New Skills

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DM Cradh
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New Skills

Unread post by DM Cradh » Fri Nov 27, 2015 1:24 pm

BGTSCC: Custom and New Skills
[th]Image[/th][th]Image[/th][tr][td]DISGUISE[/td][td]
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DISGUISE (CHA)

Check: Your disguise check result determines how good the disguise is, and it is opposed by others' spot check results. If you don't draw any attention to yourself, others do not get to make Spot checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their spot checks.

You get only one Disguise check per use of the skill, even if several people are making spot checks against it. The Disguise check is made secretly, so that you can't be sure how good the result is. The effectiveness of your disguse depends in part on how much you're attempting to change your appearance.

If you are impersonating a particular individual, those who that what that person looks like get a bonus on their spot checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for. Usually, an individual makes a Spot check to see through your disguise immediately upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an average Spot modifier for the group.

Try Again: Yes. You may try to redo a failed disguise, but one others know that a disguise was attempted, they'll be more suspicious.

Special: Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). You must succeed on a Disguise check with a +10 bonus to duplicate the appearance of a specific individual using the veil spell. Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one.

Class Skill:
Arcane Trickster, Assassin, Bard, Blood Magus, Guild Thief, Harper Agent, Master of Disguises, Pale Master, Rogue, Shadow Adept, Shadowdancer, Stormlord, Warlock.
DM Rulings: A Record of DM Decisions wrote:The Disguise System - Temporary Ruling
The diguise system currently in game is not enforceable between players while it undergoes fine tuning. Please continue to RP disguises sensibly and fairly.

We would expect players to play whats on their sheet as always, and now there is a disguise skill in game we would expect players to roleplay that skill, or lack of it, honourably.

On the use of the renaming function, this is permitted, but names must comply with the existing server naming rules. We also ask a degree of sensible restraint. For the avoidance of doubt:

- Do not impersonate known figures, whether NPC or player.
- Do not use descriptions as names.
- Do not change the colour or font of name text.
- Impersonating server staff will be a disciplinary offence.
[/td][/tr][tr][td]ESCAPE ARTIST[/td][td]
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ESCAPE ARTIST (DEX)

Check: You beat the DC and escape the hold, pin or restraint affecting you.

Try Again: Varies. You can make another check after a failed check if you're squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks or even take 20 as long as you're not being actively opposed.

Special: You can use your skill as an Escape Artist to squeeze out of a Bigby's Crushing Hand (7), Bigby's Clenched Fist (8), Bigby's Crushing Hand (9), Entangle or Vine Mine: Entangle.

Class Skill: Arcane Trickster, Assassin, Bard, Duelist, Harper Agent, Invisible Blade, Monk, Rogue, Guild Thief, Shadowdancer, Swashbuckler.
[/td][/tr][tr][td]LORE: ARCANA[/td][td]
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LORE: ARCANA (INT)

LORE (Arcana: ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vunerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

You may also roll against an unidentified item's value to determine magical properties that the item may possess.

Use: Usually none, or Automatic when examining an unidentified item. In most cases, making a Knowledge check doesn't take an action. You simply know the answer or your don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

If you have 5 or more ranks in Knowledge (Arcana), you get a +2 bonus on Spellcraft checks.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).


Class Skill:
Annointed Knight, Arcane Archer, Arcane Scholar, Arcane Trickster, Archmage, Assassin, Bard, Blood Magus, Cleric, Daggerspell Mage, Dissonant Chord, Divine Seerker, Dragon Warrior, Dragonslayer, Eldritch Knight, Favoured Soul, Frost Mage, Ghost-Faced Killer, Guild Thief, Harper Agent, Hellfire Warlock, Hierophant, Invisible Blade, Master Alchemist, Master of Disguises, Monk, Morninglord of Lathander, Pale Master, Red Wizard, Rogue, Shadow Adept, Shadowdancer, Silverstar, Sorcerer, Stormsinger, Techsmith of Gond, Thaumaturge, Thayan Knight, Warrior of Darkness, Warlock, Wizard.
[/td][/tr][tr][td]LORE: ARCHITECTURE & ENGINEERING[/td][td]
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LORE: ARCHITECTURE & ENGINEERING (INT)[tr][td]LORE: ARCHITECTURE and ENGINEERING (buildings, aqueducts, bridges, fortifications and moving devices such as wheeled things, windmills, ships and siege machines) (INT)

