nah.png|13px]] || 1-2 || DSP, HER || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" colspan="10"|Engines
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Optimize'' || Int || A || Varies || [[File:Check.png|13px]]<sup>2</sup> || [[File:Check.png|13px]]<sup>2</sup> || 1 || GRO (Electronics Kit), HDO || [[File:Nah.png|13px]] || Special
+
|-
+
|align="left" style="padding-left: 2em;"|''Write Script'' || Int || A || Varies || [[File:Check.png|13px]]<sup>2</sup> || [[File:Check.png|13px]]<sup>2</sup> || 1 || GRO (Engine), HDO, VIS || [[File:Check.png|13px]] || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Falsify
+
|-
+
|align="left" style="padding-left: 2em;"|''Cover Up'' || Wis || S || 1 minute || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || Special || CNC, GER (Cleaner Kit), VIS || [[File:Check.png|13px]] (max 5) || [[File:Check.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Disguise'' || Wis || S || Varies || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || GER (Disguise Kit), HDO, VIS, XCK || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]
+
|-
+
|align="left" style="padding-left: 2em;"|''Forgery'' || Int || S || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || CNC, GER (Forgery Kit), HDO, VIS, XCK || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Impress
+
|-
+
|align="left" style="padding-left: 2em;"|''Influence'' || Cha || S || Varies || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || BRB, DSP, LNG, RMT || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]<sup>5</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Performance'' || Cha or Brv || S || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || BRB, CNC, DSP, LNG, RMT || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]<sup>5</sup>
+
|-
+
|align="left" style="padding-left: 2em;"|''Persuasion'' || Cha || A || Varies || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || BRB, DSP, LNG, RMT || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]<sup>5</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Insight
+
|-
+
|align="left" style="padding-left: 2em;"|''Detect Lie'' || Wis || P || Free || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || HER, VIS || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Innuendo'' || Cha || S || Varies || [[File:Check.png|13px]]<sup>2</sup> || [[File:Nah.png|13px]] || 1 || DSP, LNG, VIS || [[File:Nah.png|13px]] || Special
+
|-
+
|align="left" colspan="10"|Intimidate
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Coercion'' || Str or Wis || A || Full || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1-2 || DSP, GER (Weapon), LNG || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]<sup>5</sup>
+
|-
+
|align="left" style="padding-left: 2em;"|''Terrify'' || Str or Brv || S || Varies || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || DSP || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]<sup>5</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Investigation
+
|-
+
|align="left" style="padding-left: 2em;"|''Canvass Area'' || Cha || S || Varies || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || LNG || [[File:Check.png|13px]] (max 5) || [[File:Check.png|13px]]<sup>4</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Detect Search'' || Wis or Per || S || Varies || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || VIS || [[File:Check.png|13px]] (max 5) || [[File:Check.png|13px]]<sup>5</sup>
+
|-
+
|align="left" style="padding-left: 2em;"|''Research'' || Int or Wis || S || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || CNC, LNG, VIS || [[File:Check.png|13px]] (max 5) || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Legerdemain
+
|-
+
|align="left" style="padding-left: 2em;"|''Conceal Action'' || Dex || S || Free || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1-2 || --- || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]<sup>5</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Stash Item (Person)'' || Dex || A || Move || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || HDO || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" colspan="10"|Lore
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Identify Effect'' || Int || A || Free || [[File:Check.png|13px]] || [[File:Nah.png|13px]] || 1 || VIS || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" style="padding-left: 2em;"|''Identify Item'' || Int || A || 1 minute || [[File:Check.png|13px]] || [[File:Nah.png|13px]] || 1 || CNC, HDO, VIS || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Manipulate
+
|-
+
|align="left" style="padding-left: 2em;"|''Harassment'' || Wis or Cha || A || 1 day || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || RMT || [[File:Check.png|13px]]<sup>3</sup> || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Slander'' || Cha or Brv || A || 1 hour || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || BRB, LNG, RMT || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]<sup>5</sup>
+
|-
+
|align="left" colspan="10"|Networking
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Contact'' || Cha || A || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || --- || [[File:Nah.png|13px]] || Special
+
|-
+
|align="left" style="padding-left: 2em;"|''Endorsement'' || Wis or Brv || S || Varies || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || BRB, DSP, LNG, RMT || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]<sup>5</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Mediation'' || Wis or Cha || A || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1-2 || BRB, DSP, LNG, RMT || [[File:Check.png|13px]]<sup>3</sup> || [[File:Check.png|13px]]<sup>5</sup>
+
|-
+
|align="left" colspan="10"|Notice
