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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).
* All these skills are RP skills and thereby usable with the help of a dm
It’s possible for a character to have two skills that work well together resulting in a so called synergy bonus. In general, having 5 or more ranks in one skill gives the character a +2 bonus on skill checks with each of its synergistic skills, as noted in the skill description. In some cases, this bonus applies only to specific uses of the skill in question, and not to all checks. Some skills provide benefits on other checks made by a character, such as those checks required to use certain class features.
5 or more ranks in... | gives a +2 synergy bonus on... |
Bluff | Diplomacy checks |
Bluff | Disguise checks to act in character |
Bluff | Intimidate checks |
Bluff | Sleight of hand checks |
Craft (Any) | Related Appraise checks |
Decipher Script | Use Magic Device checks involving scrolls |
Escape Artist | Use Rope checks involving bindings |
Handle Animal | Ride checks |
Handle Animal | Wild Empathy checks |
Jump | Tumble checks |
Knowledge (arcane) | Spellcrafts checks |
Knowledge (architecture) | Search checks involving secret doors and similar compartments |
Knowledge (dungeoneering) | Survival checks when underground |
Knowledge (geography) | Survival checks to keep from getting lost or avoiding hazards |
Knowledge (history) | Bardic Knowledge checks |
Knowledge (local) | Gather information |
Knowledge (nature) | Survival checks in natural above ground enviroments |
Knowledge (nobility & royalty) | Diplomacy checks |
Knowledge (religion) | Cheks to turn undead |
Knowledge (the planes) | Survival checks when on other planes |
Search | Survival checks when following tracks |
Sense Motive | Diplomacy checks |
Spellcraft | Use magic device involving scrolls |
Survival | Knowledge (nature) checks |
Tumble | Balance checks |
Tumble | Jump cheks |
Use Magic Device | Spellcraft checks to descipher scrolls |
Use Rope | Climb checks involving ropes |
Use Rope | Escape artist checks involving ropes |
* All these skills are RP skills and thereby usable with the help of a dm
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:
It is now possible to achieve the effects of the dice bag through the chat event. Enter # followed by the name of the thing you wish to roll to generate dice.
The following commands are functional:
Fortitude Saves: | #fort, #fortitude |
Reflex Save: | #ref, #reflex |
Will Save: | #will |
Strength Check: | #str, #strength |
Dexterity Check: | #dex, #dexterity |
Constitution Check: | #con, #constitution |
Intelligence Check: | #int, #intelligence |
Wisdom Check: | #wis, #wisdom |
Charisma check: | #cha, #charisma |
Appraise check: | #app, #appraise |
Balance check: | #bal, #balance |
Bluff check: | #bluff |
Climb check: | #climb |
Concentration check: | #concentration |
Craft (Alchemy)check: | #alch #alchemy, #craft alchemy, #craft (alchemy), #craft: alchemy |
Craft (Armorer) check: | #arm, #armor, #craft armor, #craft (armor), #craft: armor |
Craft (Bowyer)check: | #bowyer, #craft bow, #craft (bow), #craft: bow |
Craft (Weaponsmith) check: | #weap, #weapon, #craft weapon, #craft (weapon), #craft: weapon |
Decipher Script check: | #script, #decipher, #decipher script |
Diplomacy check: | #dip, #diplo, #diplomacy |
Disable Device check: | #trap, #disarm, #disable, #disable device, #dd |
Disguise check: | #disguise |
Escape Artist check: | #escape, #escape artist |
Forgery check: | #forge, #forgery |
Gather Information check: | #gather, #information, #info, #gather info, #gather information |
Handle Animal check: | #handle animal |
Heal check: | #heal |
Hide check: | #hide |
Jump check: | #jump |
Knowledge (Arcana) check: | #arc, #arcana, #knowledge arcane, #knowledge (arcana), #knowledge: arcane |
Knowledge (Architecture and Engineering): | #arch, #architect, #knowledge arch, #knowledge (architecture and engineering), #knowledge: architecture and engineering |
Knowledge (Dungeoneering): | #dung, #dungeon, #knowledge dungeoneering, #knowledge (dungeoneering), #knowledge: dungeoneering |
Knowledge (Geography): | #geo, #geography, #knowledge geography, #knowledge (geography), #knowledge: geography |
Knowledge (History): | #hist, #history, #knowledge history, #knowledge (history), #knowledge: history |
