Category:Skills
Contents
- 1 Acrobatics
- 2 Stealth
- 3 Perception
- 4 Intimidate
- 5 Concentration
- 6 Spellcraft
- 7 Appraise
- 8 Discipline
- 9 Total Defense
- 10 Lore
- 11 Ride
- 12 Climb
- 13 Sleight of Hand
- 14 Bluff
- 15 Diplomacy
- 16 Disable Device
- 17 Disguise
- 18 Escape Artist
- 19 Handle Animal
- 20 Sense Motive
- 21 Survival
- 22 Swim
- 23 Use Magic Device
- 24 Perform
Acrobatics
Acrobatics is a skill that represents your overall ability to jump, balance and tumble.
It's current implementation include:
- Putting away objects in battle will require an acrobatics check, or you will use a swift action (DC 15)
- Getting objects out of containers will require an acrobatic check, or you will use a swift action (DC 15)
- Fleeing requires a successful tumble check against (DC 20)
- A tumble check against (DC 15) is required when you switch opponents or opponents will get an attack of opportunity against you
Also every 7 points you have calculated in acrobatics will give you a bonus to your AC.
Stealth
The stealth skill will determine your ability to hide (from sight) and to sneak (from others detecting your movement). A breakdown of how the current system works follows:
Sneaking and hiding maneuvers work independently of each other, unless you make sure to attempt to sneak, THEN attempt to hide. In that case you will enter a special stealth mode where you attempt to mask your movement from others, AND mask your visibility from others. The formula for the challenge of attempting stealth is as follows:
- Your stealth skill + diceroll d20 + size-difference [versus] Observer perception skill + 10 (if observing)
Perception
The perception skill will determine your ability to find and spot hidden or hard to see things, whether it be hidden stealthers, hidden doors, traps, etc. It also will reflect your ability to hear things, such as a sneaking individual.
- Your stealth skill + diceroll d20 + size-difference [versus] Observer perception skill + 10 (if observing)
- For finding hidden doors, etc, you have to actively 'search' in order to attempt to find it. The difficulty will depend on the door.
- For finding traps, you have to actively 'detecttrap' in order to attempt to find the traps. The difficulty will depend on the trap.
Intimidate
The intimidation skill will determine how successful your 'intimidate' combat-maneuver is. Intimidating an opponent will cause them to do significantly less melee damage.
Concentration
Concentration affects your ability to complete the "CASTING-TIME" of spells despite distractions such as GRAPPLED or TAUNT. In addition, a higher concentration rating is needed to complete more difficult spells. Concentration is also your ability to resist extremely distracting skills and attacks.
So far concentration help resist:
- TAUNT
Spellcraft
Spellcraft allows the individual to identify spells being cast. In addition, very high Spellcraft allows access to Epic Spells.
Appraise
Appraise, like charisma will help you get the best prices for items in shops both in purchasing and selling.
Discipline
Discipline is your ability to resist combat feats, each point invested in discipline reflects a percentage point resistance against the combat feats. So far Discipline can provide defense against the following skills:
- Bash
- Improved Bash
- Trip
- Improved Trip
- Kick
Total Defense
When in blocking mode, you forfeit all your attacks in an attempt to deflect your opponent(s) attacks. The challenge of the totaldefense is your opponents attack roll vs. your totaldefense skill.
In the case that you beat your opponents challenge by 10 or more, you will get a counter-attack "riposte" in addition to totaldefenseing their attack.
You can only totaldefense the number of incoming attacks equal to your current number of attacks.
Lore
The lore ability represents your advanced knowledge of the world. This in effect will allow you 'identify' objects and monsters precise information based on this knowledge.
Ride
The ride skill will determine how good you are at handling mounts such as horses.
Climb
The climb skill, when properly trained, will allow the character to access areas not normally accessible. Be careful, a failed attempt to reach an area that requires climbing can result in a damaging fall.
Sleight of Hand
This skill will determine how good you are at picking locks. This skill will affect how good you are at stealing things.
Bluff
Bluff currently determines how successful you can 'feint'. If you are successful, the opponent will be left flat-footed, and then vulnerable to sneak attacks and other attacks.
Diplomacy
Diplomacy skill currently determines how well you can taunt.
Diplomacy is the general term given to acts a clan can perform in order to gain 'popularity' in a zone. A zone who has enough popularity gains taxation rights on the zone.
Disable Device
Disable device is currently used to disarm traps by using the command: disabletrap
Disguise
Usage of this skill allows one to disguise their racial identity to the world. Note: You cannot attempt to disguise into a race that is not the same size-class as you
Escape Artist
For grapple reversals, the person attempting the reversal can use Their escape artist skill instead of their CMB. More to be added.
Handle Animal
By typing: handleanimal <target>, you can attempt to get an animal to follow your bidding. In addition the handle animal ability will determine how effective your tame ability is.
Sense Motive
Sense motive currently will provide defense against the 'feint' attack.
Survival
Survival is used to both avoid and attempt tracking. In order to attempt to track someone, you will first need the 'track' feat.
Survival skill will also reduce the number of movement points needed to move between rooms.
Swim
The swim ability will allow access for the player to areas that normally require small boats to access.
If you fail your swim check, the movement attempt will consume a move-action.
Use Magic Device
This skill will allow usage of scrolls, and other magic devices, even if you are not trained in the spell those magic devices are capable of casting.
Perform
- To start a performance: perform <name of performance>
- To stop a performance: perform
- To switch performances: perform <name of performance to switch to>
When not performing, typing 'perform' will list your available performances.
The perform command is the entry point for bardic performances. Each performance varies by type (example: song vs dance), ideal instrument (example: lyre vs drum), and target of performance effect (example: offensive vs defensive).
The effects of a performance usually only last one round, but a new 'verse' of the performance will automatically occur unless you 'stutter' the performance. There are two variables to a performance: 'performance difficulty' and 'performance effectiveness'
Also each performance requires a certain level of ability perform trained depending on the performance.
SEE ALSO:
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