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Awareness'' || Per || P || Free || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || HER, VIS || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" colspan="10"|Pilot
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Maneuver (Vehicle)'' || Dex or Int || A || Move || [[File:Check.png|13px]]<sup>2</sup> || [[File:Nah.png|13px]] || 1 || GRO (Vehicle), HDO, VIS || [[File:Nah.png|13px]] || [[File:Check.png|13px]]<sup>1</sup>
+
|-
+
|align="left" colspan="10"|Resolve
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Concentration'' || Con || A || Free || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || --- || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" style="padding-left: 2em;"|''Morale'' || Brv || P || Free || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || --- || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Search
+
|-
+
|align="left" style="padding-left: 2em;"|''Attention'' || Per || A || Full || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || HER, VIS || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Security
+
|-
+
|align="left" style="padding-left: 2em;"|''Disable'' || Int || S || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || CNC, GER, GSP, HDO, VIS, XCK || [[File:Check.png|13px]]<sup>3,6</sup> || [[File:Check.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Hotwire'' || Int || A || 4 rounds || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || HDO || [[File:Nah.png|13px]] || [[File:Check.png|13px]]<sup>5</sup>
+
|-
+
|align="left" style="padding-left: 2em;"|''Sabotage'' || Wis || S || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || CNC, GER, GSP, HDO, VIS, XCK || [[File:Check.png|13px]]<sup>3,6</sup> || [[File:Check.png|13px]]<sup>4</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Sneak
+
|-
+
|align="left" style="padding-left: 2em;"|''Hide'' || Dex or Cha || A || Full || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || ACP, FLT || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Stash Item (Scenery)'' || Dex || A || Move || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || HDO || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" colspan="10"|Streetwise
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Black Market'' || Cha or Brv || S || Varies || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || BRB, LNG || [[File:Check.png|13px]] (max 5) || Special
+
|-
+
|align="left" style="padding-left: 2em;"|''Bribe'' || Brv || A || Full || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || Per Original Check || DSP || [[File:Nah.png|13px]] || [[File:Check.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Gambling'' || Wis, Cha, or Brv || A || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || --- || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-
+
|align="left" style="padding-left: 2em;"|''Haggle'' || Wis || A || 1 minute || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || DSP, LNG || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Survival
+
|-
+
|align="left" style="padding-left: 2em;"|''Animal Training'' || Cha || A || Varies || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || --- || [[File:Check.png|13px]] (max 5) || [[File:Check.png|13px]]<sup>4</sup>
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Foraging'' || Wis || A || 4 hours || [[File:Check.png|13px]] || [[File:Check.png|13px]] || 1 || --- || [[File:Check.png|13px]] (max 5) || [[File:Nah.png|13px]]
+
|-
+
|align="left" style="padding-left: 2em;"|''Forecast Weather'' || Wis or Per || S || Full || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1-3 || --- || [[File:Nah.png|13px]] || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Maneuver (Animal)'' || Cha || A || Move || [[File:Check.png|13px]]<sup>2</sup> || [[File:Nah.png|13px]] || 1 || ACP, GRO (Mount), HDO, VIS || [[File:Nah.png|13px]] || [[File:Check.png|13px]]<sup>1</sup>
+
|-
+
|align="left" style="padding-left: 2em;"|''Tracking'' || Wis or Per || S || Varies || [[File:Nah.png|13px]] || [[File:Nah.png|13px]] || 1 || VIS || [[File:Check.png|13px]]<sup>3</sup> || Special
+
|-style="background:#D7D7D7;"
+
|align="left" colspan="10"|Tactics
+
|-
+
|align="left" style="padding-left: 2em;"|''Ambush'' || Wis || S || Varies || [[File:Check.png|13px]]<sup>2</sup> || [[File:Check.png|13px]]<sup>2</sup> || 1 || VIS || [[File:Check.png|13px]] (max 5) || [[File:Nah.png|13px]]
+
|-style="background:#D7D7D7;"
+
|align="left" style="padding-left: 2em;"|''Rally'' || Brv || A || Full || [[File:Check.png|13px]] || [[File:Nah.png|13px]] || 1 || DSP || [[File:Nah.png|13px]] || [[File:Check.png|13px]]
+
|-
+
| align="center"|'''1'''
+
| colspan=9 align="left"|<small>The GM must approve any attempt to retry this skill check; also, the circumstances of the check may change with each attempt, as noted in each skill description.</small>
+
|-
+
| align="center"|'''2'''
+
| colspan=9 align="left"|<small>The GM must approve any take 10 or take 20 use with this skill check.</small>
+
|-
+
| align="center"|'''3'''
+
| colspan=9 align="left"|<small>A maximum number of helpers may cooperate with this skill check equal to the leader’s Charisma bonus (minimum 0).</small>
+
|-
+
| align="center"|'''4'''
+
| colspan=9 align="left"|<small>This skill check may not be retried after a critical failure. If the skill check is a Complex Task, it may not be retried after any critical failure that reduces the number of Completed Challenges below 0.</small>
+
|-
+
| align="center"|'''5'''
+
| colspan=9 align="left"|<small>The error range of this skill increases by 2 each time it is retried.</small>
+
|-
+
| align="center"|'''6'''
+
| colspan=9 align="left"|<small>This skill check may only become cooperative if the target item is size Small or larger.</small>
+
 