Knowledge (Local): | #local, #knowledge local, #knowledge (local), #knowledge: local |
Knowledge (Nature): | #nat, #nature, #knowledge nature, #knowledge (nature), #knowledge: nature |
Knowledge (Nobility and Royalty): | #nob, #nobility, #knowledge nobility, #knowledge (nobility and royalty), #knowledge: nobility and royalty |
Knowledge (Religion): | #rel, #religion, #knowledge religion, #knowledge (religion), #knowledge: religion |
Knowledge (The Planes): | #planes, #the planes, #knowledge planes, #knowledge (the planes), #knowledge: the planes |
Listen check: | #list, #listen |
Move Silently check: | #ms, #stealth, #move silently |
Open lock: | #ol, #lock, #open lock, #pick lock, #open locks |
Parry check: | #parry |
Perform (Acting) | #act, #acting, #perform acting, #perform (acting), #perform: acting |
Perform (Comedy) | #comedy, #perform comedy, #perform (comedy), #perform: comedy |
Perform (Dance) | #dance, #perform dance, #perform (dance), #perform: dance |
Perform (Keyboard) | #keyboard, #perform keyboard, #perform (keyboard), #perform: keyboard |
Perform (Oratory) | #oratory, #perform oratory, #perform (oratory), #perform: oratory |
Perform (Drums) | #drums, #perform drums, #perform (drums), #perform: drums |
Perform (String Instruments) | #string, #perform string, #perform (string), #perform: string |
Perform (Wind Instruments) | #wind, #woodwind, #perform wind, #perform (wind), #perform: wind |
Perform (Sing) | #sing, #perform sing, #perform (sing), #perform: sing |
Profession (Any): | #profession |
Ride check: | #ride |
Search check: | #search |
Sense motive check: | #sm, #sense motive |
Sleight of Hand check: | #soh, #sleight of hand, #pp, #pick pockets |
Spellcraft check: | #sc, #spellcraft |
Spot check: | #spot |
Survival check: | #surv, #survival |
Swim check: | #swim |
Tumble check: | #tumb, #tumble |
Use Magic Device check: | #umd, #use magic device |
Use Rope check: | #use rope |
Appraise allows characters to estimate the value of an item. The higher the character's skill the better the price received when selling or purchasing goods.
Modifying ability: Intelligence
Requires training: No
Check: The main use for appraise is in an opposed check against a merchant's appraise skill, resulting in a favourable reaction of up to 30% discount on prices, or an unfavourable reaction of up to 30% additional cost. Some conversations allow for an appraise check to be made also.
The character makes an opposed roll against the merchant's Appraise skill. If the merchant winds, they characters pay more for the goods in the store. If the character wins, they pay less. The first time the player interacts with a merchant dictates the prices in that store until their Appraise skill improves.
Use: Automatic in stores(merchants), Selected (conversations)
Classes: Bard, Rogue; Arcane Scholar of Candlekeep, Arcane trickster, Harper agent, Shadow Thief of Amn
Modifying ability: Dexterity
Requires training: No
Check: You can walk on a precarious surface. A successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall. The difficulty varies with the surface, as follows:
Being Attacked while Balancing You are considered flat-footed while balancing, since you can’t move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any).
If you have 5 or more ranks in Balance, you aren’t considered flat-footed while balancing. If you take damage while balancing, you must make another Balance check against the same DC to remain standing.
Accelerated Movement You can try to walk across a precarious surface more quickly than normal. If you accept a -5 penalty, you can move your full speed as a move action. (Moving twice your speed in a round requires two Balance checks, one for each move action used.)
You may also accept this penalty in order to charge across a precarious surface; charging requires one Balance check for each multiple of your speed (or fraction thereof) that you charge.
Action None. A Balance check doesn’t require an action; it is made as part of another action or as a reaction to a situation.
Special If you have the Agile feat, you get a +2 bonus on Balance checks. Synergy If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance checks.
Bluff helps the character make the outrageous seem true. The skill encompasses fast-talking, conning, acting, and misdirection through words or body language.
