Skills: Difference between revisions

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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:
Skills in ''[[The Domains of Dread]]'' have extensive modification from vanilla Neverwinter Nights and Third Edition sources. All skills have both primary and secondary attribute modifiers, and final modifiers are determined from the following list in order of calculation:


# Modifier from primary [[Attributes|attribute]], whether positive or negative;
# Modifier from primary [[Attributes|attribute]], positive or negative;
# Unaltered modifier from secondary attribute, if any, maximum +2 (minimum 0);
# Hard modifier from secondary attribute, if any <code>(max +2, minimum +0)</code>;
# Modifiers from items, whether positive or negative;
# Soft modifiers from items, positive or negative;
# Modifiers from spell or spell-like effects, whether positive or negative;
# Soft modifiers from [[spells]] and spell-like effects, positive or negative;
# Any circumstantial modifier, positive or negative, due to environment or when called by a Game Master.
# Soft modifiers from circumstance or environment, whether automatic by the module or where called by a [[Staff, Requirements and Applications|Game Master]], positive or negative.
Characters benefit from up to <code>+15</code> from soft modifiers, after which their skills will no longer increase. Should verbiage around a feature not include “checks”, it is a hard modifier unaffected by this cap. For example, <code>+2 to Perception</code> is a hard modifier, where <code>+2 to Perception checks</code> is not.


=== [[Acrobatics]] <small>(Dex, Str)</small> ===
Skills affected by [[Armor|Armor Check Penalty (ACP)]] are denoted as such. ACP affects final modifiers as a circumstantial malus.
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]] <small>(Int, Prs)</small> ===
=== [[Acrobatics]] <small>(DEX, STR)</small> ===
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.
A character’s ability to climb, navigate, or otherwise traverse challenging environments without injury. Special passages or placeables in the module require successful Acrobatics checks to use without damage or another consequence. Affected by ACP.


=== [[Concentration]] <small>(Con, Wis)</small> ===
=== [[Appraise]] <small>(INT, PRS)</small> ===
The ability to remain focused during distraction, such as when incanting a [[Spells|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.
A character’s ability to enumerate the value (or lack thereof) of a good or service. Appraise is considered when determining a non-player character vendor’s willingness to purchase an item, for how much, and how many; it also determines the going rate of such a vendor’s items being sold.


=== [[Deception]] <small>(Prs, Int)</small> ===
=== [[Concentration]] <small>(CON, WIS)</small> ===
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 [[Disguises and Personae|undisguise]] or to bluff another party already primed to sense deceit.
A character’s ability to remain focused through distraction. Concentration is used when invoking a spell or spell-like ability which would provoke an attack of opportunity, such as when engaged by a melee opponent and when resisting certain effects.


=== [[Handle Animal]] <small>(Prs, Wis)</small> ===
=== [[Deception]] <small>(PRS, INT)</small> ===
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.
A character’s ability to misrepresent themselves, a situation or circumstance—to lie where the truth is expected. Deception is used to resist attempts to [[Disguises and Personae|undisguise]] the character or when bluffing another party primed to already sense deceit.


=== [[Handle Device]] <small>(Int, Dex)</small> ===
=== [[Handle Animal]] <small>(PRS, WIS)</small> ===
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.
A character’s ability to tame, train, or otherwise interface with a domestic or wild animal. Handle Animal is used to determine the initial disposition of animals in their presence, and whether they will obey command and how long.


=== [[Handle Lock]] <small>(Dex, Int)</small> ===
=== [[Handle Device]] <small>(INT, DEX)</small> ===
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.
A character’s ability to manipulate devices such as traps without failure or injury. Handle Device is used when disabling ground traps or sabotaged containers, and when deploying them such as forcing a lock into the shut position.


