Skills

A skill is a talent that a character acquires and improves through training. As a character advances in level, he or she gets better at using some or all of her skills.

Each skill represents a different field of expertise. Some skills have different sub-types (e.g. the craft skill is divided into craft armor and craft alchemy -- among others), while others are used by a single task (e.g. attempting to stealth requires a good proficiency in both hide and move silently). Certain skills provide a synergy which expertise in one field provides better understanding of a different skill (e.g. being able to craft a trap gives you some insider knowledge on how to dismantle a trap).

An amount of skill points are gained at each level with the amount gained depending on the class level taken and the intelligence modifier of the character.  These points can be used to increase the rank of any skill. However, some skills are more easily understood by some classes. While class skills (those a class can easily understand. e.g. a wizard understands skills related to spell casting) provide 1 skill rank for each skill point invested, cross-class skills are more expensive to represent the difficulty of learning something less associated with a class' basic training (e.g. a wizard has a harder time understanding stealth abilities than a sneaky rogue would).

List of Skills used in ALFA

  • Appraise
  • Balance
  • Bluff
  • Climb
  • Concentration
  • Craft(Any)
  • Decipher Script
  • Diplomacy
  • Disable Device
  • Disguise
  • Escape Artist
  • Forgery
  • Gather Information
  • Handle Animal
  • Heal
  • Hide
  • Intimidate
  • Jump
  • Knowledge(Arcana)
  • Knowledge(Architecture)
  • Knowledge(Dungeoneering)
  • Knowledge(Geography)
  • Knowledge(History)
  • Knowledge(Local)
  • Knowledge(Nature)
  • Knowledge(Nobility)
  • Knowledge(Religion)
  • Knowledge(The Planes)
  • Listen
  • Move Silently
  • Open Lock
  • Parry
  • Perform(any)
  • Profession
  • Ride
  • Search
  • Sense Motive
  • Sleight Of Hand
  • Speak Languages
  • Spellcraft
  • Spot
  • Survival
  • Swim
  • Tumble
  • Use Magic Device
  • Use Rope

Compared to the NwN2 default, Taunt and Set Trap have been removed entirely.  Crafting requires a DM in ALFA, so while the craft skill remains, it does not function the same as it does in NwN2's campaigns.  Lore has been broken up into its component Knowledge Skills.  Perform has also been broken up into several different skills which have to be leveled separately.  Parry is still available and is unmodified.

Skill Synergies

ALFA makes use of skill synergies like they exist in PnP.  The following combinations apply bonuses.

5 ranks in... Provides a +2 bonus on...

Bluff Diplomacy, Intimidate, Sleight of Hand

Decipher Script Use Magic Device checks on scrolls

Handle Animal Ride

Jump Tumble

Knowledge(Arcana) Spellcraft

Knowledge(Dungeoneering) Survival checks when underground

Knowledge(Local) Gather Information

Knowledge(Nature) Survival checks in natural settings

Knowledge(Nobility) Diplomacy

Sense Motive Diplomacy

Spellcraft Use Magic Device checks on scrolls

Survival Knowledge(Nature)

Tumble Balance, Jump

 

Using Skill Checks

Using skill checks really requires a DM to pull off smoothly. This can be done at the DM’s request, orinitiated by the players. This also makes the game a lot closer to the pen and paper version. Some examples:

    • You come upon a riddle that you personally can’t decipher. But, you are playing a wizard with an 18 Intelligence. Roll an Intelligence ability check, and ask the DM if you can figure out the riddle, or at least a clue.
    • After a furious combat, you are forced to flee back to a small chamber. A horde of orcs is not far behind. Your big brute of a fighter throws his shoulder against the door. Roll a Strength ability check to see if you can keep the orcs from bursting into the room.
    • You are on a mission to steal a gem from an evil baron. Inside the house, you come up to the baron’s room. Your thief steps up to the door. Roll a Listen skill check to see if you can hear anything inside.

Doing Things Not Allowed by the Game Engine

Playing with a DM allows you to do all kinds of things outside of the game engine, that helps make the game more realistic. Players should be encouraged to do things that their on-screen avatar is not capable of. Some ideas:

    • You are in a mine room filled with barrels and crates. Goblins are attacking from a corridor to the north. Even though you can’t really move objects in the NWN game engine, role-play that the two strong fighters are going to carry barrels over and pile them in front of the corridor to block off the goblins.
    • You are stuck on the other side of a chasm with an open drawbridge. The lever to close the drawbridge is on the wall opposite from you. Role-play an attempt at a heroic shot from your ranger’s bow to knock the lever into the “down” position.
    • You are stuck in the dark with no torches and no Light spells. Role-play breaking up the nearby wooden chest, and having your wizard using his Burning Hands spell to ignite the broken planks as torches.