Friday, 05 December 2008
Skill Overview, Part 1 Print
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Written by The Wizard   
Wednesday, 17 May 2006
Skills fill an important role in the structure of Dungeons and Dragons. They typically are used in non-combat situations to accomplish tasks that require expertise or cunning. This is not always the case, though; some skills, like Bluff, Spot, and Concentration have uses in battle. Whether you are weighing the choices in making a low-skill-points character or trying to balance skills in a more versatile rogue-type class, this guide can help you better understand the choices.

Appraise (Int)
When you need to know the value of a gem or piece of treasure, this is the skill to use. Succeeding means you can guess accurately the value of the item. Failure means you have incorrectly estimated the value by half either way.

Balance (Dex) (Armor Check Penalty)
Walking a tightrope, edging along a cliff, and running across an icy surface are occasions for the Balance skill. Your chance of success is hindered by the use of armor or carrying a significant load. Taking damage or moving through rough terrain also increases the difficulty.

Bluff (Cha)
Sometimes, the right way through a situation is through clever manipulation, or avoidance, of the truth. Bluff checks are used whenever a character or creature has cause to doubt the words of the speaker, whether by reputation, threat, or apparent falsehood. The target of the Bluff check opposes it with a Sense Motive check.

Climb (Str) (Armor Check Penalty)
If you find your goal is at the top of a tree, the bottom of a ravine, or on the other side of a pit in a cave with no bridge, you just might find yourself climbing to the other side. As with balancing, armor, carried weight, and damage taken negatively influence your result.

Concentration (Con)
Casting a spell or using a complex skill within melee range of an opponent, or while otherwise distracted, often requires that you make a Concentration check. The DC is affected by damage taken and the level of distraction.

Craft (Int)
Blacksmiths, tanners, sculptors, and weavers are all people who would make frequent Craft checks. This skill is used to create an item from raw materials through workmanship and time. Succeeding either earns you money or accomplishes work on a specified project. Failure might result in botching the project.

Decipher Script (Int) (Trained)
You find yourself trapped alone in a stone room. The ceiling is slowly dropping, and strange glyphs light a wall... if only you could make them out! Decipher Script allows you to make sense of writing that you otherwise could not read, perhaps saving you from a situation such as this, or aiding in decoding an enemy message.

Diplomacy (Cha)
Every now and then, you might find yourself in a situation where careful use of language and observance of etiquette is required. Succeeding on a Diplomacy check can help you work your way through a treaty negotiation, barter goods, or even impress royalty with your adherence to proper tradition and ritual.

Disable Device (Int) (Trained)
When your dungeon delving leads you into a trap-filled chamber waiting to end your adventuring days, you will wish you had a companion with this skill. Dismantling or bypassing traps of both mundane and magical varieties becomes possible with training in Disable Device.

Disguise (Cha)
If you find you are being pursued by authorities (or assassins), you might make use of a disguise to pass by unnoticed. Additionally, this skill can be used to impersonate someone specific. The uses are only limited to your imagination.

Escape Artist (Dex) (Armor Check Penalty)
Escaping bonds of rope and magic is accomplished by the use of the Escape Artist skill. Being restrained by armor can impair your ability to twist your way out of many situations, however. This is also the skill to use for squeezing through tight spaces like a chimney or very small passageway.

Forgery (Int)
Manufacturing false documents is the domain of a master forger. It helps to have a similar document on hand to emulate, but not necessary. Being able to recognize and duplicate format and signature are key elements of this skill.

Gather Information (Cha)
At times you may find yourself without a clue of how to proceed toward your objective. Gathering information from villagers or captors could provide you with a vital clue of how to proceed. Generally, use of this skill takes time, usually hours, though your DM may be flexible in certain cases.

Handle Animal (Cha) (Trained)
Domestication of animals and other exotic creatures is the art of this skill. Training a non-sentient creature such as a dog takes a few weeks, and teaches the dog a chosen set of behaviors or specified commands. Raising or instructing more intelligent creatures is sometimes handled by this skill.

Heal (Wis)
The art of mundane healing can be used to apply first aid in or out of combat, apply long-term care for greater wounds, or treat a poison or disease. Though adventuring groups frequently have magical healing abilities, sometimes a hands-on approach is the solution to a problem.

Hide (Dex) (Armor Check Penalty)
Duck behind a crate, jump into a moving wagon, or take cover behind a tree to escape the notice of your foes. Your Hide check is opposed by your opponent's Spot check, so if you have a particularly unobservant enemy you might get by even with a modicum of skill.

Intimidate (Cha)
If you aren't a skilled liar or smooth talker, sometimes you can work your way out of a situation by scaring your foes with your reputation or through sheer force of will. Intimidate checks are opposed by a special kind of check outlined on page 76 of the Player's Handbook v3.5.

Alternate rules for Intimidate

Over time, our group has developed a house rule that allows the use of your Strength modifier in place of your Charisma modifier for Intimidate checks. Instead of scaring your opponent with words, in this case you frighten them with a display of combat (or animalistic) prowess, ranging from smashing a nearby table to driving your weapon forcefully into the ground.

 
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