|}
 
|}
 +
You can hold your breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some environmental hazards — including extreme temperatures, violent weather, and diseases — require you to make an Endurance check to resist and delay debilitating effects.
 +
 +
*'''Endurance''': No action required.
 +
** '''DC''': See the table. The check DC varies based on the situation and the level of a hazard.
 +
** '''Success''': You endure a particular situation.
 +
** '''Failure''': You can’t try again until circumstances change or a certain amount of time has elapsed.
 +
 +
Example DCs are listed on the table here, but are superseded by other sources.
 +
 +
===Swimming===
 +
For each hour of swimming, the character makes an endurance check (DC 10 for calm water, DC 15 for rough, DC 20 for stormy), increasing by 2 for each additional hour. On a failure, the character may no longer make Athletics checks to swim until the end of an extended rest, and sinks one square.
 +
 +
===Starvation, Thirst, and Suffocation===
 +
At the end of a given period of time (3 minutes for suffocation, 3 days for thirst, 3 weeks for starvation), the character makes a DC 20 Endurance check.
 +
 +
A success buys the character an additional minute for suffocation, or an additional day for starvation or thirst, but increases the DC by 5. 
 +
 +
On a failure, the character loses a healing surge (if none left, instead takes damage equal to their level), and still needs to continue making checks against the increasing DCs. Surges and hit points lost cannot be regained until the character eats a meal, drinks or gains access to air (depending on the cause of the loss.)
 +
 +
If suffocating in strenuous situations, needs to make a DC 20 Endurance check at the end of his or her turn in a round in which he or she takes damage.
 +
 +
===Environmental Dangers===
 +
Every 8 hours in an area with an environmental danger, the character must succeed on an Endurance check. On a failure, the character loses a healing surge (or if none remain, takes damage equal to his or her level.)
 +
 +
The base DC for environmental dangers is 20, and increases depending on how dangerous the environment is.
 +
 +
Environmental dangers are things like extreme altitudes, cold weather, hot weather, pervasive smoke or ash, or strange Force effects.
 +
 +
During a period of time that includes an ''extended rest'', the character gains a +2 bonus to these endurance checks.
  
&nbsp;
+
{{D20_Breadcrumb}}
  
=Skill Descriptions=
+
[[Category: Mechanics]]
This section details the skills and how they function in more depth.
+

Latest revision as of 12:07, 6 December 2017

In general, in discussion about t20, we don't like normal d20 skill systems. The end goal of t20 is to replace the skill system with a variety of classes that you can take Job feats into to gain access to skill-like abilities.

However, that process is taking a lot longer than I'd like, and it may lead to a bunch of weird complexity issues that will need to be toned down over time. In the interim, we can't really go without a skill system - because, ultimately, there are a bunch of actions and things that interact with skill systems in published adventures that make it significantly harder for the game to run smoothly.

So we're going to go with a very simple skill system for the time being.

Overview

Skills do things. They're generally small things that are either useful to a wide variety of character archetypes or are small enough in scope that they aren't justifiable as elements of a class. They're also intended as "generic" actions that even NPCs who don't necessarily have classes (don't think about that too much) can do.