Modifying ability: Charisma
Requires training: No
Check: Bluff checks occur in conversation in NWN2, usually against a set DC in order to be successful and make the person believe what you are saying (usually the more implausible or outrageous the claim - or the wiser the person you are lying to is - the higher the DC will be). The skill can also be used in combination with feint to mislead your opponent, allowing you to catch them flat-footed.
Special: The master of a spider familiar gains a +3 bonus on bluff checks; Rangers receive +1/five levels to Bluff checks against their favored enemy; Tieflings and half-elves receive +2 racial bonuses to their bluff checks.
Use: Selected (Conversation and Combat)
Classes: Bard, Rogue, Sorcerer, Swashbuckler, Warlock; Arcane trickster, Assassin, Duelist, Harper agent, Invisible blade, Red Wizard of Thay, Shadow Thief of Amn, Shadowdancer
Modifying ability: Strength
Requires training: No
Modifying ability: Strength (armor check penalty applies)
Requires training: No
Check: With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.
A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.
A climbers kit gives you a +2 circumstance bonus on Climb checks.
The player with high concentration is particularly good at focusing their mind.
Modifying ability: Constitution
Requires training: No
Check: If a character takes damage while casting a spell or using a spell-like ability, they must make a concentration check versus a DC of ten plus the amount of damage dealt plus the level of the spell (metamagic does not count) being cast in order not to get distracted and suffer spell failure. All spells cast while entangled or in defensive casting mode must pass a concentration check of DC 15 on cantrips, DC 16 on lvl1 spells etc up to a DC of 24 on lvl9 spells. A character may also take a concentration check to avoid the effects of the taunt skill.
Special: A character with the Combat Casting feat gets a +4 bonus on Concentration checks made in defensive casting mode. Note that the Skill Focus feat for Concentration is arguably better since the +3 bonus it provides applies to all Concentration checks, not only those for defensive casting.
Use: Automatic
Classes: Bard, Cleric, Druid, Favored soul, Monk, Paladin, Ranger, Sorcerer, Spirit shaman, Warlock, Wizard; Arcane Scholar of Candlekeep, Arcane trickster, Blackguard, Eldritch knight, Neverwinter Nine, Pale master, Red dragon disciple, Red Wizard of Thay, Warpriest
ALFAs crafting follows the guidelines of normal crafting checks as in PnP. It can only be used with the aid of DMs. See here for a guide to crafting in ALFA.
NOTE: These skills are primarily usable with DM assistance, and as such, may be less frequently usable than hardcoded skills directly referenced by the game engine.
Modifying ability: Intelligence
Requires training: Yes
Check:You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.
If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)
Both the Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can’t tell whether the conclusion you draw is true or false.
Action: Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions).
Try Again: No
Special:
A character with the Diligent feat gets a +2 bonus on Decipher Script checks.
Synergy
If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks involving scrolls.
Diplomacy involves etiquette, social grace, tact, subtlety, and a way with words. This skill represents the ability to give others the right impression of yourself, to negotiate effectively, and to influence others.
Modifying ability: Charisma
Requires training: No
Check: The player may use diplomacy to turn conversations to their advantage in NWN2. The check is made against a set DC dependent on the stubbornness and/or friendliness of the NPC being spoken to.
Special: A half-elf has a +2 racial bonus on diplomacy checks; the master of a pig familiar receives +3 to diplomacy.
Use: Selected (conversation)
Classes: Bard, Cleric, Druid, Favored soul, Monk, Paladin, Rogue, Spirit shaman, Swashbuckler; Arcane Scholar of Candlekeep, Arcane trickster, Assassin, Blackguard, Harper agent, Neverwinter Nine, Pale master, Red dragon disciple, Shadowdancer, Shadow Thief of Amn, Stormlord, Warpriest
Disable device allows you to attempt to disable dangerous devices such as traps.
Modifying ability: Intelligence
Requires training: Yes
Check: Disable device is primarily for disabling traps a player will encounter. The DC depends on how tricky the device is. If the check succeeds, you disable the device. Most of the time if you fail a check you can try again, but if you fail critically, the trap is set off.
Special: Only rogues can disable traps with DCs of 20 and above. 5 or more ranks in set trap give a 2 synergy bonus on checks for this skill.
