Worldgate (3.5e Campaign Setting)/Skills

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Skills (Worldgate Campaign Setting)[edit]

In the Worldgate Campaign Setting there are 21 skills in total you can choose for your character. Every skill has a certain ranking in respect to your character, indicating how proficient or knowledgable your character is in the skill's area. For each skill point you invest into a skill you gain one rank in that skill. You may not exceed the number of maximum ranks as set by the skill's ranking.

When your character uses a skill you make a skill check to determine the outcome of the attempted action. Usually, the higher your total result the more likely it is for your character to succeed on even difficult tasks. Typically you must beat a certain TN or the result of an opposed check to make advances in your attempt. For a very difficult task or a skilled opponent the TN or DC is higher than it is for an easy task or less trained opponent.

Skill rankings[edit]

Skill rankings determine your character's degree of talent and proficiency with a certain skill. Each skill's ranking sets the upper limit of maximum ranks you may have in that skill, and thus how good your character is at using that skill. A skill can have one of three rankings: Layman, Expert, or Master.

Layman skills[edit]

These skills are only trained at a very basic level or not trained at all. This ranking represents a very basic proficiency and ability with the individual skill. This is the typical ranking most average people have in most of their skills.

All skills not ranked Expert or Master are automatically marked Layman.

  • Maximum ranks: Level * 1/2 + 1.

Expert skills[edit]

These skills show an improved degree of training and ability. This ranking represents above average talent and skill. This is the typical ranking experts or specialists have in their chosen skills.

  • Maximum ranks: Level * 1/2 + 4.

Master skills[edit]

These skills are trained to the maximum possible degree and show the most ability. This ranking represents true masters of their art and the best and most advanced training. This is the typical ranking true champions and the elite have in their mastered skills.

  • Maximum ranks: Level * 1/2 + 7.

Skill checks[edit]

When making a skill check your character's training (skill ranks), inborn talent (ability value), natural knack (racial modifier), and luck (the die roll) play an important roll in wether he succeeds or fails. Certain tasks also take other modifiers in account, such as any hindrance your character suffers from wearing armor.

To make a skill check just do the following:

  • Die roll: Roll 1d20 and add your character's skill modifier for that skill. The skill modifier incorporates any suitable modifiers that apply to your character:
    • Ranks in that skill.
    • Associated ability value.
    • Any other appropriate modifiers, like bonuses received from race, feats, items, or other sources.
  • Compare: Compare your total result against the asigned TN or opposed result.
    • Success: If you beat the TN or opposed skill check result, you succeed at the task.
    • Failure: If you fail to beat the TN or opposed skill check result, you fail at the task.

The higher your total skill check result, the better it is for your character, and the more likely he is to succeed at the attempted task. High ranks in a skill are however generally more beneficial than a high ability value or many miscellaneous modifiers. While both may result in the same skill modifier, ranks give your character a much better ability to deal with the consequences of bad die rolls.

A natural 20 or natural 1 (the d20 shows the "20" or the "1") does not have any special effect. There is no automatic success or failure in the Worldgate Campaign Setting derived from a single roll.

Target number (TN) and difficulty class (DC)[edit]

Your character will often attempt tasks that have an inherent difficulty without someone actively opposing him. This difficulty is called the target number, because your character's total skill check result must at least meet this number to make an advance at the attempt.

Every task you attempt also has a DC to represent the total amount of time and exercise you have to invest to succeed. The DC of a task relates to a multiplier that is factored into the total time required to complete a certain task. If you are disturbed or disrupted during that time, your process is partially lost and you must start anew from the last increment

Table: Target Number[edit]
Task (TN) Description
Trivial (0) A really easy task, with almost everybody guaranteed to succeed.
Average (10) An average task, with a normal person succeeding in about every second attempt.
Difficult (20) A difficult task, with a normal person only succeeding very rarely, if at all.
Hard (30) A really hard task, with only well trained people having a chance of succeeding.
Heroic (40) An extraordinary task, with only extremely well trained people being able to make it - sometimes.
Epic (50) A task basically beyond mortal reach, and only the rarest of heroes capable of succeeding at it.
Table: Difficulty Class[edit]
Task (DC) Description
Instant (0) Task requires the usual amount of time (usually rounds).
Continued (1) Task takes up to 10 times as long as normal (usually minutes).
Prolonged (2) Task takes up to 100 times as long as normal (usually hours).
Lasting (3) Task takes up to 1000 times as long as normal (usually days).
Extended (4) Task takes 10000 times as long as normal or even longer (weeks, months, or even longer).

The normal notation for skill checks having both a specific TN and a DC is TN X (Y), with "X" stating the TN and "Y" denoting the DC. If no "Y" is given, assume the task has DC 0. Tasks with no fixed TN are usually described by just stating the DC.

Opposed skill checks[edit]

Whenever your character's attempts are actively opposed by someone else you are making opposed checks. In an opposed check the TN is always the other's total skill check result. Almost all opposed checks have DC 1, and the first one failing to meet the other's skill check result looses the contest.

Some opposed checks, however, have a DC greater than 1. In this case the first one to successfully make the required number of skill checks wins.

Table: Opposed skill check examples[edit]
Task Skill (key ability) Opposed skill (key ability)
Sneak past a guard Sneak (Dex) Perceive (Wis)
Seduce someone Deceive (Cha) Resist (Wis)
Follow someone masking his tracks Wilderness Lore (Wis) Sneak (Dex)
Create a false document Deceive (Cha) Analyze (Int)
Notice someone lying Analyze (Int) Deceive (Cha)
Bargain with a merchant Persuade (Cha) Persuade (Cha)
Steal someone's coin purse Sleight of hand (Dex) Perceive (Wis)
Beat someone in a drinking contest Resist (Con) Resist (Con)
Impersonate someone else Deceive (Cha) Perceive (Wis)
Make a thug back down Persuade (Cha) Resist (Wis)

Untrained skill checks[edit]

If your character attempts to do something he has no special training in, he can still try it based purely on his natural talent. You make the skill check as normal, but add 0 ranks to the skill modifier. All other modifiers, such as racial bonuses or ability values are applied normally.

However, some skills can only be used by someone who has received at least basic training, as they are practically impossible for an untrained person.