To make a skill check, you roll 1d20, add your level bonus, and the ability modifier of the skill's key ability.

If you are trained in a skill, you get a +5 class bonus to the skill.

When you create a character, your class determines what skills you are trained in. Typically you will, by default, you will have two predetermined skills trained, and then can select some number from a list for that particular class.

Once you've selected your skills, that's it, you're good. No tracking skill points or what-not over levels.

If you're an adventurer... I'll deal with your skill selection when someone plays one.

Skills

Trinity Skill List
Skill Key Attribute
Acrobatics Dex
Arcana Int
Athletics Str
Bluff Brv
Chronology Int
Diplomacy Cha
Discordia Int
Dungeoneering Wis
Endurance Con
History Int
Informatics Int
Insight Wis
Intimidate Cha
Linguistics Int
Medicine Wis
Nature Int
Navigation Int
Nihilism Int
Notice Per
Psionics Int
Reckoning Int
Religion Int
Repair Int
Research Int
Science Int
Stealth Dex
Tactics Int
Thievery Dex

This section describes skills.

Acrobatics

Armor Check Penalty

Acrobatics is a skill linked to Dexterity.

You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall.

Acrobatic Stunt

Make an Acrobatics check to swing from a chandelier, somersault over an opponent, slide down a staircase on your shield, or attempt any other acrobatic stunt that you can imagine and that your DM agrees to let you try. The DM sets the DC based on the complexity of the stunt and the danger of the situation. If the stunt fails, you fall prone in the square where you began the stunt (the DM might change where you land, depending on the specific stunt and situation). Your DM always has the right to say that a stunt won’t work in a particular situation or to set a high DC.

  • Acrobatic Stunt: Standard action or move action, depending on the stunt.
    • DC: 15.
    • Success: You perform an acrobatic stunt.
    • Failure: You fail to pull off the stunt and might fall or suffer some other consequence.

Balance

Make an Acrobatics check to move across a surface less than 1 foot wide (such as a ledge or a tightrope) or across an unstable surface(such as a wind-tossed rope bridge or a rocking log).

  • Balance: Part of a move action.
    • DC: See the table.
    • Success: You can move one-half your speed across a narrow or unstable surface.
    • Fail by 4 or Less: You stay in the square you started in and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.
    • Fail by 5 or More: You fall off the surface and lose the rest of your move action. If you are trying to move across an unstable surface that isn’t narrow, you instead fall prone in the square you started in. You can try again as part of a move action if you’re still on the surface.
    • Grant Combat Advantage: While you are balancing, enemies have combat advantage against you.
    • Taking Damage: If you take damage, you must make a new Acrobatics check to remain standing.
Surface Acrobatics DC
Unstable +5
Narrow (less than 1 foot wide) 15
Very narrow (less than 6 inches) 20

Escape from a Grab

Make an Acrobatics check to remove the grabbed condition. You can also make escape attempts to get away from other immobilizing effects, as directed by your DM.

Escape from Restraints

Make an Acrobatics check to slip free of restraints.

  • Escape from Restraints: 1 hand. Alternatively, the creature can attempt to make the check as a standard action but this increases the DC by +10.
    • DC: 20.
    • Success: You slip free of a physical restraint.
    • Failure: The creature can try again only if someone else provides assistance (such as through the aid another action).

Hop Down

An acrobatics check can be used to avoid damage from a 10 foot fall.

  • Action: Part of the move action, but can also be part of any of the creature's actions that involve movement.
    • DC: 15.
    • Success: The creature hops down, lands standing and takes no falling damage. The downward movement uses no movement from the action.
    • Failure: The creature falls.

Reduce Falling Damage (Trained Only)

If you fall or jump down from a height, you can make an Acrobatics check to reduce the amount of falling damage you take.

  • Reduce Falling Damage: Free action, as it is a response to falling.
    • Damage Reduced: Make an Acrobatics check, and reduce the amount of falling damage you take by one-half your check result (round down). If the damage is reduced to 0, you land standing; otherwise, you land and fall prone.

Arcana

Arcana is a knowledge type skill linked to Intelligence. It can be used to gather knowledge on magical related topics.

Arcane Knowledge

Make an Arcana check to recall a useful bit of magic related knowledge or to recognize a magic-related clue.

Detect Magic (Trained Only)

You can use your knowledge of arcane to identify magical effects and sense the presence of magic.