Use: Selected
Classes: Rogue; Arcane trickster, Assassin, Shadow Thief of Amn
NOTE: This skill is primarily usable with DM assistance, and as such, may be less frequently usable than hardcoded skills directly referenced by the game engine.
Modifying ability: Charisma
Requires training: No
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 disguise depends in part on how much you’re attempting to change your appearance.
If you are impersonating a particular individual, those who know 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.
Action
Creating a disguise requires 1d3×10 minutes of work.
Try Again: Yes. You may try to redo a failed disguise, but once 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.
You must make a Disguise check when you cast a simulacrum spell to determine how good the likeness is.
If you have the Deceitful feat, you get a +2 bonus on Disguise checks.
Synergy
If you have 5 or more ranks in Bluff, you get a +2 bonus on Disguise checks when you know that you’re being observed and you try to act in character.
NOTE: These skills are primarily usable with DM assistance, and as such, may be less frequently usable than hardcoded skills directly referenced by the game engine.
Modifying ability: Dexterity (Armor check Penalty applies to this skill)
Requires training: No
Check:
The table below gives the DCs to escape various forms of restraints.
Ropes,Use Rope check. Since it’s easier to tie someone up than to escape from being tied up, the binder gets a +10 bonus on his or her check.
Manacles and Masterwork Manacles,The DC for manacles is set by their construction.
Tight Space, The DC noted on the table is for getting through a space where your head fits but your shoulders don’t. If the space is long you may need to make multiple checks. You can’t get through a space that your head does not fit through.
Grappler, grapple check to get out of a grapple or out of a pinned condition (so that you’re only grappling).
Action, Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.
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 If you have the Agile feat, you get a +2 bonus on Escape Artist checks.
Synergy
NOTE: These skills are primarily usable with DM assistance, and as such, may be less frequently usable than hardcoded skills directly referenced by the game engine.
Modifying ability: Intelligence
Requires training: No
Check:Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity to see the details of what you’re writing, wax for seals (if appropriate), and some time. To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the like), you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that person’s handwriting is needed.
The Forgery check is made secretly, so that you’re not sure how good your forgery is. As with Disguise, you don’t even need to make a check until someone examines the work. Your Forgery check is opposed by the Forgery check of the person who examines the document to check its authenticity. The examiner gains modifiers on his or her check if any of the conditions on the table below exist.
A document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the person checking the document can increase that character’s suspicion (and thus create favorable circumstances for the checker’s opposing Forgery check).
Action: Forging a very short and simple document takes about 1 minute. A longer or more complex document takes 1d4 minutes per page.
Try Again: Usually, no. A retry is never possible after a particular reader detects a particular forgery. But the document created by the forger might still fool someone else. The result of a Forgery check for a particular document must be used for every instance of a different reader examining the document. No reader can attempt to detect a particular forgery more than once; if that one opposed check goes in favor of the forger, then the reader can’t try using his own skill again, even if he’s suspicious about the document.
Special Deceitful feat, you get a +2 bonus on Forgery checks.
Restriction:Forgery is language-dependent; thus, to forge documents and detect forgeries, you must be able to read and write the language in question. A barbarian can’t learn the Forgery skill unless he has learned to read and write.
NOTE: These skills are primarily usable with DM assistance, and as such, may be less frequently usable than hardcoded skills directly referenced by the game engine.
Modifying ability: Charisma
Requires training: No
Check: An evening’s time, a few gold pieces for buying drinks and making friends, and a DC 10 Gather Information check get you a general idea of a city’s major news items, assuming there are no obvious reasons why the information would be withheld. The higher your check result, the better the information.
If you want to find out about a specific rumor, or a specific item, or obtain a map, or do something else along those lines, the DC for the check is 15 to 25, or even higher.
Action: A typical Gather Information check takes 1d4+1 hours.
Try Again:Yes, but it takes time for each check. Furthermore, you may draw attention to yourself if you repeatedly pursue a certain type of information.
Special: A half-elf has a +2 racial bonus on Gather Information checks.
If you have the Investigator feat, you get a +2 bonus on Gather Information checks.
Synergy: If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
NOTE: These skills are primarily usable with DM assistance, and as such, may be less frequently usable than hardcoded skills directly referenced by the game engine.
Modifying ability: Charisma
Requires training: Yes
Check:The DC depends on what you are trying to do.