Retry[edit]

Typically you can attempt a task again as often as you want. However, even a successful retry does not cancel out previous failures, and some skills are virtually useless to attempt again after you have already failed. Also, in most cases a task does not benefit from additional successes once it has been successfully accomplished.

Favorable and unfavorable conditions[edit]

The actual situation of your character may make it easier or harder to make a certain skill, which resulting in a circumstance modifier to the skill check or the task's reserve pool.

There are four ways in which favorable or unfavorable circumstances can alter your character's chance of success:

  • Conditions that improve performance: Your character receives a +2 cirumstance bonus to his skill modifier. Examples for these conditions include having the perfect tool for the job, or getting help from other characters.
  • Conditions that hamper performance: Your character receives a -2 circumstance penalty to his skill modifier. Examples for these conditions include having to work with improvised tools, or having misleading information.

The Game Moderator is always encouraged to modify a check's TN according to the current situation, and apply bonuses and penalties as he sees fit. If a specific situation is not covered in a skill's description, the Game Moderator should just assign a TN he deems appropriate without wasting too much time looking up the rules.

Time and skill checks[edit]

The time necessary to use a skill depends on the individual skill used. Most skills fall under one of the following rules:

  • Full action: These skills require much time, and allow for no other actions or movement than just a few steps in any direction.
  • Half action: These skills require a moderate amount of time, and allow for a single other action or movement.
  • Free action: These skills require almost no time, and allow for either another full action or two half actions, involving any sort of action or movement.
  • No action: These skills require no time at all, and are usually already part of another action or movement, or automatic reactions to certain events.
  • Other: These skills require more time than a full action. The exact amount of time required is given in the skill description, as well as a break down into full actions to handle these skills in combat.

The required time for a skill is always the time it takes to make one skill check. Therefore, if your character attempts a difficult task with a DC higher than 1 he will typically take longer (in some circumstances much longer) than a single action or round.

Skill checks without rolls[edit]

You typically make skill checks to accomplish a certain task, often in stressful or dangerous situations. However, when your character is not threatened you can eliminate the luck factor and make the chance of success dependent on your character's abilities alone.

  • Take 10: Whenever your character is not threatened and has enough time to work on the task undisturbed, you can take 10. You then calculate your skill check result as if you had rolled a "10", instead of actually rolling the die. Threats and distractions like nearby combat prevent you from taking 10.
  • Take 20: When your character has plenty of time to try the task, and is in no way hurried or distracted, you can take 20. If you decide to take 20, your character tries again and again until he gets the best possible result. You then calculate your skill check result as if you had rolled a "20", instead of actually rolling the die. Threats and distractions like nearby combat prevent you from taking 20. Taking 20 assumes that your character fails many times before finally getting it - hopefully - right. Therefore, you should not take 20 on any skill that bears special consequences for failing. Trying to do so would result in your character inevitably suffering those consequences before having a chance to succeed at the attempted task. Taking 20 not only greatly increases your character's chance of success, it also takes about twenty times as long as usual. For skills with an unusual time requirement just multiply the given time with twenty to get the time it takes to take 20 on that skill.
Table: Take 20 skill check time requirements[edit]
Base time requirement Take 20 time requirement
Full action 2 minutes
Half action 1 minute
Free action Full action
No action Half action

Combining skills[edit]

Under certain conditions multiple different skills or characters may work together to increase the total chance of success.

Individual attempts[edit]

Several characters may attempt the same action independently from each other. One character's success or failure does not influence the others' chances.

Aid another[edit]

You can help another character on succeeding with his task by aiding him in his efforts. To do so you must succeed on a skill check against TN 10 with the appropriate skill. You may not take 10 or take 20 on this skill check. If you succeed, the character you aid receives a +2 cooperation modifier to his skill modifier.

However, often only a limited number of characters can provide aid, or the actual task does not benefit from cooperation at all. The Game Moderator is required to set the maximum number of characters that can provide support. For each supporting character that succeeds on his check, the cooperation bonus received by the main character increases by +2.

If the employed skill restricts who can achieve certain results, you can only provide assistance to tasks your character could achieve on his own.

Ability checks[edit]

Not all situations can be modelled with skill checks, and sometimes your character will attempt a task that does not fit under any skill. In these cases you make an ability check. An ability check is similar to a skill check, but has a few differences.

To make an ability check just do the following:

  • Die roll: Roll 1d20 and add your character's ability value for that ability.
  • Compare: Compare your total result against the asigned TN or opposed result.
    • Success: If you beat the TN or opposed skill check result, you succeed at the task.
    • Failure: If you fail to beat the TN or opposed skill check result, you fail at the task.

Skill descriptions[edit]

Acrobatics[edit]

Key ability: Dexterity.

Armor penalty: Yes.

Untrained: Usually yes, see text.

Check: Acrobatics represents your character's ability for coordinated and defined body movement. With Acrobatic you can for example balance across precarious surfaces, escape from bonds, squeeze through tight spaces, or tumble past opponents. Acrobatics is sometimes opposed by Close Combat and Wilderness Lore.

A successful skill check indicates that you were able to complete the movement or got free from whatever was restraining you. A failure indicates that you made no progress for your movement or remain restrained. If you fail by 5 or more, you fall prone or become stuck.

Generally, if you try to balance over a narrow surface or squeeze through a tight space, it becomes more difficult the smaller the available space becomes. A space as broad as your character's shoulders is a trivial task, while a space as wide as his head (for passing through a tight space) or as wide as a finger (for balancing over a thin area) is an epic task.

You can try to treat a fall shorter than it really is. If you make a successful skill check against TN 10, you treat the fall 1m shorter than it really is. For every five points by which your skill check result exceeds the TN, you reduce the effective falling distance by another meter.

While balancing, you move at one-half your normal movement rate. While squeezing through a tight space, you move at one-quarter your normal movement rate. While tumbling, you move at one-half your normal movement rate. By accepting a -10 penalty to your skill check, you can move double the given distance with a single skill check.

You can also tumble past opponents in a way that does not impose a penalty to your defense. You throw salti and roll past your opponents. The base TN is always the opponent's Close Combat skill modifier. You must make a seperate check for each opponent you try to tumble past. This task may only be performed trained.

