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The following skills are available to characters.

Animal HandlingEdit

Ability: Charisma

Learned Skill: Yes

Only Available to: Druids, Rangers

This skill grants an ability similar to the old Animal Empathy skill. However, it also affects Vermin and the user is not allowed to Take 20. This ability can be used once per round and doing so counts as the user's Special Move. The effects of a successful domination last 1 turn, +1 per level of Druid and/or Ranger

AppraiseEdit

Ability: Intelligence

Learned Skill: No

Class Skill to: Bards, Rogues

This skill affects prices in stores.

When selling items, a single Appraise check is made between the user and the merchant. This check is influenced by the seller's Charisma. The result can lead to a price change of -20 to +30%.

When buying items, merchants increase prices for PCs who are known to have been wealthy for a long time. Appraise reduces the height of this increase by up to 100% for small and 20% for enormous wealth.

BalanceEdit

Ability: Dexterity

Learned Skill: Yes

Class Skill to: Bards, Monks, Rangers, Rogues

This skill can be activated to Tumble in combat and doing so counts as the user's Special Move. The user's Dodge AC is increased by 1 per 10 points on a Balance check. This effect lasts 3 rounds. Effects are cumulative.

BluffEdit

Ability: Charisma

Learned Skill: No

Class Skill to: Bards, Rogues

This skill is used to deceive. It can be activated to Feint in combat and doing so counts as the user's Special Move. An opposed Bluff vs Sense Motive roll is made. A successful roll causes the target to lose their Dexterity-based AC and become vulnerable to Sneak Attacks momentarily.

A respectable Bluff rank may also confuse a Paladin's Detect Evil ability.

ConcentrationEdit

Ability: Constitution

Learned Skill: No

Class Skill to: Bards, Druids, Paladins, Priests, Sorcerers, Wizards

This skill is used to prevent spell disruption and allow for Defensive Casting.

DiplomacyEdit

Ability: Charisma

Learned Skill: No

Class Skill to: Bards, Druids, Fighters, Monks, Paladins, Priests, Rogues

This skill is used during negotiations.

Disable DeviceEdit

Ability: Intelligence

Learned Skill: Yes

Class Skill to: Rogues

This skill is used to disarm and recover devices such as traps.

Escape ArtistEdit

Ability: Dexterity

Learned Skill: Yes

Class Skill to: Rogues

This skill is used to escape bonds and includes the ability to pick locks.

HealEdit

Ability: Wisdom

Learned Skill: No

Class Skill to: All

This skill is used to determine the success and healing strength of Healing and Bite Kits.

IntimidateEdit

Ability: Charisma

Learned Skill: No

Class Skill to: Barbarians, Bards, Fighters, Sorcerers, Wizards

This skill can be activated to Demoralize enemies in combat and doing so counts as the user's Special Move. The enemy makes a modified Will save vs Fear. A failed save causes a -2 penalty to AB and saving throws for a period of one round.

Knowledge (10x)Edit

Ability: Intelligence

Learned Skill: No

Class Skill to: All

There are 10 separate Knowledge skills, called Arcana, Architecture and Engineering, Dungeoneering, Geography, History, Local, Nature, Nobility and Royalty, Religion, Planes.

These skills are used to determine the breadth of the character's knowledge in a field.

In addition, the skills are used to determine the success of Identification Kits.

ParryEdit

Ability: Dexterity

Learned Skill: No

Class Skill to: Bards, Fighters, Monks, Paladins, Rangers, Rogues

This skill allows the use of Parry Mode as normal.

PerceptionEdit

Ability: Wisdom

Learned Skill: No

Class Skill to: Barbarians, Bards, Fighters, Monks, Rangers, Rogues

This skill replaces the old Spot and Listen skills.

PerformEdit

Ability: Charisma

Learned Skill: No

Class Skill to: Bards

This skill has been unlocked to other classes. It represents competence at acting, comedy, dance, poetry, song, storytelling or some instrument.

For a Bard, it also affects the effectiveness of various Bard Songs.

RideEdit

Ability: Dexterity

Learned Skill: No

Class Skill to: Barbarians, Fighters, Paladins, Rangers

This skill represents the ability to ride a horse or other mount without losing control.

When used with the Mounted Combat feat, every 5 modified ranks in this skill grant +1 AC to the rider.

SearchEdit

Ability: Intelligence

Learned Skill: No

Class Skill to: Barbarians, Rangers, Rogues

This skill is used to find secret doors, traps and other objects which are not immediately noticeable.

Sense MotiveEdit

Ability: Wisdom

Learned Skill: No

Class Skill to: Bards, Druids, Monks, Paladins, Priests

This skill is used to oppose Bluff checks and determine the presence of a hidden agenda.

Paladins also use this skill to make reliable Detect Evil assessments.

Set TrapEdit

Ability: Dexterity

Learned Skill: Yes

Class Skill to: Rangers, Rogues

This skill combines the old Craft Trap and Set Trap skills.

Sleight of HandEdit

Ability: Dexterity

Learned Skill: Yes

Class Skill to: Bards, Rogues

This skill grants an ability similar to the old Pick Pocket skill. However, it only allows one successful or detected attempt per victim and will only take small items or coins. Picking a pocket counts as the user's Special Move for the round.

SpellcraftEdit

Ability: Intelligence

Learned Skill: Yes

Class Skill to: Bards, Druids, Priests, Sorcerers, Wizards

This skill allows a Saving Throw bonus and spell identification as normal.

StealthEdit

Ability: Dexterity

Learned Skill: No

Class Skill to: Bards, Monks, Rangers, Rogues

This skill replaces the old Hide and Move Silently skills.

SurvivalEdit

Ability: Constitution

Learned Skill: No

Class Skill to: Barbarians, Druids, Rangers

This skill is used to survive with only basic means. When resting in the wilderness the user heals +1 hp per 5 modified ranks of Survival. This also improves spell recovery.

Rangers rely on this skill to make successful Tracking rolls.

Use Magic DeviceEdit

Ability: Charisma

Learned Skill: Yes

Only Available to: Bards, Rogues

This skill allows the use of items limited by Class, Race or Alignment as normal.

To use spell scrolls, a Use Magic Device check must be made vs DC 12 + spell level.

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