You roll d20 + stat - 10 vs target numbers. So for example, if you have an 16 int, you roll d20 + 6 int bonus vs a target number when you attempt to appraise something.
If the skill is a general skill or a class skill, you get a +2 bonus to your rolls for that skill.
Cross-class skills still cost one extra slot.
You still get the same amount of skills as you get NWP's. Except as follows:
Rogues get Sleight of Hand, Open Locks, Remove Traps, Stealth, Listen, Climb and Decipher Script for free. Rogues also get a +4 bonus to those skills instead of the normal +2 bonus.
Bards get Climb, Listen, Sleight of Hands, Decipher Script for free
Rangers get Stealth and Tracking for free. Rangers also get a +4 bonus to Track.
Below is the list. I tried to keep almost all the old options, even the infinitely stupid ones that we never use, just in case. The blue ones are old ones that changed a bit, due to the nature of switch from proficiencies to skills. The red ones are new ones, sorta. While I was at it, I added the thief skills, since the percentile skills are silly and suck. Should make the thief better.
Otherwise, the skill do pretty much what the proficiencies used to do. Except that the target numbers are less arbitrary and random. Instead the target numbers are as follows:
Basic: DC 5
Average: DC 10
Superior: DC 15
Exceptional: DC 20
Legendary: DC 25
Hitting exceptional or Legendary DC's when less is required usually has it's benefits :)
GENERAL
Agriculture (int)
Animal Handling (wis)
Artistic Ability (wis)
Blacksmithing (str)
Brewing (int)
Carpentry (str)
Cobbling (dex)
Cooking (int)
Dancing (dex)
Direction Sense (wis)
Firebuilding (wis)
Fishing (wis)
Heraldry (int)
Languages, Modern (int)
Leatherworking (int)
Lore, Local (int) - Knowledge of the inner workings of a town, a city
Mining (wis)
Pottery (dex)
Riding, Airborne (wis)
Riding, Landbased (wis)
Rope Use (dex)
Seamanship (dex)
Seamstress/Tailor (dex)
Singing (cha)
Stonemasonry (str)
Swimming (str) - Penalty to check depending on armor**
Weather Sense (wis)
Weaving (int)
PRIEST
Ancient History (int)
Astrology (int)
Dark Arts (int) - Knowledge of demonology, exorcisms and dark magic in general
Diplomacy (cha) - Replaces Etiquette. Also covers knowing what to say.
Engineering (int)
Healing (wis)
Herbalism (int)
Languages, Ancient (int)
Local History (cha)
Musical Instrument (dex)
Reading/writing (int)
Religion (wis)
Spellcraft (int)
ROGUE
Ancient History (int)
Appraising (int)
Blind-fighting (N/A)
Climbing (str) - Climb stuff. +4 bonus if rogue. Penalty to check depending on armor*
Diplomacy (cha) - Replaces Etiquette. Also covers knowing what to say.
Decipher Script (int) - Discern context of languages that he doesn't speak/read. +4 bonus if rogue
Disguise (cha)
Find Traps (int) - Spotting traps. +4 bonus if rogue
Forgery (dex)
Gaming (cha)
Gathering Information (cha) - Uncovering unknown information and/or secrets.
Geography (int) - Intimate knowledge of an area's geography.
Gem Cutting (dex)
Juggling (dex)
Jumping (str)
Listen (wis) - Hearing stuff. +4 bonus if rogue
Local History (cha)
Musical Instrument (cha)
Open Locks (dex) - Opening locked locks. +4 bonus if rogue
Reading Lips (int)
Remove Traps (int) - Disabling a trap. +4 bonus if rogue. Penalty to check****
Set Snares (dex)
Sleight of Hand (dex) - Picking pockets and the like. +4 bonus if rogue. Penalty on check****
Stealth (dex) - Ability to move silently while hiding. +4 bonus if rogue. Penalty on check*****
Tightrope Walking (dex)
Tumbling (dex)
Ventriloquism (int)
WARRIOR
Animal Lore (int)
Armorer (int)
Blind-fighting (N/A)
Bowyer/Fletcher (dex)
Charioteering (dex)
Endurance (con)
Gaming (cha)
Geography (int) - Intimate knowledge of an area's geography.
Hunting (wis)
Mountaineering (N/A) - Penalty to check depending on armor***
Navigation (int)
Running (con)
Set Snares (dex)
Survival (int)
Tracking (wis) - +4 if ranger
Weaponsmithing (int)
WIZARD
Ancient History (int)
Astrology (int)
Dark Arts (int) - Knowledge of demonology, exorcisms and dark magic in general
Engineering (int)
Gem Cutting (dex)
Geography (int) - Intimate knowledge of an area's geography.
Herbalism (int)
Languages, Ancient (int)
Navigation (int)
Reading/writing (int)
Religion (wis)
Spellcraft (int)
*: Penalty = Base AC of armor worn - 2. So chain mail (AC 5) gives a -3 penalty.
**: Penalty = Base AC of armor worn + 2. So chain mail (AC 5) gives a -7 penalty.
***: Penalty = Base AC of armor worn -3. So chain mail (AC 5) gives a -2 penalty.
****: Penalty = Base AC of armor worn -2. So chain mail (AC 5) gives a -3 penalty.
*****: Penalty = Base AC of armor worn -3. So chain mail (AC 5) gives a -2 penalty.
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