Escaping from bonds is always an opposed skill check against the creature that tied you up. The higher the bond's quality, the longer it takes for your character to escape. Wriggling out of a grapple is also always an opposed skill check against the holding creature.

Table: Acrobatics modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Surface is lightly obstructed +2
Surface is severley obstructed +5
Surface is lightly slippery +2
Surface is severely slippery +5
Surface is sloped or angled +2
Surface is unstable or moving +5

REFERENCE:All modifiers are cumulative.

Action: Using Acrobatics is usually considered part of your movement, but trying to escape from bonds or grapples is a full action.

Special: You can use Acrobatics to try to earn money by performing stunts and maneuvers before an audience. If you make a successful skill check against TN 15 (2), you earn one copper piece for every point by which your skill check result exceeds the TN. One skill check represents one hour of performance.

Animal Lore[edit]

Key ability: Wisdom.

Armor penalty: Usually no, see text.

Untrained: Usually no, see text.

Check: Animal Lore represents your character's ability to handle, raise, and train animals, as well as ride them. With Animal Lore you can for example teach animals tricks, raise and domesticate them, or perform special riding maneuvers.

A successful skill check indicates that your lessons, domesticating, or riding stunt was successful. A failure indicates that you could not teach the trick, raise the animal, or perform the maneuver.

Handling is a relatively easy task (usually TN 10), as it only involves making an animal perform a trick it already knows. Pushing an animal is more difficult (TN 20), as it requires the handler making the animal perform a trick it does not know but is physically capable of performing. These tasks may be performed untrained.

You can teach an animal a simple trick (come, fetch, down, heel, perform, seek, stay, work) with a successful skill check against TN 15 (4). This usually takes two weeks. You can teach an animal a difficult trick (attack, defend, guard, track) with a successful skill check against TN 25 (4). This usually takes four weeks. You can also train an animal for an easy purpose (heavy labor, performance, riding) with a successful skill check against TN 15 (4). This usually takes one month. You can also train an animal for a difficult purpose (combat riding, fighting, guarding, hunting) with a successful skill check against TN 25 (4). This usually takes two months.

With Animal Lore you can also raise and rear animals. A handler may train up to three animals of the same kind at one time with a successful skill check against TN 10 + animal's level (4). Rearing and domesticating animals usually takes two to 12 months, depending on the kind of animal.

You can perform some special riding maneuvers with your mount. These maneuvers are:

  • Control mount in battle: You can guide any not specifically for battle trained mount in combat as a half action. A successful skill check against TN 25 allows you to control your mount for one round in battle as a half action. If you fail, you can do nothing else this round by keep your mount from shying and bolting.
  • Fast mount or dismount: You can quickly mount or dismount from a mount up to one size category larger than yourself. A successful skill check against TN 25 allows you to mount or dismount your mount as part of your movement instead of a half action. If you fail, mounting or dismounting takes a half action. Your armor penalty applies to this check.
  • Fight with warmount: You can direct a war-trained mount to make attacks in addition to your own. A successful skill check against TN 15 allows you to make your normal attacks as well as direct your mount to attack your enemies as a free action. If you fail, you can only either make your own attacks, or direct your mount to attack, but not both.
  • Guide with knees: You can guide his mount with only your knees. A successful skill check against TN 10 at the beginning of your turn allows you to use both hands for other actions and steer your mount with your knees only as no action. If you fail, you must use one hand to control your mount.
  • Leap with mount: You can motivate your mount to leap over obstacles as part of its movement. A successful skill check against TN 20 allows you to make your mount jump on command as no action. Use either your own Animal Lore modifier or your mount's Athletics modifier, whichever is lower, to see how far or high you can jump. If you fail, you fall off your mount when it jumps and land in the space it was in immediately before it jumped, taking normal falling damage.
  • Soft fall: You can react instantly and take no damage when your falls off your mount. A successful skill check against TN 20 allows you to land safely when you fall off your mount, such as when it is killed or falls, as no action. If you fail, you take normal falling damage.
  • Spur mount: You can spur your mount to an even greater movement rate. A successful skill check against TN 20 increases your mount's movement rate for one round by 4m, but also expose it to an injury with DR 5 + 1 per consecutive previously spurred round as a half action. If you fail, your mount's movement rate does not increase but it also does not take any damage.
  • Stay in saddle: You can react instantly to stay in saddle when your mount rears, bolts, or takes damage. A successful skill check against TN 10 allows you to remain in saddle and not fall off your mount as no action. If you fail, you fall off your mount and land prone in the same space and take normal falling damage.
  • Use mount as cover: You can react instantly and hang alongside your mount to gain cover. A successful skill check against TN 20 allows you to use your mount as cover as no action. You cannot attack while doing this. If you fail, you do not gain the cover benefit.

These maneuvers may be performed untrained.

Table: Animal Lore modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Animal is wounded +total wound penalty
Animal is fatigued/shaken +2
Animal is exhausted/frightened +5
Animal is panicked +10

Action: Using Animal Lore is usually a half action, however riding maneuvers, training, and rearing animals takes the stated times.

Special: None.

Athletics[edit]

Key ability: Strength.

Armor penalty: Yes.

Untrained: Yes.

Check: Athletics represents your character's ability to perform feats of streneous movement requiring strength and body control. With Athletics you can for example scale mountains, swim across rivers, or jump across gaps in the ground.

A successful skill check indicates that you were able to complete the movement or made it over the obstacle. A failure indicates that you made no progress for your movement or failed to overcome the obstacle. If you fail by 5 or more, you lose your hold or go underwater.

While climbing, you can catch yourself or another character that has lost his hold and falls. The TN is the wall's original TN + 10.

You can make your own holds while climbing, either by inserting pitons into a stonewall, or by hewing holds into an icewall with an axe. This task does not require a check, but takes one minute per hold and you need one piton per meter.

Jumping has different TNs dependent on if you try to jump vertically or horizontally. For jumping horizontally, the TN is equal to three times the distance in meters. For jumping vertically, the TN is equal to seven times the distance in one-half meters. A running jump, regardless if high jump or long jump, is always much easier than a standing jump. If you cannot run at least 8m before making the actual jump the TN is doubled. Every creature also has a vertical reach, which is the maximum height it can reach without actually jumping. The vertical reach is usually the creature's height times four-third.

