Difference between revisions of "Skills"

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<nowiki>* </nowiki> Armor Check Penalty (ACP) applies.
   
 
==Skill Descriptions==
 
==Skill Descriptions==
 
Descriptions of individual skills may be found on the Paizo Website. Below are descriptions of our house skills, as well as special notes.
 
Descriptions of individual skills may be found on the Paizo Website. Below are descriptions of our house skills, as well as special notes.
   
===Social Skills and PCs===
+
===Craft/Artifice===
 
Your skill in using and understanding the mysteries of artifice. This implies knowledge as well as use. For a while, this was almost +perform/artifice. Artificers may use this in place of Spellcraft when creating enchanted items.
  +
 
===Craft/Gunsmithing===
 
Knowledge of and the ability to craft one of the newer, more unpredictable weapons in the world.
 
: ''Check:'' A character may repair a single firearm he or she is currently wielding with a Craft/Gunsmithing check, as long as that condition was gained by a firearm misfire. A DC 10 check allows them to repair a gun with the broken condition as a standard action. A DC 20 may be done as a move.
  +
 
===Knowledge/Military Theory===
 
Knowledge of military tactics and the ways of war.
  +
 
===Profession/Airman===
 
Knowledge of and a history of working with airships.
  +
  +
  +
==Social Skills and PCs==
 
Skills such as diplomacy, intimidate, and so on do not function between PCs. That is, PCs are heroes, and heroes follow different rules. On Tene, we take this to mean that players may roll for fun within agreed-upon social situations, but as a rule of thumb, these skills apply to NPCs only.
 
Skills such as diplomacy, intimidate, and so on do not function between PCs. That is, PCs are heroes, and heroes follow different rules. On Tene, we take this to mean that players may roll for fun within agreed-upon social situations, but as a rule of thumb, these skills apply to NPCs only.
   
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Finally, review your RPP spends. If you've an active membership in an area (this is a defined RPP spend), you're likely to receive a lower diplomacy DC, or uncover information more easily than someone who does not. This is doubly true if you have influence in that area. ...that is, investing within an area pays off. You "know your way around." Don't expect that as an outsider you'll automagically succeed just because you have the ranks. Naturally, it will be more difficult for you, as an outsider. This is not to say impossible, it's just more realistic.
 
Finally, review your RPP spends. If you've an active membership in an area (this is a defined RPP spend), you're likely to receive a lower diplomacy DC, or uncover information more easily than someone who does not. This is doubly true if you have influence in that area. ...that is, investing within an area pays off. You "know your way around." Don't expect that as an outsider you'll automagically succeed just because you have the ranks. Naturally, it will be more difficult for you, as an outsider. This is not to say impossible, it's just more realistic.
   
===Craft and Profession===
+
==Craft and Profession==
 
Where and when applicable, these may be used as knowledge skills regarding applicable areas. For example, someone with Profession/Brewer might roll their skill to identify a number of different beers or wines, or to know the history of beer or wine within a specific area. Craft and Profession skills may also be earned via RPPs.
 
Where and when applicable, these may be used as knowledge skills regarding applicable areas. For example, someone with Profession/Brewer might roll their skill to identify a number of different beers or wines, or to know the history of beer or wine within a specific area. Craft and Profession skills may also be earned via RPPs.
   
   
=House=
 
{{TableMain}}
 
{{T01}}
 
| colspan="2" | House Skills
 
{{T02}}
 
| Skill
 
| Description
 
|-
 
| '''Craft/Artifice'''
 
| Your skill in using and understanding the mysteries of artifice. This implies knowledge as well as use. For a while, this was almost +perform/artifice. Artificers may use this in place of Spellcraft when creating enchanted items.
 
|-
 
| '''Knowledge/Military Theory'''
 
| Knowledge of military tactics and the ways of war.
 
|-
 
| '''Profession/Airman'''
 
| Knowledge of and a history of working with airships.
 
|-
 
| '''Craft/Gunsmithing'''
 
| Knowledge of and the ability to craft one of the newer, more unpredictable weapons in the world.
 