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vunerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Use: Usually none. In most cases, making a Knowledge check doesn't take an action. You simply know the answer or your don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).


Class Skill:
Arcane Scholar, Arcane Trickster, Archmage, Bard, Dissonant Chord, Dragon Warrior, Fighter, Frost Mage, Harper Agent, Pale Master, Red Wizard, Shadow Adept, Techsmith of Gond, Wizard.
[/td][/tr][tr][td]LORE: DUNGEONEERING[/td][td]
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LORE: DUNGEONEERING (INT)

LORE: DUNGEONEERING (aberrations, caverns oozes, spelunking) (INT)

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vunerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Use: Usually none. In most cases, making a Knowledge check doesn't take an action. You simply know the answer or your don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

Class Skill:
Arcane Scholar, Arcane Trickster, Archmage, Assassin, Bard, Cavestalker, Dissonant Chord, Divine Seeker, Dragon Warrior, Frost Mage, Ghost-Faced Killer, Guild Thief, Harper Agent, Invisible Blade, Master of Disguises, Pale Master, Ranger, Red Wizard, Rogue, Shadow Adept, Shadowdancer, Wilderness Stalker, Wizard.
[/td][/tr][tr][td]LORE: GEOGRAPHY[/td][td]
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LORE: GEOGRAPHY (INT)

LORE: GEOGRAPHY (lands, terrain, climate, people) (INT)

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vunerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Use: Usually none. In most cases, making a Knowledge check doesn't take an action. You simply know the answer or your don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

Class Skill:
Arcane Scholar, Arcane Trickster, Archmage, Bard, Cavestalker, Dissonant Chord, Dragon Warrior, Dread Pirate, Frost Mage, Harper Agent, Pale Master, Ranger, Shadow Adept, Silverstar, Spirit Shaman, Stormsinger, Wilderness Stalker, Wizard.
[/td][/tr][tr][td]LORE: HISTORY[/td][td]
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LORE: HISTORY (INT)

LORE: HISTORY (royalty, wars, colonies, migrations, founding of cities) (INT)

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vunerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Use: Usually none. In most cases, making a Knowledge check doesn't take an action. You simply know the answer or your don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

Class Skill:
Arcane Scholar, Arcane Trickster, Archmage, Bard, Blackguard, Bodyguard, Breach Gnome, Cleric, Dissonant Chord, Divine Champion, Dragon Warrior, Duelist, Dwarven Defender, Fighter, Frost Mage, Harper Agent, Hierophant, Hospitaler, Man-at-Arms, Morninglord of Lathander, Order of the Bow Initiate, Paladin, Pale Master, Pious Templar, Shadow Adept, Spirit Shaman, Tempest, Warpriest, Warrior of Darkness, Warsling Sniper, Weapon Master, Wizard.
[/td][/tr][tr][td]LORE: LOCAL[/td][td]
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LORE: LOCAL (INT)

LORE: LOCAL (legends, personalities, inhabitants, laws, customs, traditions, humanoids) (INT)

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vunerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Use: Usually none. In most cases, making a Knowledge check doesn't take an action. You simply know the answer or your don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

Class Skill:
All classes.
[/td][/tr][tr][td]LORE: NATURE[/td][td]
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LORE: NATURE (INT)

LORE: NATURE (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin) (INT)

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vunerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Use: Usually none. In most cases, making a Knowledge check doesn't take an action. You simply know the answer or your don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