While climbing, you move at one-quarter your normal movement rate. While swimming, you move at one-quarter your normal movement rate. By accepting a -10 penalty to your skill check, you can move double the given distance with a single check.

If you go underwater while swimming for whatever reason, you must hold your breath. You can hold your breath for a number of rounds equal to 10 plus your Constitution value. Every streneous action (all full actions and half actions made for attacking or defending) reduces this limit by one round. After this time you must make Constitution checks against TN 10 + 1 per previous check every round to keep holding your breath.

For every hour of continued climbing or swimming you must make a Resist check against TN 15 + 1 per previous check or become fatigued.

Table: Athletics modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Climbing a chimney or other situation where you can brace against opposite walls -10
Climbing a corner or other situation where you can brace against perpendicular walls -5
Surface is slightly obstructed +2
Surface is severely obstructed +5
Surface is slightly slippery +2
Surface is severely slippery +5
Surface is unstable or oving +5
Water is calm 0
Water is rough +5
Water is broken +10
Water is stormy2 +15

REFERENCE 2 (FIXME): You cannot take 10 or take 20 in stormy water, even if you were normally allowed to do so.

Action: Using Athletics is usually considered part of your movement, catching yourself or another character is a free action, and making your own holds takes one minute.

Special: Tshy gain a +4 racial bonus to Athletics skill checks.

Using a masterwork climber's kit grants a +2 bonus to Athletics skill checks for climbing.

Close Combat[edit]

Key ability: Strength.

Armor penalty: Yes.

Untrained: Yes.

Check: Close Combat represents your character's ability with weapons and melee combat. With Close Combat you can for example attack with a weapon, engage in grapples, or perform impressive weapon stunts. Close Combat is usually opposed by Close Combat or Resist. When you take this skill, select three weapon groups with which your character is proficient.

A successful skill check indicates that your attack or maneuver was successful. A failure indicates that you could not overcome your target's defenses or failed to perform the stunt.

Close Combat includes the following categories:

  • Axes
  • Flails and chains
  • Heavy blades
  • Light blades
  • Maces and clubs
  • Picks and hammers
  • Pole arms
  • Shields
  • Spears and lances
  • Unarmed

By accepting a -5 penalty to your skill check you can try to inflict non-lethal damage with your weapon instead of lethal damage by striking with a less dangerous part.

You can defend yourself with Close Combat:

  • Parry: When wielding a weapon, you can make a skill check to try to parry the attack. If you succeed on the opposed check, you successfully deflect the attack. If you fail, you are hit. You can also parry when fighting unarmed.
  • Block: When wielding a shield, you can make a skill check to try to block the attack. If you succeed on the opposed check, you successfully block the attack. If you fail, you are hit.

With a successful skill check against TN 25 you can perform an impressive weapon stunt, showing off your prowess with your weapon and gain a +5 bonus for the next Persuade check made for intimidating a witness of your performance. The same TN is also used when you try to perform a special stunt, e.g. lifting a lady's necklace off her neck with a rapier without harming her or destroying the jewelry.

Action: Using Close Combat is usually a half action, but performing a weapon stunt is at least a full action.

Special: Dwarves suffer a -4 size penalty to Close Combat skill checks for grappling. Tshy gain a +4 size bonus to Close Combat skill checks for grappling.

Using a masterwork weapon grants you a +2 bonus to Close Combat checks.

Concentrate[edit]

Key ability: Constitution.

Armor penalty: No.

Untrained: Yes.

Check: Concentrate represents your character's ability to keep his focus on a given task and block out distractions. With Concentrate you can for example ignore the hindering effects of injuries, keep your concentration while attempting a difficult task, or prevent losing a weave you created.

A successful skill check indicates that you were able to keep your focus and ignore the distraction. A failure indicates you became distracted enough to lose your focus on your task and have to try again.

If you are wounded while attempting a task that requires full concentration you must make an immediate Concentrate skill check against TN 10 plus the attack's damage rating. If you fail, you instantly lose your focus and your action is disrupted. Success allows you to keep your concentration.

When you are wounded, any action requiring a skill check also requires a preceding Concentrate skill check against TN 10 plus your total wound penalties. If you fail, you cannot even begin your intended action as pain and trauma impede you too much. Success allows you to attempt the other task as usual.

Similar to wounds, whenever you are restricted or heavily distracted you must succeed on a Concentrate skill check before you can attempt any task requiring your undisturbed attention.

Action: Using Concentrate as a reaction to an event is no action at all, but actively concentrating on something is a full action.

Special: None.

Craft[edit]

Key ability: Intelligence.

Armor penalty: No.

Untrained: No.

Check: Craft represents your character's ability to create and repair things from the ground up. With Craft you can for example build a house or wagon, repair a mechanical clock, or smith a sword. When you take this skill, you select three crafts in which your character is trained.

A successful skill check indicates that you successfully crafted or repaired the item. A failure indicates that you made mistakes and could not yet finish the construction or repair process. If you fail by 5 or more, you made a grieve error and wasted one-half of the raw materials and have to start all over again.

Craft includes the following categories:

  • Architecture
  • Armorsmithing
  • Baking
  • Blacksmithing
  • Brewing
  • Carriages
  • Carts and wagons
  • Fletching
  • Gemcutting
  • Mechanics
  • Pottery
  • Ships and boats
  • Siege weapons
  • Tailoring
  • Weaponsmithing

Crafting an item is often a long and winded process. The TN depends on the item's value. The task's DC ranges from DC 0 for quickly improvised items, to DC 4 for long planned projects like castles or bridges. You can reduce the task's TN to make it easier, but at the cost of a greatly increased time requirement. If you reduce the TN by 5, it takes five times as long to finish the crafting. You can reduce the TN multiple times, but the time requirement also keeps multiplying.

Table: Craft TNs[edit]
Item's price range @TODO:ADD REFERENCE@ TN
Copper 10 + 1/10 * price
Silver 20 + 1/10 * price
Gold 30 + 1/10 * price
Platinum 40 + 1/10 * price

REFERENCE: Only consider the original price, do not recalculate it.