Handle an Animal
This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken anynonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
You can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack onlyhumanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come (DC 15): The animal comes to you, even if it normally would not do so.
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Guard (DC 20): The animal stays in place and prevents others from approaching.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have thescent ability)
Work (DC 15): The animal pulls or pushes a medium or heavy load.
Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal’s purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2.
An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.
Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.
Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.
Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.
Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an animal for heavy labor takes two weeks.
Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes six weeks.
Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes five weeks.
Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes three weeks.
To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once.
A successfully domesticated animal can be taught tricks at the same time it’s being raised, or it can be taught as a domesticated animal later.
See also: epic usages of Handle Animal.
Varies. Handling an animal is a move action, while pushing an animal is a full-round action. (Adruid or ranger can handle her animal companion as a free action or push it as a move action.) For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.
Yes, except for rearing an animal.
You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.
A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion.
In addition, a druid’s or ranger’s animal companion knows one or more bonus tricks, which don’t count against the normal limit on tricks known and don’t require any training time or Handle Animal checks to teach.
If you have the Animal Affinity feat, you get a +2 bonus on Handle Animal checks.
If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks and wild empathy checks.
If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can’t teach, rear, or train animals. A druid or ranger with no ranks in Handle Animal can use a Charisma check to handle and push her animal companion, but she can’t teach, rear, or train other nondomestic animals.
Heal affects your ability to use healing kits.
Modifying ability: Wisdom
Requires training: No
Check: Heal checks take place when using a healing kit. The skill can be used to stabilize another player that has received sufficient hit point loss to lie bleeding. The bleeding is quite swift but with a dc 15 heal check using the healing kit, or one of the healing kits that provide bonus to this roll, can stabilize the bleeding character. The skill can also be used for identifying diseases and poisons and treting them, but this is only possible by the aid of a DM
Use: Selected
Classes: Cleric, Druid, Favored soul, Paladin, Ranger, Spirit shaman, Warlock; Blackguard, Pale master, Sacred fist, Warpriest
Use the hide skill to sink back into the shadows and proceed unseen, to approach a wizard's tower under cover of brush, or to tail someone through a busy street without being noticed.
Modifying ability: Dexterity
Requires training: No
Check: Your hide check is opposed by the spot check of anyone who might see you. You activate the use of your hide (and move silently) skill by going into stealth mode. You move at half speed while in stealth mode.
Special: This skill is subject to an armor check penalty. It also takes penalties in areas with lots of light (so don't carry a torch when you use it!), and receives bonuses in low-lighting. Small characters receive an additional size bonus to this skill.
Use: Selected (stealth mode)
Classes: Bard, Monk, Ranger, Rogue; Arcane archer, Arcane trickster, Assassin, Blackguard, Harper agent, Invisible blade, Pale master, Shadowdancer
NOTE: These skills are primarily usable with DM assistance, and as such, may be less frequently usable than hardcoded skills directly referenced by the game engine.
Modifying ability: Strength (Armor Check Penalty applies with this skill)
The DC and the distance you can cover vary according to the type of jump you are attempting (see below).
Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.
All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.
Distance moved by jumping is counted against your normal maximum movement in a round.
If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or more.
A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet).
If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check.
A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared.
If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.
Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.)
Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller.
You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.
If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.
If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.
None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.
Effects that increase your movement also increase your jumping distance, since your check is modified by your speed.
If you have the Run feat, you get a +4 bonus on Jump checks for any jumps made after a running start.
A halfling has a +2 racial bonus on Jump checks because halflings are agile and athletic.
If you have the Acrobatic feat, you get a +2 bonus on Jump checks.
The character can use intimidate to get a bully to back down or make a prisoner give him the information he wants. Intimidation can occur either through brute force and appearance or through threatening use of language.
Modifying ability: Charisma
Requires training: No
Check: This skill is the aggressive approach to getting one's way in conversation. A check is made against a set DC - usually dependent on how easily the NPC is going to be scared into submission.
Use: Selected (conversation
Classes: Barbarian, Fighter, Rogue, Warlock; Assassin, Blackguard, Frenzied berserker, Red Wizard of Thay, Shadow Thief of Amn, Stormlord, Warpriest, Weapon master
This skill is used to listen for approaching enemies and to detect someone sneaking up on you.