=== [[Handle Magical Device]] <small>(Prs, Int)</small> ===
=== [[Handle Lock]] <small>(DEX, INT)</small> ===
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 [[Classes and Archetypes|class]].
A character’s ability to finesse locks without keys or another expected means of entry. Handle Lock is used when opening locked doors or containers, and when attempting to interface with puzzle or otherwise sealed inventory items such as manacles.


=== [[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.
A character’s ability to render medical aid accurately and effectively. Handle Medicine is used when bandaging wounds, treating poisons and/or diseases, and when providing long term care through mundane methods.


=== [[Intimidate]] <small>(Prs, Str)</small> ===
=== [[Handle Supernatural Device]] <small>(PRS, INT)</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.
A character’s ability to “work” items that they would not otherwise be able to—to impress the desired result in a non-mundane item. Handle Supernatural Device is used when attempting to use a scroll whose spell type the character cannot natively cast, or when putting on equipment restricted to another class archetype and/or alignment.


=== [[Intuition]] <small>(Wis, Con)</small> ===
=== [[Intimidation]] <small>(PRS, STR)</small> ===
The ability to reason unconsciously, to rely on one's instincts. Intuition is used to discover deceit and disguised individuals.
A character’s ability to shock or muscle their way through a scene. Intimidation is used when using brutish means to obtain a desired effect or when otherwise dissuading others by threatening force.


=== [[Knowledge]] <small>(Int, Wis)</small> ===
=== [[Intuition]] <small>(WIS, CON)</small> ===
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.
A character’s ability to reason unconsciously and rely on their instincts. Intuition is used when trying to uncover deceit or undisguise disguised individuals.


=== [[Lore]] <small>(Int, Wis)</small> ===
=== [[Knowledge]] <small>(INT, WIS)</small> ===
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.
A character’s ability to recall and disambiguate living information. Knowledge is used when trying to identify mundane items, when deciphering the script of an unknown but extant language or code, or to recognize the qualities of beasts.


=== [[Perception]] <small>(Wis, Int)</small> ===
=== [[Lore]] <small>(INT, WIS)</small> ===
The ability to intuit the hidden and unseen. Perception is used when trying to discover stealthed individuals, or otherwise discern reality from illusion.
A character’s ability to recall and disambiguate esoteric or dead information. Lore is used when trying to identify supernatural items, when making interpretations of long forgotten symbols or scripture, or to recognize the qualities of monsters.


=== [[Performance]] <small>(Prs, Int)</small> ===
=== [[Perception]] <small>(WIS, INT)</small> ===
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.
A character’s ability to intuit what is unseen or otherwise hidden. Perception is used when trying to uncover individuals using Stealth, or when discerning reality from illusion.


=== [[Persuasion]] <small>(Prs, Int)</small> ===
=== [[Performance]] <small>(PRS, INT)</small> ===
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.
A character’s ability to create compelling live performances. Performance is used when playing music, when dancing to entertain, or to otherwise captivate the senses in others.


=== [[Poise]] <small>(Str, Con)</small> ===
=== [[Persuasion]] <small>(PRS, INT)</small> ===
The ability to handle cumbersome equipment without risk to oneself. Poise is used to resist certain effects, determine innate resistance to mundane sources of damage and as a source of potential <code>dodge AC</code>.
A character’s ability to make compelling argument and convince others with diplomacy. Persuasion is used when negotiating between opposing viewpoints, when expressing an unwanted idea, or when urging a different course of action.


=== [[Search]] <small>(Int, Wis)</small> ===
=== [[Poise]] <small>(STR, CON)</small> ===
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.
A character’s ability to handle heavy equipment with practice and without risk. Poise is used to resist certain effects, when determining the character’s innate <code>DR</code> against mundane damage, and as a source of potential <code>dodge AC</code>.


=== [[Sleight of Hand]] <small>(Dex, Int)</small> ===
=== [[Search]] <small>(INT, WIS)</small> ===
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.
A character’s ability to find items and areas. Search is used when trying to notice hidden passages, placeables, or all the items in some ground containers.


