Tag: Skills

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  • Skills

    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 …

  • Bluff

    (Charisma Based Skill) Check: A Bluff check is opposed by the target’s [[Sense Motive | Sense Motive]] check when trying to con or mislead. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can work …

  • Computer Use

    (Intelligence Based Skill) *Check:* Most normal computer operations don’t require a Computer Use check (though a character might have to make a [[Research | Research]] check). However, searching an unfamiliar network for a particular file, writing …

  • Concentration

    (Constitution Based Skill) *Check:* A character makes a Concentration check whenever he or she may potentially be distracted while engaged in some action that requires his or her full attention (such as making a [[Disable Device | Disable Device]] or …

  • Craft

    (Intelligence Based Skill) This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electrical), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft ( …

  • Demolitions

    (Intelligence Based Skill; Trained Only) Check: Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a …

  • Diplomacy

    (Charisma Based Skill) Check: A character can change others’ attitudes with a successful check (see the table below. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two …

  • Disable Device

    (Intelligence Based Skill; Trained Only) Check: The GM makes the Disable Device check so that the character doesn’t necessarily know whether they have succeeded. *Open Lock:* A character can pick conventional locks, finesse combination locks, and …

  • Escape Artist

    (Dexterity Based Skill; Armor Penalty) Check: Make a check to escape from restraints or to squeeze through a tight space. |_.Restraint|_. DC| |Ropes| Opponent’s Dex check +20| |Net| 20| |Handcuffs| 35| |Tight space| 30| |Grappler| Opponent’s …

  • Forgery

    (Intelligence Based Skill) Check: Forgery requires ma­terials appropriate to the document being forged, and some time. To forge a document the character needs to have seen a similar document before. The complexity of the document, the character’s …

  • Gamble

    (Wisdom Based Skill) Check: To join or start a game, a character must first pay a stake. The character sets the purchase DC of the stake if he or she starts the game, or the GM sets it if the character joins a game. Stakes run from penny-ante (purchase …

  • Gather Information

    (Charisma Based Skill) Check: By succeeding at a skill check (DC 10) and spending 1d4+1 hours passing out money and buying drinks, a character can get a feel for the major news items in a neighborhood. This result assumes that no obvious reasons exist …

  • Handle Animal

    (Charisma Based Skill; Trained Only) Check: The time required to get an effect and the DC depend on what the character is trying to do. |_.Task|_. Time|_. DC| |Handle an animal |Move action| 10| |“Push” an animal|Full-round action| 25| |Teach an …

  • Stealth

    (Dexterity Based Skill; Armor Penalty) You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. *Check:* Your Stealth check is opposed by the [[Perception …

  • Intimidate

    (Charisma Based Skill) Check: With a successful check, a character can forcibly persuade another character to perform some task or behave in a certain way. A character’s Intimidate check is op­posed by the target’s Will Saving Throw. If the character …

  • Investigate

    (Intelligence Based Skill; Trained Only) When you look around for clues and make deductions based on those clues, you make an Investigation check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of …

  • Perception

    (Wisdom Based Skill) Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell. Check: Perception has a number of uses, the most common of which is an …

  • Knowledge

    (Intelligence Based Skill; Trained Only) This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below. Check: A character makes a Knowledge check to see if the character knows …

  • Profession

    (Wisdom Based Skill) Check: A character makes Profession checks to improve their [[Wealth System | Wealth]] bonus every time they attain a new level. The DC for the check is the character’s current [[Wealth System | Wealth]] bonus. If the character …

  • Perform

    (Charisma Based Skill) This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below. Check: The character is accomplished in some type of artistic expression and knows how to …

  • Navigate

    (Intelligence Based Skill) *Check:* Make a Navigate check when a character is trying to find their way to a distant location without directions or other specific guidance. Generally, a character does not need to make a check to find a local street or …

  • Ride

    (Dexterity Based Skill) Animals ill suited as mounts provide a –2 penalty on their rider’s Ride check. Check: Typical riding actions don’t require checks. A character can saddle, mount, ride, and dismount without a problem. Mounting or dismounting …

  • Research

    (Intelligence Based Skill) Check: Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the …

  • Repair

    (Intelligence based skill; Trained Only) *Check:* Most Repair checks are made to fix complex electronic or mechanical devices. The DC is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to …

  • Sense Motive

    (Wisdom Based Skill) Check: A successful check allows the character to avoid being bluffed (see the [[Bluff | Bluff]] skill). Sense Motive does not, however, allow a character to determine whether a given statement is a lie. The character can also use …

  • Sleight of Hand

    (Dexterity Based Skill; Trained Only; Armor Penalty) Check: A check against DC 10 lets a character palm a coin-sized, unattended object. Minor feats of sleight of hand, such as making a coin disappear, also have a DC of 10 unless an observer is …

  • Linguistics

    You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. *Learn a Language* Whenever you put a rank into this skill, you learn to speak …

  • Survival

    (Wisdom Based Skill) Check: A character can keep themselves and others safe and fed in the wild. |_.DC|_. Task| |10| Get along in the wild. Move up to half the character’s overland speed while hunting and foraging (no food or water supplies needed …

  • Treat Injury

    (Wisdom Based Skill) Check: The DC and effect depend on the task attempted. *Long-Term Care (DC 15):* With a medical kit, the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at …

  • Acrobatics

    (Dexterity Based Skill) You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents. The following modifiers apply to all Acrobatics skill checks. …

  • Starship Construction

    This section lists the steps and costs required for a group of characters to completely build a starship from the ground up. However at a GM's discretion, the characters may already have access to a starship at level 1. The players are able to use the …

  • Piloting

    Piloting (Dex; Trained Only) Check: Typical piloting tasks don’t require checks. Checks are required during combat, for special maneuvers, or in other extreme circumstances, or when the pilot wants to attempt something outside the normal parameters of …

  • Disguise

    (Charisma Based Skill) Check: A character’s Disguise check result determines how good the disguise is. It is opposed by others’ [[Perception | Perception]] check results. Make one Disguise check even if several people make [[Perception | Perception]] …

  • Athletics

    (Strength Based Skill; Armor Penalty) *Climbing* *Check:* With each successful Climb (Athletics) check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds). A slope is …