Modifying ability: Wisdom
Requires training: No
Check: Your listen check is opposed by your stealthed target’s move silently check.
Special: Standing still provides a +5 bonus to listen; A ranger gains a +1/5 levels bonus on Listen checks when using this skill against a favored enemy; an elf, gnome or halfling has a +2 racial bonus on listen checks; half-elves and gray dwarves have a +1 racial bonus on Listen checks; the master of a bat familiar receives +3 to listen checks.
Use: Automatic (although characters will make a listen check more often if they are in detect mode)
Classes: Barbarian, Bard, Druid, Monk, Ranger, Rogue; Arcane archer, Arcane trickster, Assassin, Duelist, Dwarven defender, Harper agent, Neverwinter Nine, Pale master, Red dragon disciple, Shadow Thief of Amn, Shadowdancer
Special Notes: The core opposed skill check would be regarded as: Listener: 1d20 roll + listen skill + bonuses (such as from wisdom, from race feats) vs. Target: 1d20 roll + move silently skill + bonuses.
Checks are made 6 times a round by Elves (Keen Senses) and once a round by other Races as of 1.22. It is unknown if these variables impact on the skill:
There are area-based listen and spot skill penalties or bonuses which can be applied which are known about, and obviously apply to each and every check made.
Move silently allows you to move unheard while in stealth mode.
Modifying ability: Dexterity
Requires training: No
Check: Your Move Silently check is opposed by the Listen check of anyone who might hear you. You move at one-half your normal speed while in stealth mode.
Special: Move silently suffers from the armor check penalty; the master of a cat familiar gains a +2 bonus on Move Silently checks; a halfling has a +2 racial bonus on Move Silently checks; a gray dwarf gets a +4 racial bonus.
Use: Selected (stealth mode)
Classes: Bard, Monk, Ranger, Rogue; Arcane archer, Arcane trickster, Assassin, Harper agent, Invisible blade, Pale master, Shadow Thief of Amn, Shadowdancer
The open lock skill allows the character to enter locked rooms and open locked containers. Without it you might only be able to force them open.
Modifying ability: Dexterity
Requires training: Yes
Check: When an attempt to pick a lock is made, it is checked against a set DC dependent on the difficulty of the lock. Some locks however cannot be picked, and require a special key.Unlike in NWN, bashing chests and containers open may destroy the contents, so open locks will be a more valuable skill in some cases.
Special: Thieves' tools can be used to increase the chances of success when picking a lock.
Use: Selected (full round action).
Classes: Rogue; Arcane trickster, Assassin, Shadow Thief of Amn
When you use a melee weapon or fight unarmed you can use the parry skill to enter a defensive stance. This allows you to block melee attacks and make counter-attacks against less experienced opponents.
Modifying ability: Dexterity
Requires training: No
Check: The DC of the parry-check is the modified attack roll of the incoming blow. A successful parry means that the attack does not damage the parrying character. A character may only parry a number of attacks per round equal to the number of attacks per round available to the character.
Special: Additional attacks may be parried but with a cumulative -3 modifier (e.g. If you have 3 attacks per round then you parry the fourth attack at -3, the fifth at -6 and so on.) If the parry is successful and the difference between the roll and the DC is ten points or greater, a counterattack occurs. A counterattack is a free attack made by the parrying character, at his full attack bonus, against the parried opponent.
Use: Selected (parry mode)
Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Swashbuckler; Arcane trickster, Assassin, Blackguard, Divine champion, Duelist, Dwarven defender, Eldritch knight, Frenzied berserker, Invisible blade, Red dragon disciple, Shadow Thief of Amn, Shadowdancer, Warpriest, Weapon master
Special Notes:
For arguments sake and to make it all easy to calculate, take for example two characters:
Parry skill user: ranger 20 (DEX oriented)
Attacker: fighter 20 (STR oriented)
Parry skill roll = 1d20 + 23 (maxed parry skill) + DEX mod - 2 (armor check penalty )
Parry DC = incoming blow = 1d20 + 20(BAB of fighter) + 4(weapon) +2 (Weapon focus feats) + STR mod
Assuming that the fighter's STR mod is equivalent to the DEX mod of the ranger and that they both roll exactly the same on the d20, a character with maxed parry will avoid being hit 50+% of the time, which is balanced. The AB of the ranger in this example is not added to the parry check.