Repairing an item is also possible with a successful skill check against TN 10 if it is a really simple item, TN 20 for average items, or TN 30 or even higher for really complex items. Repairing an item suffers the same modifiers as using a damaged item, so repairing a heavily damaged item can become very hard.

You can also estimate the value of items and tools related to your trade. The TN depends on the object's rarity and rate of use, and ranges from 10 for very common and basic items, TN 20 for more rare items and tools, or TN 30 or even higher for very rare and exotic materials and items.

Table: Craft modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Crafted item is of normal quality 0
Crafted item is of masterwork quality +5

Action: Using Craft usually takes one day, repairing an item usually takes at least one hour, and appraising an item often takes one minute.

Special: Dwarves gain a +4 racial bonus on Craft skill checks.

Using masterwork tools grants a +2 bonus to Craft skill checks involving their use.

You can use Craft to try to earn money by not directly crafting a specific item, but by working in your trade. If you make a successful skill check against TN 10 (3), you earn 10 copper pieces for every point by which your skill check result exceeds the TN. One skill check represents one day of work. Untrained helpers usually earn 5 to 10 copper pieces per day of work.

Deceive[edit]

Key ability: Charisma.

Armor penalty: No.

Untrained: Yes.

Check: Deceive represents your character's ability to make others believe his statements and intentions, even when they are not sincere. With Deceive you can for example distract others long enough for you to hide, feint in combat, or make your counterpart believe in your lies and exaggerations. Deceive is usually opposed by Perceive.

A successful skill check indicates that your feint, distraction attempt, or lie was successful and your opponent believed it. A failure indicates that you could not feint or distract your counterparts, or that they did not buy your bluff.

You can also craft manipulated documents with a successful Deceive skill check. When forging the document you make a skill check with DC 2, noting your skill check result. Whenever someone examines the forgery, his Perceive skill check result is compared to your noted number and success or failure determined normally.

Table: Deceive modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Bluff is reasonable or easy to believe +5
Bluff is within range of the possible 0
Bluff is hard to believe or unlikely -5
Bluff is outragoues -10
Impersonating a stranger 0
Impersonating a relative or close friend -5
Impersonating a spouse or lover -10
Masquerading with only minor changes 0
Masquerading as different gender -5
Masquerading as one age category younger or older -5
Masquerading as different race of same size -10
Masquerading as different race of one size category smaller or larger -15
Target's customs unknown -10
Target's language unknown -10

Action: Using Deceive in a social situation is almost always at least a full action, feinting in combat is a half action, and forging a document takes at least 10 minutes.

Special: Jaegroj gain a +4 racial bonus to Deceive skill checks.

Using a masterwork disguise kit grants you a +2 bonus to Deceive checks made for masquerading.

Knowledge[edit]

Key ability: Intelligence.

Armor penalty: No.

Untrained: Usually no, see text.

Check: Knowledge represents your character's ability to remember facts and find information about a certain topic. With Knowledge you can for example find out about the history of a certain item, remember information about some organization, or conduct research about a specific creature. When you take this skill, select three knowledges in which your character is educated.

A successful skill check indicates that you were able to find or remember the necessary information. A failure indicates that you could not find any useful information about the topic at hand.

Knowledge includes the following categories:

  • Architecture
  • Dungeoneering
  • Geography
  • History
  • Local (any specific region)
  • Mechanics
  • Monster Lore (any specific type)
  • Nature
  • Nobility and royalty
  • Religion
  • Netherplanes

The TN depends on the obscurity of the desired information, and range from TN 10 for easy questions, TN 20 for detailed questions, to TN 30 or even higher for obscure and extremely difficult questions. Tasks with TN 10 or lower may be performed untrained.

To conduct research about a specific topic you require access to a library or other source of knowledge where the desired information could be found. Each hour of research grants a cumulative +1 bonus to your skill check, up to a maximum dependent on the size of the library. When using research, tasks with TN 15 or lower may be performed untrained.

Identifying a specific monster or creature type requires a successful skill check (with the appropriate type in Monster Lore). The TN depends on what you try to find out about the creature. Knowing its ability values has TN 5 + its level. Knowing its skill modifiers has TN 10 + its level. Knowing its feats has TN 15 + its level. Knowing its magical abilities (if any) has TN 20 + its level. Thus you can make up to four checks for each creature, to see what you know about its abilities, skills, feats, and magical powers. Once you know a fact about a monster, you should write it down on a note sheet to prevent your character from "mysteriously forgetting" information he had known just a few days ago.

Table: Knowledge modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Library is small +1 per hour, max +5
Library is medium +1 per hour, max +10
Library is large +1 per hour, max +15
Library is encompassing +1 per hour, max +20

Action: Using Knowledge is usually no action, but conducting research often takes at least one hour.

Special: Elves gain a +4 racial bonus to Knowledge skill checks.

Language[edit]

Key ability: Intelligence.

Armor penalty: No.

Untrained: No.

Check: Language represents your character's ability to communicate with others, as well as to decipher obscure writings. With Language you can for example communicate across language boundaries, and try to analyze text written in another language. When you take this skill, select two additional languages (remember that spoken and written forms of a language are counted seperately) your character is fluent in.

A successful skill check indicates you could communicate your intent or decipher the writing correctly. A failure indicates you failed to get your conversation across, or could not read the script. If you fail by 5 or more, you seriously miscommunicated with your counterpart, or gained a wrong information from the writing you tried to decipher.

All creatures are automatically considered to have the Language skill at Expert ranking for their native languages only. Further spending of skill points can increase the proficiency of your character with his native language.

You do not have to make skill checks for normal conversation, as long as all participants are able to speak and understand the language reasonably well and the topic does not involve particularily obscure or intricate concepts. Only if you or your dialogue counterpart have below-average language skills in the spoken tongue you have to make a skill check. The TN depends on the complexity of the discussed topic, and ranges from TN 10 for easy everyday topics, TN 20 for detailed or encompassing descriptions, to TN 30 for magical or other extremely complicated topics.