  • Identify Spell: Swift action.
    • DC: 10 + 5 per grade of the spell.
    • Success: The creature identifies the spell.
    • Failure: The creature can't try to identify the effect again until after a short rest.
  • Identify Magical Phenomenon: Standard action. You must be able to perceive the phenomenon.
    • DC: Varies (but at least 20)
    • Success: The creature identifies the phenomenon’s power source and other keywords, if any, as well as the phenomenon’s basic purpose if it’s not obvious.
    • Failure: The creature can’t try to identify the phenomenon again until after an extended rest.
  • Sense the Presence of Magic: Standard action. The creature attempts to detect each source of magical energy within 30 feet, ignoring all barriers.
    • DC: 20
    • Area of Detection: You can detect magic within 30 feet in every direction, and you can ignore any sources of magical energy you’re already aware of. Ignore all barriers; you can detect magic through walls, doors, and such.
    • Success: You detect each source of magical energy whose DC you meet. You learn the magic’s power source, if any. If the source of magical energy is within line of sight, you pinpoint its location. If it’s not within line of sight, you know the direction from which the magical energy emanates, but you don’t know the distance to it.
    • Failure: The creature detects nothing, or nothing is within range to detect. The creature can’t try again until after a short rest.

Athletics

Armor Check Penalty

Athletics is linked to Strength.

Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.

Climb

Surface Athletics DC
Ladder 5
Rope 10
Uneven surface (cave wall) 15
Rough surface (brick wall) 20
Slippery surface +5
Unusually smooth surface +5

Make an Athletics check to climb up or down a surface. Different circumstances and surfaces make climbing easier or harder.

  • Climb: Part of a move action.
    • DC: See the table. If you use a climber’s kit, you get a +2 bonus to your Athletics check. If you can brace yourself between two surfaces, you get a +5 bonus to your check.
    • Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square.
    • Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.
    • Fail by 5 or More: You fall and lose the rest of your move action.
    • Grant Combat Advantage: While you are climbing, all enemies have combat advantage against you.
    • Uses Movement: Count the number of squares you climb as part of your move.
    • Taking Damage: If you take damage while climbing, you must make a Climb check using the DC for the surface you’re climbing. If that damage makes you bloodied, increase the DC by 5. If you fail the check, you fall from your current height. If you try to catch hold when you fall, add the damage you take to the DC to catch yourself.
    • Catch Hold: If you fall while climbing, you can make an Athletics check as a free action to catch hold of something to stop your fall. The base DC to catch hold of something is the DC of the surface you were climbing plus 5, modified by circumstances. You can make one check to catch hold. If you fail, you can’t try again unless the DM rules otherwise.
    • Climb Speed: While climbing, creatures that have a climb speed (such as monstrous spiders) use that speed, ignore difficult terrain, do not grant combat advantage because of climbing, and do not make Athletics checks to climb.

Escape from a Grab

Make an Athletics check to muscle out of the grabbed condition. You can also make escape attempts to get away from other immobilizing effects, as directed by your DM.

Jump

Make an Athletics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally to leap across a pit, a patch of difficult terrain, a low wall, or some other obstacle.

  • High Jump: Part of a move action.
    • Distance Jumped Vertically: Make an Athletics check and divide your check result by 10 (round down). This is the number of feet you can leap up. The result determines the height that your feet clear with a jump. To determine if you can reach something while leaping, add your character’s height plus one-third rounded down (a 6-foot-tall character would add 8 feet to the final distance, and a 4-foottall character would add 5 feet).
    • Running Start: If you move at least 10 feet before making the jump, divide your check result by 5, not 10.
    • Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move.
  • Long Jump: Part of a move action.
    • Distance Jumped Horizontally: Make an Athletics check and divide your check result by 10 (don’t round the result). This is the number of squares you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your move action.
    • Distance Cleared Vertically: The vertical distance you clear is equal to one-quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your move action.
    • Running Start: If you move at least 2 squares before making the jump, divide your check result by 5, not 10.
    • Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move.

Swim

Water Athletics DC
Calm 10
Rough 15
Stormy 20

Make an Athletics check to swim or to tread water. Different conditions make swimming harder. See the Endurance skill for information on swimming or treading water for an hour or more.

  • Swim or Tread Water: Part of a move action.
    • DC: See the table.
    • Success: You swim at one-half your speed, or you stay afloat and tread water.
    • Fail by 4 or Less: Stay where you are and lose the rest of your move action. You can try again as part of a move action.
    • Fail by 5 or More: Sink 1 square and risk suffocation by drowning.
    • Uses Movement: Count the number of squares you swim as part of your move.
    • Swim Speed: While swimming, creatures that have a swim speed use that speed and do not make Athletics checks to swim.

