Skills: Difference between revisions
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| align="left" | [[Use Magic Device]] || Cha || No || - || C || - || C || - || - || - || - || - || - || C || - || C || C || C || - | | align="left" | [[Use Magic Device]] || Cha || No || - || C || - || C || - || - || - || - || - || - || C || - || C || C || C || - | ||
|- | |- | ||
| align="left" | [[ | | align="left" | [[Warfare]] || Special || No || Special || - || - || - || C || - || - || C || - || - || - || - || - || - || C || - | ||
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===Bailiwick Skills=== | ===Bailiwick Skills=== | ||
Every class has access to one Bailiwick skill representing specialized knowledge gained by being a member of that class, which is not available to people outside of those classes. The six bailiwick skills are: Divinity, Naturalism, Reason, Spellcraft, Spycraft and | Every class has access to one Bailiwick skill representing specialized knowledge gained by being a member of that class, which is not available to people outside of those classes. The six bailiwick skills are: Divinity, Naturalism, Reason, Spellcraft, Spycraft and Warfare. | ||
Characters may select which of their ability scores is used for the key ability of their bailiwick skill at character selection. | Characters may select which of their ability scores is used for the key ability of their bailiwick skill at character selection. | ||
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Characters can use certain knowledge skills to identify monsters and recall details about their special powers or vulnerabilities. In general, the DC of such a check is double the monster's CR. A successful check allows them to remember a little bit of useful information about that monster. GM's should either read, or allow the character to read, the introductory text of the monster's bestiary entry. If a player instead beats a DC of 15 + double the monster's CR, their character knows quite a lot about the monster in question, and GM's should allow that player to look over the monster's bestiary entry in its entirety. | Characters can use certain knowledge skills to identify monsters and recall details about their special powers or vulnerabilities. In general, the DC of such a check is double the monster's CR. A successful check allows them to remember a little bit of useful information about that monster. GM's should either read, or allow the character to read, the introductory text of the monster's bestiary entry. If a player instead beats a DC of 15 + double the monster's CR, their character knows quite a lot about the monster in question, and GM's should allow that player to look over the monster's bestiary entry in its entirety. | ||
Note that | Note that Warfare can also be used to identify information about a monster's CR, in addition to its offensive, defensive and tactics sections. In addition, Reason may be used to determine the 'programming' of a mindless creature. | ||
{| class="ep-default" | {| class="ep-default" |