Skills that one may learn while in any class, some are hobyist type skills, others are general abilities one might have.The maximum number of ranks one may have in a skill (except knowledge skills) is your maximum stat bonus in the stat associated with that skill per level, minimum of 4 points per level.Appraise - (Charisma) tell crap from not crap, and assess the value of said crap or not crap Check - Easy/Common items are DC10, Slightly less common items are DC15, Uncommon Items DC2 ,Very Uncommon Items DC25, Rare Items DC30+, If an item is somewhat documented then the DC is lowered by 2, if the item has some documentation then the DC is lowered by 5, if the documentation is good then it is lowered by 8, if it is very good then DC is lowered by 11, if it is extremely well documented it is lowered by 14. Retry - Only if something about the item is discovered that would make it seem that it wasn't the item in question, or in the presence of a new discovery about it. If you have studied further you may attempt a retry, if you fail your retry you are more or less convinced that it is what you thought before, and if you pass you may learn the truth.
Check - when balance would be necessary, such as walking across a tight rope, or you were being tripped. Retry - once you lose your balance, you may make a second attempt at twice the dc, if you succeed you may recover, if you don't then you fall.
Check - the dc of the check is 10 + opponents level (or highest level of an opponent in an opposing group) + sense motive of opponent (or the opponent in the opposing group with the highest sense motive). DC MODIFIERS (multiple may apply) +10 if it is completely unbelievable and goes against conventional wisdom Retry - if you fail within 5 of the target dc, you may try again with something that sounds more reasonable to the opponent, if it sounds less reasonable than you fail automatically.+5 if the opponent outright doesn't trust you +0 if it sounds reasonable and the opponent has no reason to trust or not trust you -5 if the opponent trusts you -10 if it is something that happens very commonly, and is somewhat frequent Brawling - (Strength) the art of bashing peoples heads in, in a drunken bar fight Check - roll regular to punch, and -2 to kick, (punch = hard damage (linear table), kick = hard damage (radial table)) Roll against opponents DC. Retry - none until your next opportunity to strike.
Check - roll against dc based on 10 + modifier, if you exceed the DC by 5 or more you may move at your regular speed instead of half MODIFIERS (do not stack with each other) +40 no holds whatsoever, you would have to be spiderman to go up this wall Additional MODIFIERS (may stack with any of the modifiers for this check)+30 a brick wall, with tiny numbers of holds, you would have to be amazing to climb this +25 a cliff with very difficult holds +20 a cliff with somewhat difficult holds +15 a cliff with reasonably ok holds +10 a cliff with nice holds +5 a cliff with amazing holds +0 a ladder -5 stairs (you don't actually have to make people do climb checks to get up stairs unless they are shorter than 4 feet by an amount you deem appropriate) +10 wet surface that would be difficult to grip Retry - one retry per check, to regain balance only, no measurable distance is gained+5 sweaty -5 grip powder in use -5 climbing gloves (may not stack with grip powder) -5 climbing boots -5 spike tools -5 ropes used with anchors -7 ropes used with anchors and a proper harness
Exact diplomacy rules can be found here, but the person trying to convince gets penalties depending upon how the other sees the idea and how they are toward the convincer. If it is the kind of idea that the other person would never go for, the penalty may just be that you cannot win. However, not all ideas are this way and the GM must apply penalties as s/he sees fit. may be used untrained. Used to haggle over prices as well. Discipline - (Spirit)used to avoid distractions when doing something complicated. This could be that you are trying to avoid being distracted by combat to do something very large and complex that could just well end the combat, or you could be trying to avoid finding something that caught your eye with an intriguing sparkle so that you can do your posted duty. Fishing - (Dexterity) may be used untrained but only for simple things that one would succeed at anyway such as applying bandages or gauze.
Wrap up wounds and help people heal, use this to make casts, slings, and perform things such as removing a bullet, or injecting medicine. Granted things like removing a bullet are hard and penalties would be taken without the proper equipment.