Deciphering text written in a different language than your own, or only available in an incomplete or archaic form requires a successful skill check. The TN depends on the complexity of the text's contents, and ranges from TN 20 for the easiest contents, TN 30 for standard texts, to TN 40 or even higher for very complicated topics.

Table: Language modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Writing is clearly readable and complete 0
Writing is slightly irreadable or small pieces missing +5
Writing is moderately irreadable or medium pieces missing +10
Writing is seriously irreadable or large pieces missing +15
Writing is extremely irreadable or most pieces missing +20

Action: Using Language is usually no action at all, but deciphering writings takes at least one minute per page.

Special: None.

Medicine[edit]

Key ability: Wisdom.

Armor penalty: No.

Untrained: Yes.

Check: Medicine represents your character's knowledge about creatures' physiologies. With Medicine you can for example fixate a broken bone, bandage an open wound, or aid someone to recover from a disease.

A successful skill check indicates that your treatment was well received. A failure indicates that your treatment did not have any positive effect.

You can help a patient recover from a disease or poison with a successful skill check. The TN is always the disease's or poison's original resist TN. Every successful skill check can either reduce the remaining duration of the affliction by one day, or count as one of the patient's Resist checks against the disease or poison.

If you succeed on a skill check against TN 25, you can restore one point of ability drain to one ability of your choice. Remember that ability drain does not heal without aid, and always requires mundane or magical assistance.

To help someone recover from his wounds, you must succeed on a skill check. The TN is always 15, but you suffer the same modifiers as the wounded character. A successful skill check either removes a light wound, or reduces the recovery time for a serious or critical wound. A light wound takes one day to heal, and a successful skill check immediately removes it. A serious wound takes one month to heal, minus the patient's Constitution value in days, minus one day for every point by which your skill check result exceeds the TN. A critical wound takes six months to heal, minus the patient's Constitution value in weeks, minus one week for every point by which your skill check result exceeds the TN.

Stabilizing a dying character requires a successful skill check against TN 10.

You can also determine the reason why a creature died. The TN is usually 20 to discover the cause of death of the examined being.

Table: Medicine modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Patient is wounded +total wound penalty
Patient is unconscious +5
Patient is of different race +10

Action: Using Medicine usually takes at least one minute and sometimes takes much, but stabilizing a dying being takes a full action.

Special: Using a masterwork medical kit grants a +2 bonus to Medicine skill checks.

Perceive[edit]

Key ability: Wisdom.

Armor penalty: No.

Untrained: Yes.

Check: Perceive represents your character's ability to use his senses to gain information from his surroundings. With Perceive you can for example try to find a hiding person, recognize a familiar perfume, taste a strange substance in a glass of whine, or realize that your counterpart is hiding something from you. Perceive is usually opposed by Deceive, Sneak, and Sleight of Hand.

A successful skill check indicates that you were able to notice the sound, sight, smell, or other event, or gained enough clues from your counterpart's body language to determine his motivation. A failure indicates that you did not notice the event or could not come to a conclusion as to what it exactly was.

With Perceive you can also determine if you can trust somebody, and detect magical influence on his behavior. If you succeed on a Perceive skill check against TN equal to the effect's resist TN you can say that someone is under magical compulsion or mind control.

Table: Perceive modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Event is in stark contrast to surroundings +10
Per 2m of distance -1
Event is masked not at all by surroundings 0
Event is masked weakly by surroundings -5
Event is masked moderately by surroundings -10
Event is masked strongly by surroundings -15
Event is masked almost completely by surroundings -20

Action: Using Perceive as a reaction to some event is no action at all. Actively searching for some information is a half action.

Special: Arcaeli gain a +4 racial bonus to Perceive skill checks involving hearing. Jaegroj gain a +4 racial bonus to Perceive skill checks involving sight.

Perform[edit]

Key ability: Charisma.

Armor penalty: No.

Untrained: Yes.

Check: Perform represents your character's ability to compose and perform music and other forms of artistic entertainment. With Perform you can for example compose moving lyrics, compose catchy tunes, or perform wild dances. When you take this skill, select three performances your character is versed in.

A successful skill check indicates that your performance was successful and entertained the audience. A failure indicates that you either made some mistakes in your performance, or you simply failed to catch the audience's mood.

Perform includes the following categories:

  • Act
  • Comedy
  • Dance
  • Keyboard instruments
  • Oratory
  • Percussion instruments
  • String instruments
  • Wind instruments
  • Song

You can use a successful skill check to make a good impression and build a favorable reputation with your audience. The TN depends on the social status of your audience, and ranges from TN 10 for average people, TN 20 for important merchants, to TN 30 or even higher for nobles and royals.

Table: Perform modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Audience is friendly towards you -10
Audience is positive towards you -5
Audience is neutral towards you 0
Audience is negative towards you +5
Audience is rejecting towards you +10

Action: Using Perform can take anything from a full action to several hours at a time.

Special: Arcaeli gain a +4 racial bonus to Perform skill checks.

Using a masterwork instrument grants a +2 bonus to Perform skill checks involving its use.

You can use Perform to try to earn money by playing in the public. If you make a successful skill check against TN 15 (3), you earn 10 copper pieces for every point by which your skill check result exceeds the TN. One skill check represents one day of work.

Persuade[edit]

Key ability: Charisma.

Armor penalty: No.

Untrained: Yes.

Check: Persuade represents your character's ability to convince others of his opinion, be it by reason or threat. With Persuade you can for example convince a judge of your innocence, barter with a merchant for better prices, or convince the local lord to provide you with assisstance of some sort. Persuade is usually opposed by Persuade or Resist.

A successful skill check indicates that your counterpart accepted your proposal or suggestion. A failure indicates that your target refused to accept your position. If you fail by 5 or less, the target may make a counter-offer and you roll again. If you fail by 10 or more, the conversation is over and the target refuses any further dealings with you right now and may act appropriately.

You can try to intimidate someone into telling you what you want to know or acting according to your wishes. To do so, you must succeed on an opposed skill check Persuade against Resist (with Wisdom as key ability). If you succeed, the target does as you want (with the exception of obviously self-destructive orders) for as long as you remain in its presence, and for 1d20 hours afterwards. If you fail by 5 or more, the target gives you false information, betrays you on the next occasion, or otherwise frustrates your efforts.

