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Skills

Skill Bbn Brd Clr Drd Ftr Inv Mnk Pal Rgr Rog Sor Wiz Untrained Key Ability
Alchemy Yes Int
Appraise Yes Int
Balance Yes Dex
Bluff Yes Chr
Climb Yes Str
Concentration Yes Con
Craft Yes Int
Decifer Script No Int
Diplomacy Yes Chr
Disable Device No Int
disguise Yes Chr
Escape Artist Yes Dex
Forgery Yes Int
Gather Information Yes Chr
Handle Animal No Chr
Heal Yes Wis
Hide Yes Dex
Intimitate Yes Chr
Jump Yes Str
Knowledge (arcana) No Int
Knowledge (Architecture, Engineering) No Int
Konwledge (Cults) Yes Int
Knowledge (Dragons) Yes Int
Knowledge (Dungeoneering) No Int
Knowledge (Geography) No Int
Knowledge (History, Local) No Int
Knowledge (History, Kingdom) Yes Int
Knowledge (History, Landmass) Yes Int
Knowledge (History, Race) * Yes Int
Knowledge (History, Wildspace) Yes Int
Knowledge (Local) No Int
Knowledge (Nature) No Int
Knowledge (Nobility and Royalty) No Int
Knowledge (Prophecy) No Wis
Knowledge (Religion) No Int
Knowledge (The Planes) No Int
Listen Yes Wis
Move Silent Yes Dex
Open Lock No Dex
Perfrom Yes Chr
Planetology No Int
Profession Yes Wis
Ride Yes Dex
Search Yes Int
Sense Motive Yes Wis
Sleight of Hand No Dex
Speak Language No None
Spellcraft No Int
Spelljamming No Int
Spot Yes Wis
Survival Yes Wis
Swim Yes Str
Tumble No Dex
Use Magic device No Chr
Use Rope Yes Dex

Skills Details

Alchemy
Used to create magical and non-magical substances. Potions require the Brew Potions feat. Non-magical items to cure infections, accelerate healing, make smoke bombs, ect.
Appraise

Anyone is able to appraise items commonly bought and sold (standard clothing, tools, furnature, ect). This appraisal includes the buy price, sell price and quality of the item.

For other items (weapons, armor, artwork, ect) the difficulty level is based on the rarity of the item. Common: 12, Rare: 15-20, Very Rare: 21-30, Unique: 31+.

Not just items can be appriased, this skill will also tell the worth of a beast of burden, pet, song, writing or anything that has a value placed on it.

Some skills and professions are able to evaluate other peoples work and will gain a +2 to their skill checks for items within their profession. Additionally some items will also grant bonuses such as magnifying glasses, merchant scales and the like.

Balance
As per Player's Handbook.
Bluff
As per Player's Handbook.
Climb
As per Player's Handbook.
Concentration
As per Player's Handbook.
Craft
As per Player's Handbook.
Decifer Script
As per Player's Handbook.
Diplomacy
As per Player's Handbook.
Disable Device
As per Player's Handbook.
disguise
As per Player's Handbook.
Escape Artist
As per Player's Handbook.
Forgery
As per Player's Handbook.
Gather Information
As per Player's Handbook.
Handle Animal
As per Player's Handbook.
Heal
As per Player's Handbook.
Hide

Hiding is the ability to become unnoticed by a select or group of people. This does not requires obstructions all the time. Walking through a room with using people to block the subjects view, or simply walking through the room like you are suposed to be there. The obect is simply, not drawing attention to yourself.

To completely remain useen, then the normal rules apply, you will need some sort of cover to "hide" in.

Using special clothing can increase your chances of hiding or looking as if you belong there. With at least 5 ranks in bluff and or desgiuse, you gain a +2 on checks to "appear to belong" these two skills stack. Suitible clothing can also grant from a +1 to +5, unsuitible clothing can add +1 to +10 to the DC.