: ''Check:'' A character may repair a single firearm he or she is currently wielding with a Craft/Gunsmithing check, as long as that condition was gained by a firearm misfire. A DC 10 check allows them to repair a gun with the broken condition as a standard action. A DC 20 may be done as a move.
 
|}
 
   
   

Revision as of 02:32, 17 March 2013

Available Skills
Skill Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Untrained Ability
Acrobatics C C C C Yes Dex*
Appraise C C C C C Yes Int
Bluff C C C Yes Cha
Climb C C C C C C C Yes Str*
Craft C C C C C C C C C C C Yes Int
Diplomacy C C C C Yes Cha
Disable Device C No Dex*
Disguise C C Yes Cha
Escape Artist C C C Yes Dex*
Fly C C C Yes Dex*
Handle Animal C C C C C No Cha
Heal C C C C Yes Wis
Intimidate C C C C C C C Yes Cha
Knowledge (arcana) C C C C No Int
Knowledge (dungeoneering) C C C C C No Int
Knowledge (engineering) C C C No Int
Knowledge (geography) C C C C No Int
Knowledge (history) C C C C No Int
Knowledge (local) C C C No Int
Knowledge (military theory) C C C C No Int
Knowledge (nature) C C C C C No Int
Knowledge (nobility) C C C C No Int
Knowledge (planes) C C C No Int
Knowledge (religion) C C C C C No Int
Linguistics C C C C No Int
Perception C C C C C C Yes Wis
Perform C C C Yes Cha
Profession C C C C C C C C C C No Wis
Ride C C C C C C Yes Dex*
Sense Motive C C C C C Yes Wis
Sleight of Hand C C No Dex*
Spellcraft C C C C C C C No Int
Stealth C C C C Yes Dex*
Survival C C C C Yes Wis
Swim C C C C C C Yes Str*
Use Magic Device C C C No Cha


Available Profession Skills
Airman Apothecary Astrologer Boater
Bookkeeper Brewer Cook Driver
Gambler Farmer Fisher Guide
Herbalist Innkeeper Lumberjack Machinist
Merchant Miller Miner Porter
Rancher Sailor Scribe Siege Engineer
Stablehand Tanner Teacher Teamster
Woodcutter
Available Craft Skills
Alchemy Armorsmithing Artifice Basketweaving
Bookbinding Bowmaking Blacksmithing Calligraphy
Carpentry Cartography Cobbling Gemcutting
Gunsmithing Leatherworking Locksmithing Painting
Pottery Sculpture Shipmaking Stonemasonry
Tailoring Trapmaking Weaponsmithing Weaving

* Armor Check Penalty (ACP) applies.

Skill Descriptions

Descriptions of individual skills may be found on the Paizo Website. Below are descriptions of our house skills, as well as special notes.

Craft/Artifice

Your skill in using and understanding the mysteries of artifice. This implies knowledge as well as use. For a while, this was almost +perform/artifice. Artificers may use this in place of Spellcraft when creating enchanted items.

Craft/Gunsmithing

Knowledge of and the ability to craft one of the newer, more unpredictable weapons in the world.

Check: A character may repair a single firearm he or she is currently wielding with a Craft/Gunsmithing check, as long as that condition was gained by a firearm misfire. A DC 10 check allows them to repair a gun with the broken condition as a standard action. A DC 20 may be done as a move.

Knowledge/Military Theory

Knowledge of military tactics and the ways of war.

Profession/Airman

Knowledge of and a history of working with airships.


Social Skills and PCs

Skills such as diplomacy, intimidate, and so on do not function between PCs. That is, PCs are heroes, and heroes follow different rules. On Tene, we take this to mean that players may roll for fun within agreed-upon social situations, but as a rule of thumb, these skills apply to NPCs only.

When using these skills with NPCs, remember to use common sense. That is, using intimidate on someone will likely result in them calling the Watch. While this is stated in the PRD, it bears repeating: what would you do if someone came up and threatened to hit you with a stick?

With skills such as diplomacy, also, it's important to remember that these skills are not instant-wins. While use of diplomacy may encourage NPCs' attitudes to shift, this is typically by one step either direction only. In addition, saying that "I have a +34 diplomacy, everyone loves me" ...is not something we wish to see. Diplomacy, like charisma, may represent many talents and skills after all. A PC does not need to be liked well to be persuasive.

Be aware also that DMs will often give an advantage, for example, to the Althean who roleplays speaking with his temple rather than the wizard who happened to put max diplomacy or perception ranks on a headband.

Finally, review your RPP spends. If you've an active membership in an area (this is a defined RPP spend), you're likely to receive a lower diplomacy DC, or uncover information more easily than someone who does not. This is doubly true if you have influence in that area. ...that is, investing within an area pays off. You "know your way around." Don't expect that as an outsider you'll automagically succeed just because you have the ranks. Naturally, it will be more difficult for you, as an outsider. This is not to say impossible, it's just more realistic.

Craft and Profession

Where and when applicable, these may be used as knowledge skills regarding applicable areas. For example, someone with Profession/Brewer might roll their skill to identify a number of different beers or wines, or to know the history of beer or wine within a specific area. Craft and Profession skills may also be earned via RPPs.