=== [[Spellcraft]] <small>(Int, Prs)</small> ===
=== [[Sleight of Hand]] <small>(DEX, INT)</small> ===
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.
A character’s ability to perform feats of legerdemain with handleable items and when using their arms and hands with dexterity. Sleight of Hand is used when escaping bindings such as manacles, when filching from the purses or pockets of non-player characters, and when concealing contraband during searches. Affected by ACP.


=== [[Stealth]] <small>(Dex, Wis)</small> ===
=== [[Spellcraft]] <small>(INT, PRS)</small> ===
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.
A character’s ability to read, identify, and resist supernatural effects. Spellcraft is used when determining the character’s total spells known, the exactness with which they may identify a foreign spell or spell-like ability, and when avoiding the effects of a hostile spell or spell-like ability cast on them.


=== [[Survival]] <small>(Wis, Con)</small> ===
=== [[Stealth]] <small>(DEX, WIS)</small> ===
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.
The character’s ability to conceal themselves and to stay out of sight. Stealth is used when the character tries to hide themselves, move silently, and pass through areas without trace. Affected by ACP.


=== [[Tumble]] <small>(Dex)</small> ===
=== [[Survival]] <small>(WIS, CON)</small> ===
The ability to control oneself with grace and move out of the way of danger. Tumble is used when avoiding attacks of opportunity and as a source of potential <code>dodge AC</code>.
The character’s ability to avoid natural hazards and sustain themselves in wilderness. Survival is used when determining the character’s resistance to inclement weather, when locating the tracks of others left outdoors, when obscuring their own tracks, and how well they obtain their physical needs from outdoor sources.
 
=== [[Tumble]] <small>(DEX)</small> ===
The character’s ability to control themselves with grace and move out from danger. Tumble is used when avoiding attacks of opportunity and as a source of potential <code>dodge AC</code>. Affected by ACP.

Latest revision as of 21:20, 1 November 2025

Skills in The Domains of Dread have extensive modification from vanilla Neverwinter Nights and Third Edition sources. All skills have both primary and secondary attribute modifiers, and final modifiers are determined from the following list in order of calculation:

  1. Modifier from primary attribute, positive or negative;
  2. Hard modifier from secondary attribute, if any (max +2, minimum +0);
  3. Soft modifiers from items, positive or negative;
  4. Soft modifiers from spells and spell-like effects, positive or negative;
  5. Soft modifiers from circumstance or environment, whether automatic by the module or where called by a Game Master, positive or negative.

Characters benefit from up to +15 from soft modifiers, after which their skills will no longer increase. Should verbiage around a feature not include “checks”, it is a hard modifier unaffected by this cap. For example, +2 to Perception is a hard modifier, where +2 to Perception checks is not.

Skills affected by Armor Check Penalty (ACP) are denoted as such. ACP affects final modifiers as a circumstantial malus.

Acrobatics (DEX, STR)

A character’s ability to climb, navigate, or otherwise traverse challenging environments without injury. Special passages or placeables in the module require successful Acrobatics checks to use without damage or another consequence. Affected by ACP.

Appraise (INT, PRS)

A character’s ability to enumerate the value (or lack thereof) of a good or service. Appraise is considered when determining a non-player character vendor’s willingness to purchase an item, for how much, and how many; it also determines the going rate of such a vendor’s items being sold.

Concentration (CON, WIS)

A character’s ability to remain focused through distraction. Concentration is used when invoking a spell or spell-like ability which would provoke an attack of opportunity, such as when engaged by a melee opponent and when resisting certain effects.

Deception (PRS, INT)

A character’s ability to misrepresent themselves, a situation or circumstance—to lie where the truth is expected. Deception is used to resist attempts to undisguise the character or when bluffing another party primed to already sense deceit.

Handle Animal (PRS, WIS)

A character’s ability to tame, train, or otherwise interface with a domestic or wild animal. Handle Animal is used to determine the initial disposition of animals in their presence, and whether they will obey command and how long.