Bluff

Bluff is linked with Bravery.

You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You make a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies.

Your Bluff check is opposed by an observer’s Insight check. Your check might be opposed by multiple Insight checks, depending on how many observers can see and hear you and care about what’s going on.

Bluff

  • Bluff: Standard action in combat.
    • Opposed Check: Bluff vs. Insight.
    • Gain Combat Advantage: You can try to gain combat advantage against an adjacent enemy by feinting. As a standard action, make a Bluff check opposed by the enemy’s Insight check. If you succeed, you gain combat advantage against the enemy until the end of your next turn.
    • Create a Diversion to Hide: Once per combat encounter, you can create a diversion to hide. As a standard action, make a Bluff check opposed by the passive Insight check of any enemy that can see you. If you succeed, make a Stealth check opposed by the passive Notice check of any enemy present. If the Stealth check succeeds against an enemy, you are hidden from that enemy until the end of your turn or until you attack.

Chronology

Chronology is a knowledge type skill linked to Intelligence. It can be used to gather knowledge on time-related topics.

Temporal Knowledge

Make an Chronology check to recall a useful bit of time-related knowledge or to recognize a time-related clue.

Detect Time (Trained Only)

You can use your knowledge of time to identify temporal effects and sense the presence of jikuu.

  • Identify Jikuu: Swift action.
    • DC: 10 + 5 per grade of the jikuu.
    • Success: The creature identifies the jikuu.
    • Failure: The creature can't try to identify the effect again until after a short rest.
  • Identify Temporal Phenomenon: Standard action. You must be able to perceive the phenomenon.
    • DC: Varies (but at least 20)
    • Success: The creature identifies the phenomenon’s power source and other keywords, if any, as well as the phenomenon’s basic purpose if it’s not obvious.
    • Failure: The creature can’t try to identify the phenomenon again until after an extended rest.
  • Sense the Presence of Time: Standard action. The creature attempts to detect each source of temporal energy within 30 feet, ignoring all barriers.
    • DC: 20
    • Area of Detection: You can detect temporal effects within 30 feet in every direction, and you can ignore any sources of temporal energy you’re already aware of. Ignore all barriers; you can detect temporal effects through walls, doors, and such.
    • Success: You detect each source of temporal energy whose DC you meet. You learn the magic’s power source, if any. If the source of temporal energy is within line of sight, you pinpoint its location. If it’s not within line of sight, you know the direction from which the temporal energy emanates, but you don’t know the distance to it.
    • Failure: The creature detects nothing, or nothing is within range to detect. The creature can’t try again until after a short rest.

Diplomacy

Diplomacy is a skill linked to Charisma.

You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.

Gather Information

You can use Diplomacy to gather information about a specific topic or individual. To do this, you must spend time canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.

  • Gather Information: 1 watch.
    • DC: Varies (but at least 10).
    • Success: You learn the information you seek.
    • Failure: You fail to gather the information. You can retry.

Influence Attitude

Starting Attitude Diplomacy DC
Hostile 25 + creature's Cha modifier
Unfriendly 20 + creature's Cha modifier
Indifferent 15 + creature's Cha modifier
Friendly 10 + creature's Cha modifier
Helpful 0 + creature's Cha modifier

You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.

  • Influence Attitude: 1d4 hands.
    • DC: See the table.
    • Success: The target's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.
    • Fail by 4 or Less: The target's attitude toward you is unchanged.
    • Fail by 5 or More: The target's attitude toward you is decreased by one step.

You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).

You cannot attempt to influence a creature's attitude towards you more than once in a 24 hour period.

Discordia

Discordia is a knowledge type skill linked to Intelligence. It can be used to gather knowledge on chaos-related topics.

Chaotic Knowledge

Make an Discordia check to recall a useful bit of chaos-related knowledge or to recognize a chaos-related clue.

Detect Chaos (Trained Only)

You can use your knowledge of time to identify chaotic effects and sense the presence of whim.

