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ABILITY CHECKS AS SKILLS

Ability Score:
Using common sense is the first rule. If there is absolutely no chance of success don't
bother to roll.
If there is a chance of success make an Ability score check (Str, Dex, Con, etc).

Modifier to Ability Roll


· Extremely Easy: No Roll
· Easy: +8
· Average: +4
· Difficult: Base Ability Score Roll
· Very Difficult: -4
· Extremely Difficult: -8
· Super Difficult: -15
Additional -4 penalty if it is a trained skill and the class is untrained. (See below.)

Armor Penalties
The following skills have penalties if used in armor heavier than leather or lighter.
· Acrobatics
· Climb
· Leaping
· Sleight
· Sneak
· Swim
The penalties are: -2 scale, -4 in mail, -8 in heavier

Ability Checks and Skills


To use a skill make an abillity check with the ability score associated with the skill. (roll
under the appropriate Ability score (+/- modifiers) on a 1d20.)
· Class abilities/skills may give a bonus to specific ability score checks.

Remember:
Bonuses to Ability/Skill checks add to the score. Penalties subtract from the score. Once
the score is totaled then the dice are rolled trying to meet or roll under the score.

Opposed Rolls
Sometimes characters will try Ability or Skill rolls in oppositon.
Str vs Str, Sneak/Dex vs Notice/Int etc.
· The characters total their scores, roll, and whomever makes the roll by the most
wins and no further roll is needed until the situation changes.
· If they succeed with the same amount it is a tie, the person initiating the roll
(sneaking , pick pockets, etc) wins the round HOWEVER it is rerolled the next
round giving the opposed character another chance to win.

For Example:
A Scout (Dex 15, +3 bonus to his Sneak) is trying to get past a guard with a Wis of 10.
The Scout's ability check is 18 vs the guard's 10. Whomever rolls under their total by the
most wins. The Scout rolls a 10 (success by 8), the guard rolls 6 (success by 4.) The
Scout glides behind the guard without being noticed.

Failing a Check
The check an be tried again and again but there is a cumulative -2 penalty to each
attempt. Another character can take over and attempt a check at his regular check
number and will acquire his own penalties upon failure.

Cooperating on Checks
Each extra person helping the character attempting the check adds an additional +2
bonus to his check. The maximum to this is +6 to the check for three helpers.

Taking Longer
At the DM's discretion the player may have the option of taking longer to perform a task.
Sometimes much longer if not rushed. The DM may apply a bonus if such time and care
is taken. This will only apply to things such as picking locks, etc, not skills actively
opposed by a foe.

Trained Skills
To use some skills/ability checks effectively a character must be trained (mentioned in
class descriptions.) IF untrained there is a -4 penalty to the attempt, in addition to any
other penalties or bonuses. The following skills fall into this category:
· Appraise (Thief, Thug)
· Entertainment (Bards)
· Forgery (Thief, Thug)
· Navigate (Barbarian, Sailor, Scout)
· Sailing (Sailor)
· Sleight (Bards, Thief, Thug)
· Track (Barbarian, Scout)

ABILITES AND SAMPLE SKILLS


Strength
Intimidate
Using forceful presence to get what you want through physical intimidation.

Leaping
The DM can set difficult based on distance.

Dexterity
Acrobatics
Tightrope walking, tumbling, breaking short falls for half or no damage, etc.
Pole Vault: 5' + 1d6+ Acrobat modifier.
Tight Rope Walk: Base is extemely difficult (-8).
Tumble: Can move at normal speed and gains a +2 AC bonus. Only action availble in
the round. (normal check)
· Move through enemy square. (-4)
To use Acrobatics effectively a character must be trained (mentioned in class
descriptions.) IF untrained there is a -4 penalty to the attempt, in addition to any other
penalties or bonuses.

Art
Drawing, painting, sculpture, etc.

Boating
Rowboats, sailboats, etc. Not navigating.

Climb
In most classic base rules only a those classes with the Thief ability of climb walls can
scale sheer surfaces such as cliffs with minute handholds, brick walls, etc.
For more normal climb checks to get the rest of the party up an incline or wall I use a
simple Dex check with the following modifiers:
· Climbing aide (rope, harness, ladder, rope ladder). 4 bonus
· Chain fence, good hand holds. No bonus or penalty to roll.
· Few hand holds. 2 penalty
· Slippery. 4 penalty
· Brace in corner. 2 bonus
· Brace between two surfaces. 4 bonus

Driving
Carts, wagons, etc.

Entertainment
Drums, flute, lute, lyre, poetry, singing, etc.
To use Entertainmentt effectively a character must be trained (mentioned in class
descriptions.) IF untrained there is a -4 penalty to the attempt, in addition to any other
penalties or bonuses.