Intimitate
As per Player's Handbook.
Jump
As per Player's Handbook.
Knowledge (arcana)
Knows how arcane magic works and understanding arcane writting or symbols with a succesful check. This skill will also grant insight into magical rituals and the aftermath of magical effects. This skill can be use with a spellcraft check to boost the results.
Knowledge (Architecture, Engineering)
Knowledge (Cults)

Knowledge (Dragons)

A character with this skill knows the basic history, types of dragons, age categoty of a seen dragon, locations each type of dragon resides and which locations are under dragon protection or control. The base DC for basic knowledge is 10-20 with more advanced knowledge such as, dragon abilities or names requiring higher DCs

Knowledge (Dungeoneering)
Knowledge (Geography)

Knowledge (History, Local)
Knowledge (History, Kingdom)

Knowledge (History, Landmass)

Knowledge (History, Race)

The basic history of the races of the world both indiginious and immigrant. For more specific information this skill must be taken for that race.

Knowledge (History, Wildspace)

Requires the Spelljamming feat. A difficulty based skill that grants the character access to the history of crystal spheres and spelljamming. Only crystal spheres the person has visited or studied can the history be determined.

Knowledge (Local)
Knowledge (Nature)
Knowledge (Nobility and Royalty)
Knowledge (Prophecy)

For the Investigator class of the Order of the Burning Dawn this skill check allows them to dertermine if an event they hear or witness has any possible connection to their prophecy. Others with this skill have knowledge of prophecies around the globe including the investigators.

Knowledge (Religion)
DC based knowledge of religious orders, their symbols, dress, and rites. Higher DCs a character can access historic information, foes, allies and seats of power or holy cities.
Knowledge (The Planes)
Listen
Move Silent
Open Lock
As per Player's Handbook.
Perfrom
Planetology

Requires the Spelljammer feat. The individual is familure with the planetary objects within the systems they have visited or have studied. This skill must be taken per crystal sphere. (Example: Planetology - Realmspace). The level of knowledge the character has is DC based. Knowledge of a sphere you are not skilled in has a double DC.

  • DC 10 : Number of objects and their names
  • DC 15 : Habitability of the objects
  • DC 20 : Resources availible on an object
  • DC 25 : Racial and cultural make up of an habitial object
Profession
As per Player's Handbook.
Ride
As per Player's Handbook.
Search
Sense Motive

This is a gut fealing use to determine if someone is purposely attempting to decieve you or by observing the actions of a person determine what they are attempting to accomplish. This is a constest between the persons sense motive skill and the other persons Bluff or Diplomacy. For actions, if the person is attempting to hide what they are truely doing, then they must make a bluff check. If they are not, then the base DC is 10.

Sleight of Hand

Used to perform actions in a manner that will not draw attention. This can be used to perform the following actions;

  • Remove an item from someones pocket, belt, backpack or person. Basic pick-pocket
  • Remove something from a table with observers.
  • Perfrom sleight of hand magic tricks.
  • Add something to a pocket, backpack, belt or person
  • Place something in a drink or in another object

The difficulty is challenged based on the persons spot check.

Speak Language
As per Player's Handbook.
Spellcraft
As per Player's Handbook.
Spelljamming

Requires the Spelljamming Feat. With this skill the pilot of a spelljamming vessel can increase their profiencey gaining a +1 to their Ships Rating while they are piloting the vessel. Once the pilot disconnects from the ship or casts a spell, the bonus is removed. The DC for this skill is based on the size of the ship. (Base DC(15) + (Tonnage / 5) rounded up).

Spot
Survival
This skill must be taken by climate or terrain. Example, Survival - Mountains or Survival - City. This skill alows the user to find food and shelter in these areas. Additionally, the character is able to prepare for the location prior to arriving ensuring they have the required items to survive the climate or terrain. Characters with this skill recieve a +2 to spot, search or knowledge checks in these areas.
Swim
As per Player's Handbook.
Tumble
Use Magic device
As per Player's Handbook.
Use Rope
As per Player's Handbook.