Skills: Difference between revisions

From The Domains of Dread
Created page with "Skills in ''The Domains of Dread'' are heavily modified from both base Neverwinter Nights and Third Edition sources. Every skill has a primary modifier, listed first, and a secondary modifier listed after (if any). A character's final skill modifier is derived from the following, in order of calculation: # Modifier from primary attribute, whether positive or negative; # Modifier from secondary attribute, if any, maximum +1 (minimum 0); # Modifiers fro..."
 
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# Modifier from primary [[Attributes|attribute]], whether positive or negative;
# Modifier from primary [[Attributes|attribute]], whether positive or negative;
# Modifier from secondary attribute, if any, maximum +1 (minimum 0);
# Unaltered modifier from secondary attribute, if any, maximum +2 (minimum 0);
# Modifiers from items, whether positive or negative;
# Modifiers from items, whether positive or negative;
# Modifiers from spell or spell-like effects, whether positive or negative;
# Modifiers from spell or spell-like effects, whether positive or negative;
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=== [[Handle Medicine]] <small>(Wis, Int)</small> ===
=== [[Handle Medicine]] <small>(Wis, Int)</small> ===
The ability to administer medical aid effectively and accurately. Handle Medicine is used when attempting to bandage wounds, treat poisons or diseases, or provide long term care through nonmagical means.
The ability to administer medical aid effectively and accurately. Handle Medicine is used when attempting to bandage wounds, treat poisons or diseases, or provide long term care through nonmagical means.
=== [[Intimidate]] <small>(Cha, Str)</small> ===
The ability to shock or muscle their way. Intimidate is used when using brutish means to get a desired effect or otherwise dissuade others from a point through implied force.


=== [[Knowledge]] <small>(Int, Wis)</small> ===
=== [[Knowledge]] <small>(Int, Wis)</small> ===

Latest revision as of 15:33, 5 October 2024

Skills in The Domains of Dread are heavily modified from both base Neverwinter Nights and Third Edition sources. Every skill has a primary modifier, listed first, and a secondary modifier listed after (if any). A character's final skill modifier is derived from the following, in order of calculation:

  1. Modifier from primary attribute, whether positive or negative;
  2. Unaltered modifier from secondary attribute, if any, maximum +2 (minimum 0);
  3. Modifiers from items, whether positive or negative;
  4. Modifiers from spell or spell-like effects, whether positive or negative;
  5. Any circumstantial modifier, positive or negative, due to environment or when called by a Game Master.

Acrobatics (Dex, Str)

The ability to navigate, climb, or otherwise traverse a challenging environment without injury. Certain passages or placeables in the world will require a successful Acrobatics check to use without damage.

Appraise (Int, Cha)

The ability to extol the value (or lack thereof) of a good or service. Appraise is used to determine whether a non-player merchant will purchase an item, for how much, and how many.

Concentration (Con, Wis)

The ability to remain focused during distraction, such as when incanting a spell or another maneuver that would provoke an attack of opportunity. Concentration is used to resist being interrupted from any action that has a cast time due to receiving melee attack or from another disrupting force.

Deception (Cha, Int)

The ability to misrepresent oneself, a situation or circumstance - to tell a lie where the truth is expected. Deception is used to resist an attempt to undisguise or to bluff another party already primed to sense deceit.

Handle Animal (Cha, Wis)

The ability to tame, train, or otherwise interface with a domestic or wild animal. Handle Animal is used to determine the initial disposition of animals to a character's presence and whether they react positively to commands.

Handle Device (Int, Dex)

The ability to manipulate a mundane device, such as traps, without failure or injury. Handle Device is used when attempting to disable ground traps or in instances of mechanical sabotage, such as forcing a lock in the shut position.

Handle Lock (Dex, Int)

The ability to finesse locks without requisite keys or expected means of entry. Handle Lock is used when attempting to gracefully open a locked door or chest, or to retrieve items from puzzle and otherwise sealed containers.

Handle Magical Device (Cha, Int)

The ability to "work" a magical device that the user would not ordinarily be able - to impress the desired result in an enchanted item. Handle Magical Device is used when attempting to use a scroll from a spell type the character cannot already cast, or putting on equipment that is restricted to a different class.

Handle Medicine (Wis, Int)

The ability to administer medical aid effectively and accurately. Handle Medicine is used when attempting to bandage wounds, treat poisons or diseases, or provide long term care through nonmagical means.

Intimidate (Cha, Str)

The ability to shock or muscle their way. Intimidate is used when using brutish means to get a desired effect or otherwise dissuade others from a point through implied force.

Knowledge (Int, Wis)

The ability to recall and discern living information. Knowledge is used when trying to identify items of a mundane origin, decipher the script of an extant language, or recognize the qualities of beasts.

Lore (Int, Wis)

The ability to parse dead or otherwise esoteric information. Lore is used when trying to identify items of an occult origin, make interpretations of long-forgotten symbols or scripture, or describe features of monsters.

Perception (Wis, Int)

The ability to intuit the hidden and unseen. Perception is used when trying to sense another's motive, discover stealthed individuals, or otherwise discern reality from illusion.

Performance (Cha, Int)

The ability to create a compelling live performance; to put on a good show. Performance is used when playing music, dancing to entertain, or otherwise capture the senses in people.

Persuasion (Cha, Int)

The ability to make useful argument and to convince someone to do something. Persuasion is used when negotiating between two opposing viewpoints, expressing an idea with subtlety, or when urging different courses of action.

Poise (Str, Con)

The ability to handle cumbersome equipment without risk to oneself. Poise is used to determine the final Armor Class granted an equipped shield and certain classes of armor.

Search (Int, Wis)

The ability to find items or areas. Search is used when determining whether a character will notice hidden passageways, levers, or all the items in certain containers.

Sleight of Hand (Dex, Int)

The ability to perform some feat of legerdemain with a handleable item or otherwise use one's arms and hands with dexterity. Sleight of Hand is used to escape manacles, flitch from the purse or pockets of a non-player character unnoticed, or conceal contraband during searches.

Spellcraft (Int, Cha)

The ability to read, identify, and resist instances of magic. Spellcraft is used when determining a character's theoretical spells known, the exactness which they will identify an unknown spell, or to avoid the effects of a hostile spell cast on them.

Stealth (Dex, Wis)

The ability to conceal oneself and to stay out of sight. Stealth is used when a character tries to hide themselves from view, move silently, or pass without trace.

Survival (Wis, Con)

The ability to avoid natural hazards and sustain oneself in the wilderness. Survival is used when determining a character's resistance to the effects of inclement weather, locating tracks outdoors, or achieving their physical needs from natural sources.

Tumble (Dex)

The ability to control oneself with grace and move out of the way of danger. Tumble is used when avoiding attacks of opportunity or to determine any additional modifiers to a character's Armor Class.