Class Skill:
Arcane Scholar, Arcane Trickster, Archmage, Barbarian, Bard, Bear Warrior, Cavestalker, Daggerspell Mage, Dissonant Chord, Dragon Warrior, Druid, Fist of the Forest, Frost Mage, Harper Agent, Pale Master, Ranger, Shadow Adept, Silverstar, Spirit Shaman, Stormlord, Stormsinger, Wilderness Stalker, Wizard.
[/td][/tr][tr][td]LORE: NOBILITY AND ROYALTY[/td][td]
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LORE: NOBILITY AND ROYALTY (INT)

LORE: NOBILITY and ROYALTY (lineages, heraldry, family trees, mottoes, personalities) (INT)

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vunerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Use: Usually none. In most cases, making a Knowledge check doesn't take an action. You simply know the answer or your don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

Class Skill:
Arcane Scholar, Arcane Trickster, Archmage, Assassin, Bard, Blackguard, Bodyguard, Dissonant Chord, Dervish, Dragon Warrior, Eldritch Knight, Frost Mage, Harper Agent, Man-at-Arms, Paladin, Pale Master, Pious Templar, Shadow Adept, Thayan Knight, Whirling Dervish, Wizard.
[/td][/tr][tr][td]LORE: RELIGION[/td][td]
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LORE: RELIGION (INT)

LORE: RELIGION (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) (INT)

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vunerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Use: Usually none. In most cases, making a Knowledge check doesn't take an action. You simply know the answer or your don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

Class Skill:
Annointed Knight, Arcane Scholar, Arcane Trickster, Archmage, Bard, Battlerager, Black Flame Zealot, Blackguard, Cleric, Dissonant Chord, Divine Champion, Divine Seeker, Dragon Warrior, Druid, Favored Soul, Frost Mage, Harper Agent, Hellfire Warlock, Hierophant, Hospitaler, Monk, Morninglord of Lathander, Order of the Bow Initiate Paladin, Pale Master, Pious Templar, Ranger, Sacred Fist, Shadow Adept, Silverstar, Stormlord, Techsmith of Gond, Thaumaturge, Warlock, Warpriest, Wizard.
[/td][/tr][tr][td]LORE: THE PLANES[/td][td]
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LORE: THE PLANES (INT)

LORE: THE PLANES (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vunerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Use: Usually none. In most cases, making a Knowledge check doesn't take an action. You simply know the answer or your don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.

Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

Class Skill:
Annointed Knight, Arcane Scholar, Arcane Trickster, Archmage, Bard, Blackguard, Blood Magus, Cleric, Dissonant Chord, Dragon Warrior, Elemental Archer, Frost Mage, Harper Agent, Hellfire Warlock, Morninglord of Lathander, Pale Master, Shadow Adept, Shadowdancer, Silverstar, Sorcerer, Thaumaturge, Warlock, Warrior of Darkness, Wizard.
[/td][/tr][tr][td]SENSE MOTIVE[/td][td]
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SENSE MOTIVE (WIS)

Check: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when “something is up” (that is, something odd is going on) or to assess someone’s trustworthiness.

Task Sense Motive DC
Hunch DC 20
Sense enchantment DC 15-25
Discern secret message DC Varies
  • Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another’s behavior that something is wrong, such as when you’re talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
  • Sense Enchantment: You can tell that someone’s behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect), even if that person isn’t aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target’s activities.
  • Discern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a –2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can’t learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don’t detect any hidden communication. If you fail by 5 or more, you infer some false information.
  • Action: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.
  • Try Again: No, though you may make a Sense Motive check for each Bluff check made against you.
Class Skill:
Bard, Favored Soul, Monk, Paladin, Rogue, Swashbuckler, Warlock, Arcane Trickster, Assassin, Dread Pirate, Duelist, Dwarven Defender, Eldritch Knight, Harper Agent, Invisible Blade, Guild Thief, War Priest.
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