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Skills

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Ranks: Ranks represent how much raw training or practice you have put into a skill. A character receives a fixed number of ranks per level equal to 4 + Int. Modifier. Additional ranks are granted based on your background, Race, and Class. The maximum ranks you can put into a skill equals {Level + Relevant Ability Modifier}; if it is a trained skill, then the maximum number of ranks you can place in the skill equals {1+ Level + Relevant Ability Modifier}. At first level, this maximum is {1 + Relevant Ability Modifier} or {2 + Relevant Ability Modifier} if it is a trained skill. If the relevant ability modifier is a penalty, then it cannot reduce the maximum number of ranks you can put in a skill below 2. Of course, as you level up, your maximum number of ranks in any particular skill also increases, up to a fixed maximum of 10 ranks, or 12 ranks for trained skills. Trained Skills: Trained skills are a limited list of skills that you have specifically devoted extra time to learning. A list of trained skills is given under your class, while additional trained skills are granted by backgrounds. You may choose a number of skills from the list and add an extra rank to them at first level. Should backgrounds or classes give you the same skill, then you can get an additional rank up. Difficulty Class (DC): A number that tells you how easy or how hard a skill check is. Why are you even rolling?: DC <5 So Simple, a Caveman could do it: DC 5 Easy: DC 10 Average: DC 15 Challenging: DC 20 Hard: DC 25 You probably shouldn’t be doing this: DC 30 Your Screwed: DC 35 Inconceivable: DC 40 (absolute maximum) Skill Check: When attempting to use a skill you roll 1d20 + (Total Relevant Skill). If it equals or exceeds the DC set by the GM, then you succeed in using the skill successfully. If not, then you fail. Passive Checks : Basically, when your not threatened, you can use your passive skill to determine success. A passive skill check is equal to 10 + (Total Relevant Skill). Opposed checks : Sometimes you aren’t facing against a specific difficulty, but rather pitting your skills against another person. In that case, the GM determines the skills used, and whoever has the highest roll succeeds. (Example Bluff vs. Insight). Sometimes the GM may elect to have the NPC or opponent use a passive skill instead, or you use a passive skill while the opponent rolls. This happens all the time in combat. Advantage/Disadvantage: As determined by by character conditions, or the GM, players/NPCs could have advantage or disadvantage on a skill check or attack roll. When this happens, the player rolls an additional D20, taking the higher of the two rolls when at an advantage, or the lower of the two when at a disadvantage. In the case of more than one Advantage or Disadvantage for a single player, Advantages and Disadvantages cancel out. Whichever one is left over is what you apply. Only 2d20’s can be rolled. Equipment: Various pieces of equipment can add bonuses or penalties to various skills. Enchanted weapons, for example may add bonuses to attacks and damage, when using them.
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SKILL LIST: Offensive: Initiative (Dexterity or Wisdom): Ability to React. Brawl (Strength): Fighting with your fists, kicks, knees, elbows, exc.  Melee (Strength): Using a Melee weapon. Ranged (Dexterity): Use Ranged Weapons. Magic (Intelligence, Wisdom, OR Charisma): Cast A spell/ Attack with Magic. (Restricted: Only those with Proficiency in Magic can put ranks into or use this skill.) Defensive: Reflex (Dexterity): Ability to dodge and avoid physical attacks. Toughness (Constitution): Ability to resist poison, disease, overcome critical injury that would incapacitate or kill a normal person, or otherwise physically endure. This increases damage reduction. Willpower (Wisdom): Your Character’s strength of mind. Represents character’s ability to resist mind-affecting attacks. Social Skills: Bluff (Cha. Or Wis.): Lying to or deceiving people in some manner, Nuff said. Negotiation (Cha. or Int.): Influence someone through charm, wit, and diplomacy. Composure (Cha.): How likely you are to keep a straight face. Intimidate (Cha): Influence someone by scaring them. Investigation (Int): The ability to find gather information, and put two and two together.  Insight (Wis): Think someone is trying to lie to you? See if you can determine his motives. Perform (Cha): Play an instrument, sing a song, dance, etc. Usually for the entertainment of others! Handle Animal (Cha.): The ability to deal with animals, including riding them or influencing them. Physical Skills: Acrobatics (Dex): Agility based physical skills such as Jumping, Balancing, Tumbling, etc. Athletics (Str): Physical skills based on bodily strength, such as swimming and climbing Perception (Wis): How likely you are to notice something via sight, smell, hearing, etc. Stealth (Dex): To move quietly, or move without causing suspicion or drawing attention to yourself. Thievery (Dex.): Picking locks, pickpocketing, slight of hand, conning someone, etc. Knowledge Skills: Profession (Varies): How good you are at working in a specific profession of your choice. Craft (Int. or Dex): Craft items. Nature (Int): Knowledge of the wilderness. Use this to survive in the wilderness, identify monsters, track etc. Religion (Int): Knowledge about religions. History (Int): Knowledge of History. Local (int.): Knowing about or being able to find out local information. Politics (Int): Knowledge about political information, such as nobility, kingdoms, trade etc. Engineering (Int.): Mechanical knowledge, how machines work, etc. Arcana (Int.): Knowledge about magic. Healing (Wis): Allows you to tend to the sick and injured.  Stabilize: With a successful DC 15 heal check you can stabilize an unconscious or dying character. You may make this check as many times as you need to. If the check succeeds by 5 or more, the target is healed either 1d4 wound points or 1d4 vitality points. Battlefield Surgery (Trained Only): If you have a healers kit or surgeons kit, you may make a DC 25 heal check which allows you to heal 1d8 wound points and a number of vitality points equal to your ranks in Healing. This check can only be made once every 24 hours.