Gathering information requires a successful skill check. The TN depends on the kind of information you are looking for, and ranges from TN 10 for a general impression of the local news, TN 20 about a certain person or item, to TN 30 or even higher for very closely kept secrets like a conspiracy. The higher your skill check result, the more information you can find out about your goal.

Table: Persuade modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Deal is perfect for target +10
Deal is advantageous for target +5
Deal is average for target 0
Deal is disadvantageous for target -5
Deal is horrible for target -10
Relationship with target is intimate +15
Relationship with target is close +10
Relationship with target is loose (positive) +5
Relationship with target is neutral 0
Relationship with target is loose (negative) -5
Relationship with target is hard -10
Relationship with target is hostile -15

Action: Using Persuade takes at least a full action, but often takes much longer.

Special: None.

Profession[edit]

Key ability: Wisdom.

Armor penalty: No.

Untrained: No.

Check: Profession represents your character's ability to provide a certain service. With Profession you can for example work as a scribe, or perform the duties of a sailor. When you take this skill, select three professions your character is skilled in.

A successful skill check indicates that you did well with your work. A failure indicates that you either made mistakes, or that unforeseen events ruined your attempts.

Profession includes the following categories:

  • Apothecary
  • Artist
  • Boater
  • Bookkeeper
  • Driver
  • Farmer
  • Fisher
  • Guide
  • Herbalist
  • Herdsman
  • Innkeeper
  • Lumberjack
  • Miller
  • Miner
  • Porter
  • Rancher
  • Sailor
  • Scribe
  • Siege engineer
  • Stablehand
  • Tanner
  • Teamster
  • Woodcutter

You can use a successful skill check to convince your customers of the quality of your services. The TN depends on the social status and importance of your customers, and ranges from TN 10 for ordinary peopl, TN 20 for merchants or traders, to TN 30 for noblemen or experts in their field.

You can also estimate the value of items and tools related to your profession. The TN depends on the object's or service's rarity and rate of use, and ranges from 10 for very common services, TN 20 for more rare items and tools, or TN 30 or even higher for very rare and exotic objects and services.

Table: Profession modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Customer is dependent on your service -10
Customer is positive towards you -5
Customer is neutral towards you 0
Customer is negative towards you +5
Customer has alternative sources of service available +10

Action: Using Profession usually takes one day, but making a good impression on customers takes at least one full action.

Special: Humans gain a +4 racial bonus to Profession skill checks.

You can use Profession to try to earn money by working in your trade. If you make a successful skill check against TN 10 (3), you earn 10 copper pieces for every point by which your skill check result exceeds the TN. One skill check represents one day of work. Untrained helpers usually earn 5 to 10 copper pieces per day of work.

Ranged Combat[edit]

Key ability: Dexterity.

Armor penalty: Yes.

Untrained: Yes.

Check: Ranged Combat represents your character's ability with ranged weapons. With Ranged Combat you can for example attack with a ranged weapon, or perform impressive stunts of accuracy. Ranged Combat is usually opposed by Close Combat or Resist. When you take this skill, select three weapon categories with which your character is proficient.

A successful skill check indicates that your attack or maneuver was successful. A failure indicates that you could not make your attack connect with your target or failed the stunt.

Ranged Combat includes the following categories:

  • Bows
  • Crossbows
  • Ray weapons
  • Slings
  • Thrown weapons

You can never inflict non-lethal damage with a ranged weapon, only if you use special ammunition or the weapon was designed to inflict only non-lethal damage.

With a successful skill check against TN 25 you can perform an impressive weapon stunt, showing off your speed and accuracy with your weapon and gain a +5 bonus for the next Persuade check made for intimidating a witness of your performance. The same TN is also used when you try to perform a special stunt, e.g. cutting a rope with an arrow or bolt.

Action: Using Ranged Combat is usually a half action, but performing a weapon stunt is at least a full action.

Special: Using a masterwork weapon grants you a +2 bonus to Ranged Combat checks.

Resist[edit]

Key ability: Varies. Any ability score can be used as the key ability, depending on the situation and the sort of attack being resisted.

Armor penalty: No.

Untrained: Yes.

Check: Resist represents your character's ability to defend against attacks directed at his body and mind. With Resist you can for example evade a burst of acid, shake off someone's seduction attempt, or resist the effects of a weakening poison. Resist is never opposed by another skill.

A successful skill check indicates that you could resist the attack. A failure indicates that you succumed to the attack.

You can use Resist to evade melee attacks. You use Dexterity as the key ability for the roll and have to beat the attacker's Close Combat skill check result. Every attack you try to evade after the first one in the same round. regardless of origin, imposes a -2 penalty onto your skill check.

Table: Resist key abilities[edit]
Key ability Resist against...
Strength ... effects reducing your mobility like paralysis or entanglement
Dexterity ... area effects like explosions or avalances or melee attacks
Constitution ... poisons, diseases, and similar effects
Intelligence ... illusions and other hallucinatory attacks
Wisdom ... all mind-affecting effects
Charisma ... all effects attacking your soul or Karma

Action: Using Resist is no action at all.

Special: None.

Sabotage[edit]

Key ability: Intelligence.

Armor penalty: No.

Untrained: No.

Check: Sabotage represents your character's ability to work with mechanical devices and manipulate them. With Sabotage you can for example disarm a mechanical trap, sabotage a clockwork device, or pick a lock. Sabotage is sometimes opposed by Perceive.

A successful skill check indicates that your manipulation was successful. A failure indicates that you couldn't make any progress with the device. If you fail by 5 or more, you accidentally spring the trap or destroy the device you tried to sabotage.

You can pick locks with a successful skill check. The TN depends on the complexity of the lock, and ranges from TN 10 for primitive locks, TN 20 for common locks, to TN 30 or even higher for really complex or secure locks.

Disarming a trap requires a successful skill check. The TN depends on the complexity and actual mechanisms of the trap, and ranges from TN 20 for easy traps, TN 30 for more dangerous traps, to TN 40 or even higher for really complicated or very dangerous traps.

Table: Sabotage modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Device in good working condition -5
Device in average working condition 0
Device in poor working condition +5
Trying to leave no traces of manipulation +5

Action: Using Sabotage usually takes at least one minute, but opening a very hard lock or disarming a very difficult trap can take several hours.