If the parry check exceeds the DC by 10 (5 with Improved parry), a riposte attack opportunity is triggered. This does not result in an automatic hit - instead, one attack at the highest BAB is made, which can miss like any other normal attack. Only the first riposte attack is made at max AB; the ones following take cumulative -5 penalties.
If a parry check is failed, it also does not result in an automatic hit. The attacker's blow is then compared to the parrying character's AC normally.
Using a duelist instead of a ranger results in different calculations: at level 7, the duelist will add his level to the Parry skill use. Also, the duelist will not typically have an armor check penalty. This increases the parry roll by 9 points, tipping the balance in the duelist's favor. Likewise, taking the Skill Focus (Parry) feat will add another 3 points.
With Spellcasting: When casting a spell in parry mode a character will parry attacks, but cannot make a counterattack until the next round. Once a character has begun to parry, any attempt to cast a spell must wait until the next round, meaning that to cast a spell while parrying requires beginning the spell while not under attack; a character under attack will never actually begin casting a spell waiting in their que. Generally a character will want to change from parry mode to defensive casting mode to throw spells for both safety and convenience.
Bug Note:
A bug occurs because of how the engine handles multiple attacks. It groups all of a character's attacks into three "flurries" made at the beginning, middle, and end of the round. If an attacker makes two attacks in the first "flurry", the parry check will not be made against the second attack. This issue has still not been fixed since its original existence in the first nwn game
Link to UI
The search skill lets a character discern some small detail or irregularity through active effort, such as secret doors, traps, hidden compartments, and other details not readily apparent.
Modifying ability: Intelligence
Requires training: No
Check: You normally make search checks within a distance of 5 feet, but can increase this to 10 feet when in search mode. Search checks for traps are made against a DC of the setter's trap skill and a value in accordance with the strength of the trap.
Special: Only rogues may detect traps with a DC greater than 35;
5 ranks in search gives a +2 synergy bonus to survival; An elf behaves as though in search mode all the time with no penalty to movement;
Use: Automatic
Classes: Ranger, Rogue; Arcane Scholar of Candlekeep, Arcane trickster, Assassin, Neverwinter Nine, Red dragon disciple, Shadow Thief of Amn, Shadowdancer
The Sleight of Hand skill allows a character to pick the pocket of an NPC.
Modifying ability: Dexterity
Requires training: Yes
Check: There are two parts to successfully picking a pocket. First the item must be acquired, and then the targeted creature must not notice the theft. Stealing the item is a simple skill test against the target’s difficulty class. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. The targeted creature then makes an opposed Spot check against the character’s Pick Pocket check. Hostile creatures have a +10 bonus to their Spot checks in this test. If the targeted creature succeeds at this opposed check, then the target has detected the theft attempt. A PC will be informed that the character has attempted to pick pocket him. If the character is successful at both checks, then he steals the item without being detected.
Special: Armor check penalty applies to this skill.
Use: Selected
Classes: Bard, Rogue; Arcane trickster, Assassin, Harper agent, Shadow Thief of Amn, Shadowdancer
Link to languages section
The spellcraft skill allows a character to identify spells as they are cast. It also increases the character's saving throws against spells.
Modifying ability: Intelligence
Requires training: Yes
Check: The DC of a spellcraft check is equal to 15 plus the level of the spell being cast. The same formula applies to wizards attempting to learn spells from scrolls, a failed spellcraft check means that you fail to learn it properly and the scroll is lost. Learning epic spells also requires certain Spellcraft skill requirements.
Special: Specialist wizards receive a +2 bonus to Spellcraft on spells of their specialized school of magic, and receive -5 on checks made against spells of their prohibited school.
A character also receives +1 to saving throws against spells for every 5 unmodified ranks in the skill. This makes the skill very valuable even to non-spellcasting characters.
Use: Automatic
Classes: Bard, Cleric, Druid, Favored soul, Sorcerer, Spirit shaman, Warlock, Wizard; Arcane Scholar of Candlekeep, Arcane trickster, Eldritch knight, Pale master, Red dragon disciple, Red Wizard of Thay, Stormlord, Warpriest
Special note:
Spellcraft counts towards the +20 cap for bonuses to saving throws.
