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Skills
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PostPosted: Mon Aug 11, 2014 1:36 am 
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The skills used in standard D&D are for the most part unchanged. I'll list every skill here, and detail any changes that occur.

Appraise
As normal, though really, does anyone actually put ranks in this?

Balance
As normal.

Bluff
Taunt: Like intimidate, bluff can be used to demoralize an opponent within hearing distance. As a standard action, make a bluff check opposed by the targets modified level check (1d20+level+wisdom). If you succeed the target suffers a -2 morale penalty to attacks, checks and saves.

Climb
As normal.

Concentration
As normal.

Craft
Use this revision. [Clothing] will cover creating scarves, bands, glasses and other such items. [Orbs] covers the obvious. [Culinary] will cover growing and preparing seeds and berries.

Decipher Script
As normal.

Diplomacy
It needs a serious revision. However, that is beyond the scope of this project so sadly this will have to function as normal.

Disable Device
As normal, other than that opening locks is now part of this skill.

Disguise
As normal, though note that each individual pokemon counts as a different race, so this skill will probably not be used much in the mundane way.

Escape Artist
Restraint, DC
Tight space, 20
Manacles, 25
Masterwork manacles, 30
Extremely tight space, 35
By Iameki
Otherwise as normal

Forgery
As normal, though seriously, has anyone ever used this skill?

Gather Information
As normal.

Handle Animal
There are normal animals in this world, mostly used as livestock. So this skill remains as normal.

Heal
As normal.

Hide
As normal.

Intimidate
Demoralize now works on any target within hearing range. Otherwise as normal.

Jump
Use this. (revision at bottom of first post.

Knowledge
Many of the knowledge skills available in D&D don't work here. The available knowledge skills are as follows and function as normal (Some of these overlap and that is intentional).
Architecture and Engineering: (buildings, aqueducts, bridges, fortifications, traps)
Dungeoneering: (navigating the underground, caves, traps, surviving Mystery Dungeons)
Geography: (lands, terrain, climate, people)
History: (ancient ruins, past wars, old relics, legends and myths)
Mystical: (legendary pokemon, moves and types, legends and myths)

Listen
As normal.

Move Silently
As normal.

Open Lock
See Disable Device.

Perform
You are trained in several types of artistic expression and know how to put on a show. Possible Perform types include (but are by no means limited to) ballad, buffoonery, chant, comedy, dance, drama, drums, epic, flute, harp, juggling, limericks, lute, mandolin, melody, mime, ode, pan pipes, puppetry, recorder, shalm, storytelling, trumpet, and tuba. You are trained in one form of performance per rank.
(Taken from the tome bard.)
Otherwise as normal.

Ride
As normal. Note that in addition to animals, many pokemon can serve as mounts (Rapidash, Tauros, Zebstrika ect.) When making a ride check, if both mount and rider have ranks, roll twice and take the better result.

Search
As normal.

Sense Motive
As normal.

Sleight of Hand
The Sleight of Hand rules areā€”not well-thought out. The most egregious problems are the inappropriate use of a check penalty to handle making it a free action, the lack of integration with the rest of the combat system, and the unclear limits on what you can do with the skill. A literal interpretation of the rules results in absurdities like being able to strip someone naked in the middle of combat as a free action. This has to stop.
Drawing Weapons
Drawing an open weapon, like a sheathed sword, is normally a move action; if you have a BAB of +1 or more, you can combine it with another move action. If you have a BAB of +6 or more, you can draw an open weapon as a free action.
Drawing a weapon hidden with Sleight of Hand is a standard action that doesn't provoke attacks of opportunity. With a successful check (see below), you can draw a hidden weapon as if it was openly displayed.
Overview
Sleight of Hand allows you to hide things on your person and take things from people without their noticing.
Check
With a DC 10 Sleight of Hand check, you can palm an object at least two size categories smaller than yourself that you have in your possession: for instance, make a coin "disappear." If someone observes you while you do this, they may make a Spot check to notice you doing it, but this doesn't prevent you from performing the action.
You can hide on object at least two size categories smaller than yourself on your person. Anyone attempting to find the hidden object rolls Spot, if observing you, or Search, if frisking you. When using Search, the frisker gains a +4 bonus to their check because it's easier to find an object than to hide it. Daggers and similar weapons designed to be hidden give you a +2 bonus on the check, items three or more size categories smaller than you give you a +4 bonus, and wearing heavy or baggy clothing gives you a +2 bonus in any event.
With a DC 20 Sleight of Hand check, you can draw a hidden weapon as if it was openly displayed; the exact action depends on your BAB.
If you want to take something from another creature without their noticing it, you have to combine a Sleight of Hand check with a disarm attempt. You can only take an item that's two or small size categories smaller than you, and generally only an item that they aren't paying active attention to (i.e., not a wielded weapon or something similar). If your disarm check is successful, make a Sleight of Hand check opposed by their Spot check to see if they notice your removal of the item.
With -20 cumulative penalty for each size category, you can handle objects of larger size than normally allowed for Sleight of Hand.
You can use Sleight of Hand to entertain an audience as if using the Perform skill.
Action
Palming or hiding an object on your person is normally a move action; if you had to disarm the object from someone else first, that takes an action as normal for the disarm check. With a -20 penalty to your check, you can perform either as a free action. The action it takes to draw a weapon depends on your BAB.
Try Again
Yes, but after an initial failure, a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) increases the DC for the task by 10.
(by Iameki)

Speak Language
Useless, as everyone speaks Pokemon.

Spellcraft
Useless.

Spot
From the wording of the Disguise rules, I think that the listed bonuses to Spot checks for knowing what you're looking for only apply against Disguise: 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.
(By Iameki)
Otherwise as normal.

Survival
As long as you have the Track feat (see the Skill Feats section), you can track creatures on water or underwater with a DC 30 check, and through the air with a DC 40 check.
(By Iameki)
Otherwise as normal.

Swim
As normal.

Tumble
Tumble, as written, doesn't scale, for no particularly good reason. The following change shouldn't take much longer to adjudicate in game, while making taking more ranks of Tumble matter.
Check
You can tumble past an opponent at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so, if you succeed on a Tumble check against a DC of 10 + the opponent's base attack bonus; you can tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so, if you succeed on a Tumble check against a DC of 20 + the opponent's base attack bonus. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player's choice of order in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC.
(By Iameki)
Otherwise as normal.

Use Magic Device
N/A

Use Rope
As normal, though again, does anyone actually take ranks in this?

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