Special: Using masterwork tools grants you a +2 bonus to Sabotage skill checks involving their use.

Sleight of Hand[edit]

Key ability: Dexterity.

Armor penalty: Yes.

Untrained: Usually no, see text.

Check: Sleight of Hand represents your character's ability to perform feats of legerdemain. With Sleight of Hand you can for example hide small objects, perform small tricks with your hands, or steal something from another person. Sleight of Hand is usually opposed by Perceive or Acrobatics.

A successful skill check indicates that you trick or feat was undetected. A failure indicates that you could not get away unnoticed with your attempt.

You can steal a small item from another person. To do so you must succeed on an opposed check Sleight of Hand against Perceive. If you succeed you could steel the item successfully. If you fail, you could not get any opportunity to take the item. If you fail by 5 or more, you are being caught while trying stealing.

You can also hide a small item on your body. To do sou you must succeed on an opposed check Sleight of Hand against Perceive. If you succeed you could successfully hide the item. If you fail, the person searching or observing you finds the item on your body.

Tying someone up also falls in this category. If you succeed on an opposed check Sleight of Hand against Acrobatics you prevent the target from getting free. If you fail, the target could free himself from your bonds. This task may be performed untrained.

Table: Sleight of Hand modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Bonds are normal ropes 0
Bonds are manacles +5
Bonds are full-body restraints +10
Item is especially soft or flexible +5
Item is especially hard or long -5

Action: Using Sleight of Hand usually is a half action, but tying someone up takes at least a full action.

Special: You can use Sleight of Hand to try to earn money by performing tricks like feats of prestidigitation or juggling for an audience. If you make a successful skill check against TN 10 (3), you earn 10 copper pieces for every point by which your skill check result exceeds the TN.

Using masterwork manacles grants a +2 bonus (for a total of +7) to Sleight of Hand skill checks for tying someone up with them.

Sneak[edit]

Key ability: Dexterity.

Armor penalty: Yes.

Untrained: Yes.

Check: Sneak represents your character's ability to move around unnoticed. With Sneak you can for example, sneak past a guard, or hide from chasers. Sneak is usually opposed by Perceive.

A successful skill check indicates you could move silently or hide away. A failure indicates that you made some noise or another fact gave away your hiding place.

While sneaking, you move at one-half your normal movement rate. By accepting a -10 penalty to your skill check, you can move double the given distance with a single check.

You can only move silently or hide when there is an appropriate opportunity to do so. For example, you may never sneak over an open place with no hiding opportunities while being constantly watched, as you have just no chance of not being detected.

Table: Sneak modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Surface is noise-dampening +5
Surface is normal 0
Surface is noisy -5
Surface is very noisy -10

Action: Using Sneak is considered part of your movement.

Special: Dwarves gain a +4 size bonus to Sneak skill checks. Tshy suffer a -4 size penalty to Sneak skill checks.

Wearing matching camouflage grants a +2 bonus to Sneak skill checks for hiding. Wearing mismatching camouflage gives a -2 penalty to Sneak skill checks for hiding.

Survival[edit]

Key ability: Wisdom.

Armor penalty: No.

Untrained: Yes.

Check: Wilderness Lore represents your character's ability to get along in the wilderness and care for himself. With Wilderness Lore you can for example hunt for food, navigate natural dangers, or find shelter from bad weather.

A successful skill check indicates you could make well in the wilderness and got around. A failure indicates you had a setback and missed your goal.

You can get along in the wilderness by hunting and foraging while travelling. The distance you can cover when doing so is one-half your normal travel rate. The TN for finding enough water and food to survive for one day is 10. For every three points by which your skill check result exceeds the TN you find enough water and food for one additional person.

Avoiding natural hazards like quicksand, fields of poisonous plants, or areas where predators frequently cross requires a successful skill check against TN 15. The same TN applies to avoid getting lost.

If you succeed on a skill check against TN 20, you can make a rough prediction about the local weather for one day. For every five points by which your skill check result exceeds the TN you can predict the weather for one additional day.

Table: Survival modifiers[edit]
Circumstance TN modifier @TODO:ADD REFERENCE@
Unfamiliar area +5
Unnatural influence on local plants or animals +10
Unnatural influence on weather +10

Action: Using Survival can take from a half action to several hours.

Special: None.

Weave[edit]

Key ability: Intelligence.

Armor penalty: No.

Untrained: No.

Check: Weave represents your character's magical ability and knowledge. With Weave you can for example analyze magical effects, identify supernatural items, or cast your own weaves.

A successful skill check indicates that you cast, identified, or analyzed a given weave successfully. A failure indicates you could not gather enough clues to come to a conclusive result.

Identifying a magical item requires a successful skill check. The TN depends on the complexity of the item, and ranges from TN 10 for really simple items, TN 20 for more complex objects, to TN 30 or even higher for powerful magical items or artifacts. Generally, the TN to identify a magical item is 10 plus the number of ranks in Weave the item's creator has plus the circle of the weave embedded in the item.

Analyzing a weave as it is cast or a magical phenomenon also requires a successful skill check. The TN depends on the weave or phenomenon, and ranges from TN 10 for very basic weaves, TN 20 for powerful weaves, to TN 30 or even higher for epic weaves or Plague or Dragon magic. Generally, the TN to identify a weave or magical occurance is 10 plus the number of ranks in Weave the effect's creator has plus the circle of the weave created.

Casting your own weaves also requires a successful skill check. The TN depends on the strength and complexity of the weave you want to cast, and ranges from TN 10 for novice weaves, TN 20 for advanced magics, to TN 30 or even higher for ritual magic or powerful weaves. Generally, the TN to cast a specific weave is 10 plus the smallest required number of ranks in Weave to be able to cast the weave plus the circle of the weave created. You need to attain a number of successes equal to the weave's circle before the casting is complete. If you fail, you make no progress and may continue casting with your next action. If you fail by 5 or more you loose the weave and have to start all over again.

Action: Using Weave usually takes a half action, identifying a magical item takes at least one minute, and casting a weave takes a full action per required roll.

Special: None.


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