This skill is used to spot stealthed characters.
Modifying ability: Wisdom
Requires training: No
Check: The spot skill is used primarily to detect characters or creatures who are hiding. Typically, your spot check is opposed by the hide check of the creature trying not to be seen. It is also used to spot those who would use sleight of hand to deceive a character, and to avoid the effects of Feint. Spot is also used to detect someone in disguise, and to read lips when you can't hear or understand what someone is saying.
Special: A ranger gains a bonus on spot checks when using this skill against a favored enemy; An elf or aasimar has a +2 racial bonus on spot checks; A half-elf or gray dwarf has a +1 racial bonus; a druid receives +2 to spot in outdoor or wilderness areas due to nature sense.
Use: Automatic (enhanced when in detect mode)
Classes: Druid, Monk, Ranger, Rogue, Spirit shaman; Arcane archer, Arcane trickster, Assassin, Duelist, Dwarven defender, Invisible blade, Neverwinter Nine, Red dragon disciple, Shadow Thief of Amn, Shadowdancer
The Survival skill will allow you to detect hostile enemies on the minimap.
Modifying ability: Wisdom
Requires training: No
Check: Unknown if it uses any DC checks. According to Designer George Ziets [1], survival "expands the range you can see hostile creatures on the minimap, while in Tracking mode. Any character can activate Tracking mode, but only characters with the Track feat and points in the Survival skill are going to get much value from it."
Use: Selected (tracking mode)
Classes: Barbarian, Druid, Ranger, Spirit shaman; Arcane archer, Frenzied berserker, Harper agent, Stormlord
This release, ALFA adds automated support for swimming. Areas that are capable of handling swimming are added by builders, and no watery area follows swimming rules until the build team has had a chance to convert the areas.
Players should be aware that mobility while swimming is extremely restricted for PCs who wear armor, and for PCs who are encumbered-- and that both is certain death in water too deep to stand in. By default, Water Genasi are able to breathe under water indefinitely and move with their swim speed (30'/ rd) without checks. Other characters must succeed at a swim check to move at 50% speed. Characters can hold their breath for their constitution score * 12 seconds (for example, a character with 12 constitution gets 2 minutes and 24 seconds) before making constitution checks of escalating difficulty. Failure on a constitution check will cripple the character that round, place the character into negative hit points in the next round, and kill them on the final round. Magic healing, if provided, can slowly and awkwardly stave this effect off, but it does not provide breathable air, and the character will still be suffocating. Spells which stop a character's metabolism (Living Undeath, Stone Body, Iron Body) will halt suffocation, but it will begin again where it left off once the spell expires, and movement restrictions imposed (such as by Stone Body or Iron Body) stack with movement restrictions imposed by the water.
Water breathing, as the spell, is not yet implemented.
Tumble is the ability to dive, roll, somersault, flip, and so on.
Modifying ability: Dexterity
Requires training: Yes
Check: Tumbling past opponents without prompting an attack of opportunity is a check against DC of 15. This makes a character with a modified tumble skill of 14+ immune to attacks of opportunity from moving.
Special: Armor check penalty is applied to this skill; the character also receives +1 bonus to AC for every ten ranks in the skill. This is a dodge bonus to AC; however, it does not count towards the +20 cap on dodge enhancement bonuses.
Use: Automatic
Classes: Bard, Monk, Rogue, Swashbuckler; Arcane trickster, Assassin, Duelist, Harper agent, Invisible blade, Shadow Thief of Amn, Shadowdancer
Use Magic Device allows a character to use a magic item as if your character had the required class, race, or alignment.
Modifying ability: Charisma
Requires training: Yes
Check: The base difficulty class (DC) of this task is determined by the value of the item, and modified by the type of emulation the character is attempting: emulate a specific race - DC increases by 5 emulate a specific alignment - DC increases by 10 emulate a specific class - DC does not increase To cast a spell from a scroll (if the difficulty mode of the game is set to Hardcore or higher), you must make a DC check of 25 plus the level of the spell.
Classes: Bard, Rogue, Warlock, Assassin
Special: A Warlocks' deceive item feat adds a 4 bonus to UMD checks. Use: Automatically applied whenever a character attempts to use or equip an item normally unusable by his class, race, or alignment.
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