  • Identify Whim: Swift action.
    • DC: 10 + 5 per grade of the whim.
    • Success: The creature identifies the whim.
    • Failure: The creature can't try to identify the effect again until after a short rest.
  • Identify Chaotic Phenomenon: Standard action. You must be able to perceive the phenomenon.
    • DC: Varies (but at least 20)
    • Success: The creature identifies the phenomenon’s power source and other keywords, if any, as well as the phenomenon’s basic purpose if it’s not obvious.
    • Failure: The creature can’t try to identify the phenomenon again until after an extended rest.
  • Sense the Presence of Chaos: Standard action. The creature attempts to detect each source of chaotic energy within 30 feet, ignoring all barriers.
    • DC: 20
    • Area of Detection: You can detect chaotic effects within 30 feet in every direction, and you can ignore any sources of chaotic energy you’re already aware of. Ignore all barriers; you can detect chaotic effects through walls, doors, and such.
    • Success: You detect each source of chaotic energy whose DC you meet. You learn the magic’s power source, if any. If the source of chaotic energy is within line of sight, you pinpoint its location. If it’s not within line of sight, you know the direction from which the chaotic energy emanates, but you don’t know the distance to it.
    • Failure: The creature detects nothing, or nothing is within range to detect. The creature can’t try again until after a short rest.

Dungeoneering

Dungeoneering is a knowledge type skill linked to Wisdom. It can be used to gather knowledge about an underground environment or to recognize an underground hazard or clue.

Dungeoneering Knowledge

Make a Dungeoneering check to remember a useful bit of knowledge about an underground environment or to recognize an underground hazard or clue. Examples of dungeoneering knowledge include determining cardinal directions while underground(common), recognizing a dangerous underground plant (expert), or spotting new construction or noticing a change in depth while exploring an area (expert).

Monster Knowledge

Make a Dungeoneering check to identify a creature that has the aberrant origin.

Forage

Make a Dungeoneering check to locate and gather enough food and water to last for 24 hours. You can do this only in underground environments that approximate outdoor wilderness—caverns or underground complexes containing pools of water, edible fungus or lichen, small vermin, and the like.

  • Forage: 1 hour.
    • DC: DC 15 to find food and water for one person; for every 2 points higher, you find enough resources for one additional person. The base DC may vary depending on local conditions.
    • Success: You find enough food and water for 24 hours.
    • Failure: You find no food or water. You can forage again but in a different area.

Endurance

Endurance is linked to Constitution. Make an Endurance check to stave off ill effects and to push yourself beyond normal physical limits.

Endurance

Task Endurance DC
Endure extreme weather Base 15
Resist disease Varies
Ignore hunger 10 + 2 per day
Ignore thirst 15 + 4 per day
Hold breath (each round after 5) 10 + 1 per round
Swim or tread water (after 1 hour) 15 + 2 per hour
Exceed daily exploration speed (each hour after 10 hours) 20 + 5 per additional hour

You can hold your breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some environmental hazards — including extreme temperatures, violent weather, and diseases — require you to make an Endurance check to resist and delay debilitating effects.

  • Endurance: No action required.
    • DC: See the table. The check DC varies based on the situation and the level of a hazard.
    • Success: You endure a particular situation.
    • Failure: You can’t try again until circumstances change or a certain amount of time has elapsed.

Example DCs are listed on the table here, but are superseded by other sources.

Swimming

For each hour of swimming, the character makes an endurance check (DC 10 for calm water, DC 15 for rough, DC 20 for stormy), increasing by 2 for each additional hour. On a failure, the character may no longer make Athletics checks to swim until the end of an extended rest, and sinks one square.

Starvation, Thirst, and Suffocation

At the end of a given period of time (3 minutes for suffocation, 3 days for thirst, 3 weeks for starvation), the character makes a DC 20 Endurance check.

A success buys the character an additional minute for suffocation, or an additional day for starvation or thirst, but increases the DC by 5.

On a failure, the character loses a healing surge (if none left, instead takes damage equal to their level), and still needs to continue making checks against the increasing DCs. Surges and hit points lost cannot be regained until the character eats a meal, drinks or gains access to air (depending on the cause of the loss.)

If suffocating in strenuous situations, needs to make a DC 20 Endurance check at the end of his or her turn in a round in which he or she takes damage.

Environmental Dangers

Every 8 hours in an area with an environmental danger, the character must succeed on an Endurance check. On a failure, the character loses a healing surge (or if none remain, takes damage equal to his or her level.)

The base DC for environmental dangers is 20, and increases depending on how dangerous the environment is.

Environmental dangers are things like extreme altitudes, cold weather, hot weather, pervasive smoke or ash, or strange Force effects.

During a period of time that includes an extended rest, the character gains a +2 bonus to these endurance checks.


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