Riding
Horses, camels, other animals.
A basic riding check is a Dexterity check with modifiers as decided by the DM.
The abilities of the Rider class supercede many of the following:
· Falling off a moving horse or wagon does damage depending on the horse's
movement. At a walk the damage is 1d3, at a trot the damage is 1d4, and for
running the damage is 1d6.
· Those attacking on a horse moving faster than a walk receive a -2 penalty to
attack unless stated otherwise in a class ability.
· Those mounted in melee against unmounted foes receive a +1 to hit and a +1 AC
bonus for being on higher ground.
Sleight
Picking locks, picking pockets, palming small objects, etc.
To use Sleight effectively a character must be trained (mentioned in class descriptions.)
IF untrained there is a -4 penalty to the attempt, in addition to any other penalties or
bonuses.

Sneak
The ability to move quietly and hide. This is either a straight roll or an opposed roll with
the Notice skill.

Swim
Difficult set by water conditions.
Move: Half normal move if nothing but swimming. 1/4 if any other activity.
Hold breath: 1 round (10 seconds) per two point of Con.
Attack: Thrust attacks, grapples are at 0 penalty to hit.
· Punch, swing, chop, etc -4 hit.
Visibility: Clear 0 penalty. Murky/cloudy -2 hit. Inky -4 hit.

Constitution
Stamina
Extended activity such as long distance running, swimming, trying to stay awake, etc.

Intelligence
Appraise
With a successful roll an item's value is estimated within 10%. If failed the estimation is
incorrect by 50% of the value.
To use Appraise effectively a character must be trained (mentioned in class
descriptions.) IF untrained there is a -4 penalty to the attempt, in addition to any other
penalties or bonuses.

Craft
Cooking, Ship building, Smithcraft, Stonecraft, Woodwork, etc

Forgery
This is not simply drawing a copy of a document. This includes knowledge of proper
paper, ink, marks, machinery used, etc.
To use Forgery effectively a character must be trained (mentioned in class descriptions.)
IF untrained there is a -4 penalty to the attempt, in addition to any other penalties or
bonuses.

Lore
Knowledge of local history, laws, religion etc. May be penalized for lands far from home.

Medicine
Diagnosis and treatment. Rolls to diagnose illness, injuries, identify parts of anatomy,
etc. Also used in Binding Wounds.

Navigate
Proper usage of maps, stars, etc to find direction, etc.
To use Navigate effectively a character must be trained (mentioned in class
descriptions.) IF untrained there is a -4 penalty to the attempt, in addition to any other
penalties or bonuses.

Research
Finding information from libraries, archives, word of mouth, and other sources. The
researcher must be able to read (Rank 5 at 0 penalty or Rank 4 with a -4 penalty) to
properly research a subject. A penalty may also be assigned for obscure knowledge. Of
course the proper research materials must be available and it takes time, a minimum of
an hour plus one per point of difficulty penalty.

Sailing
Working riggings, rowing, fishing, and knowledge of the physical needs of keeping a
vessel afloat and moving. Navigation and Repair are covered under seperate skills.
To use Sailing effectively a character must be trained (mentioned in class descriptions.)
IF untrained there is a -4 penalty to the attempt, in addition to any other penalties or
bonuses.

Track
Following footprints, broken branches, etc.
his also includes the ability to track with penalties and bonuses for mud, snow, dry
ground, etc at the discretion of the DM.
To use Track effectively a character must be trained (mentioned in class descriptions.)
IF untrained there is a -4 penalty to the attempt, in addition to any other penalties or
bonuses.

Wisdom
Notice
A base roll to notice things with difficulty modified by cover, lighting, etc. Also used to
opposed Sneak (with modifiers to both rolls where appropriate) when someone is
attempting to move silently or hide.

Charisma
Act
Not just stage entertainment, it can be used to fool people as well. Deceit, lies, etc.

Gambling
Dice, cards, etc. Opposed checks to find the winner.
Opposed Charisma checks plus or minus bonuses. The player with the best roll wins.
Ties are pushed into a second opposed roll between those who tied.
Cheating: Sleight/Dex check for a +2 bonus to the Gambling check. If the cheater fails
his roll by five or more the other players can make a Wisdom check opposed by the
cheater's Sleight roll to spot the fumbled attempt.
If the cheater rolls a natural 20, he has been spotted by his victim or victims.

Intimidate
Using forceful presence to get what you want. People with this are sinister and scary.

Persuade
Manipulating someone to see your point of view or calm down. Includes bribing,
appealing to logic or good nature, etc.

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