Handle Device (INT, DEX)

A character’s ability to manipulate devices such as traps without failure or injury. Handle Device is used when disabling ground traps or sabotaged containers, and when deploying them such as forcing a lock into the shut position.

Handle Lock (DEX, INT)

A character’s ability to finesse locks without keys or another expected means of entry. Handle Lock is used when opening locked doors or containers, and when attempting to interface with puzzle or otherwise sealed inventory items such as manacles.

Handle Medicine (WIS, INT)

A character’s ability to render medical aid accurately and effectively. Handle Medicine is used when bandaging wounds, treating poisons and/or diseases, and when providing long term care through mundane methods.

Handle Supernatural Device (PRS, INT)

A character’s ability to “work” items that they would not otherwise be able to—to impress the desired result in a non-mundane item. Handle Supernatural Device is used when attempting to use a scroll whose spell type the character cannot natively cast, or when putting on equipment restricted to another class archetype and/or alignment.

Intimidation (PRS, STR)

A character’s ability to shock or muscle their way through a scene. Intimidation is used when using brutish means to obtain a desired effect or when otherwise dissuading others by threatening force.

Intuition (WIS, CON)

A character’s ability to reason unconsciously and rely on their instincts. Intuition is used when trying to uncover deceit or undisguise disguised individuals.

Knowledge (INT, WIS)

A character’s ability to recall and disambiguate living information. Knowledge is used when trying to identify mundane items, when deciphering the script of an unknown but extant language or code, or to recognize the qualities of beasts.

Lore (INT, WIS)

A character’s ability to recall and disambiguate esoteric or dead information. Lore is used when trying to identify supernatural items, when making interpretations of long forgotten symbols or scripture, or to recognize the qualities of monsters.

Perception (WIS, INT)

A character’s ability to intuit what is unseen or otherwise hidden. Perception is used when trying to uncover individuals using Stealth, or when discerning reality from illusion.

Performance (PRS, INT)

A character’s ability to create compelling live performances. Performance is used when playing music, when dancing to entertain, or to otherwise captivate the senses in others.

Persuasion (PRS, INT)

A character’s ability to make compelling argument and convince others with diplomacy. Persuasion is used when negotiating between opposing viewpoints, when expressing an unwanted idea, or when urging a different course of action.

Poise (STR, CON)

A character’s ability to handle heavy equipment with practice and without risk. Poise is used to resist certain effects, when determining the character’s innate DR against mundane damage, and as a source of potential dodge AC.

Search (INT, WIS)

A character’s ability to find items and areas. Search is used when trying to notice hidden passages, placeables, or all the items in some ground containers.

Sleight of Hand (DEX, INT)

A character’s ability to perform feats of legerdemain with handleable items and when using their arms and hands with dexterity. Sleight of Hand is used when escaping bindings such as manacles, when filching from the purses or pockets of non-player characters, and when concealing contraband during searches. Affected by ACP.

Spellcraft (INT, PRS)

A character’s ability to read, identify, and resist supernatural effects. Spellcraft is used when determining the character’s total spells known, the exactness with which they may identify a foreign spell or spell-like ability, and when avoiding the effects of a hostile spell or spell-like ability cast on them.

Stealth (DEX, WIS)

The character’s ability to conceal themselves and to stay out of sight. Stealth is used when the character tries to hide themselves, move silently, and pass through areas without trace. Affected by ACP.

Survival (WIS, CON)

The character’s ability to avoid natural hazards and sustain themselves in wilderness. Survival is used when determining the character’s resistance to inclement weather, when locating the tracks of others left outdoors, when obscuring their own tracks, and how well they obtain their physical needs from outdoor sources.

Tumble (DEX)

The character’s ability to control themselves with grace and move out from danger. Tumble is used when avoiding attacks of opportunity and as a source of potential dodge AC. Affected by ACP.