Check - DC 10 plus modifiers, if you succeed the check then half of the damage that resulted from the given wound may heal in 1/4 of the regular time. MODIFIERS +45 to deal with extremely deadly and badly infected wounds +40 big gaping wounds that no amount of first aid could actually help, the wounded would require immediate surgery Failure - if you fail by 5 or more you may have caused additional damage+35 wounds that are fairly large, surgery is needed or the person may be dead soon (may help stabilize them though) +35 gun shot wounds that are not immediately fatal, but would be helpful to have removed +30 severely broken arms or legs, something like this would likely require multiple checks (one to set the bones, and a second to make the cast) +28 to treat typical snake bites +25 to locate a very thin vein +20 to inject into a very thin vein +18 to remove a fairly stubborn splinter +15 to identify some common diseases +10 to remove a cast +05 to inject into a normal sized vein +00 to apply gauze and bandages properly Retry - you may retry if you fail by less than 5 in most cases. This is of course assuming that the person in question is still alive. If you fail by 5 or more, you may need to deal with the additional damage that you created before retrying.
Check - most cases will have you perform a simple DC 10 to talk with people and gather banter on what is going on in the area. DC 15 to over hear something in a conversation you are not involved in. Apply modifiers as you see fit, examples are given. Also if the people you are trying to gather information from are going to come into harms way for giving you the information, then they are going to be exponentially more difficult to deal with and the gm may decide that you don't learn anything, regardless of success or not. MODIFIERS +20 the people who you are dealing with particularly hate you Retry - as long as you have not upset anybody you can keep trying and trying.+15 you did something pretty bad, but they don't necessarily hate you, they just don't trust you +10 you are pretty fish, and you are poor with local customs +05 you are slightly more awkward dealing with the locals. +00 there is nothing particularly bad about you or the people you are dealing with -05 the information that you seek is common knowledge, and anybody could gain it if they wanted to -10 you could have noticed what you seek just by looking up the street.
Check - roll with the following modifiers to your roll, if you beet your opponents roll you remain hidden, if you fail you are found MODIFIERS (GM may decide upon an automatic failure in some situations) +10 if there is good cover, and it is a place that the opponent would be very unlikely to check Retry - none+5 if there is good cover, and the opponent might look in that particular spot +0 there is reasonable cover -5 there is very little cover -10 there is almost no cover, and the opponent is going to look where you are -20 there is no cover
Photography - (Charisma or Spirit) Check - roll to determine focus, f-stop, and exposure time,.DC 10 for all 3 Developing film and creating pictures from the film is DC 15. If you fail within 5 points the film or prints are only partially ruined and may still have some good left to them. Retry - as long as there is still film you can keep trying
It is assumed that at level 2 that you have the ability to read your native language perfectly, and that you have a 3 in common text.
Repair - (Dexterity) These are a list of trade type repairs that can be learned cheaply Armor - 2 checks required on armor that does not have obvious problems. Each check starting with #2 only repairs one thing.
Vehicle - 2 checks required on non-obvious problems. Each check starting with #2 only repairs one thing. Weapons - 2 checks required on weapons that do not have obvious problems. Each check starting with #2 only repairs one thing. Salvage - (Intelligence for some and Dexterity or Strength for others) Check - will vary on situation, but you search through garbage, and on a successful roll you will find something if there is something there Retry - you get as many retries as the GM feels is a good amount to end you at, but the final result will be the convincing one
Check - Retry - Sense Motive - (Charisma) Check - Retry - Speak Language - (Intelligence, but only as a limiting factor) (2 points per rank in non-native languages) It is assumed that you are capable of speaking perfectly in your native tongue and that you have a 4 in common speak.
Swim - (Strength)
Check - roll to see if you are able to swim in a given area (fatigue will be a factor after a distance) DC's Retry - retries are available twice, but each time is at the next harder dc05 - calm water that isn't terribly deep, such as the shallow end of a swimming pool 10 - calm water that might be a little bit deep or slightly moving shallow water, such as the 10 foot end of a swimming pool, or a slow moving stream that is deep enough to actually swim in 15 - slow moving water, a small river that has a consistent flow that isn't incredibly fast 20 - a moderately paced water, an average river 25 - a strong current, an average river after a moderate amount of rain 30 - a stronger current, an average river after the snow in the mountains melt or heavy rain 35 - a fast current, an average river after flooding with heavy rain 40 - a very fast current, a river with severe flooding and heavy rain 45 - the oceans rip tide Survival - (Intelligence) |