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       #Post#: 191--------------------------------------------------
       Skills and Lore
       By: Rognvaldr Date: May 20, 2014, 12:57 pm
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       Skills
       STR: Jump, Climb, Swim, Handle Object
       DEX: Tumble, Balance, Sleight of Hand, Stealth
       WIS: Animal Handling, Insight,  Medicine, Perception, Survival
       INT: Investigation
       CHA: Deception, Perform, Persuasion, Intimidate
       CON: Endurance
       Fields of Lore
       Cultural Lore. Including lore about the customs, aphorisms, and
       legends of a particular culture
       Forbidden Lore. Including lore about cults and their practices,
       hidden codes and languages, and insight into the occult.
       Hobbyist Lore. Including in-­depth knowledge of a niche
       interest, such as current and past standings for a knightly
       tournament, art of a particular style, a deep understanding of a
       particular philosophy, or all the plays penned by a particular
       playwright
       Magical Lore. Including lore about spells, magic items, rituals,
       eldritch symbols, and magical traditions
       Military Lore. Including lore about battles, coats of arms,
       weaponry, fortifications, and tactics.
       Natural Lore. Including lore about terrain, plants and animals,
       the weather, and natural cycles
       Planar Lore. Including lore about the planes of existence,
       demiplanes, and planar mechanics
       Political Lore. Including lore about kingdoms, rulers, courtly
       etiquette, and the lineages, mottoes, and emblems of noble
       houses
       Religious Lore. Including lore about deities, rites and prayers,
       ecclesiastical hierarchies, and holy symbols.
       Subterranean Lore. Including lore about caves as well as the
       flora, fauna, and peoples living underground.
       Trade Lore. Including lore about materials, manufacture, a
       specific craft (such as  smithing, brewing, or cooking), and
       commerce.
       Ancient Lore. Including lore about the events and beings in the
       history of the world, and the cultures and nations of days past.
       Intro to the Modified System
       We are using a modified skill system from what 5e has to offer,
       our skills are listed above.
       As fields of lore and skills are so interrelated and can be
       trained in similar ways, we have essentially created two skill
       sections: Active Skills and Knowledge Skills (Fields of Lore).
       We feel that this system and the skills listed is much more
       reasonable and reflective of real-life.
       Active Skills
       We have split Athletics and Acrobatics into several different
       skills to take the place of the INT skills which we have
       removed. We believe that it was unfair in the first place that a
       player character could train in only those two skills and be as
       physically competent in nearly every activity as can be.
       Acrobatics has been split into Tumble and Balance. If you had
       the option to train in Acrobatics, replace it on the list with
       both Tumble and Balance. Athletics has been split into Handle
       Object, Jump, Swim, and Climb. If you had the option to train in
       Athletics, replace it on the list with those four skills. Each
       of those skills, of course, must be trained separately. This
       allows PC to more specifically tailor the physical traits of his
       character.
       Jump.
       Long Jump: The DC for a long jump equals the amount of feet of
       the jump if you have a 10 foot running start. The DC is 2 times
       the amount of feet if you don't have a running start.
       Vertical Jump: Every 1 foot adds 4 to the DC with 10ft running
       start. Every 1 foot adds 8 to the DC without 10ft running start.
       Climb.
       You move at half your speed if you beat the DC, you move your
       full speed if you double the DC.
       Ladder: DC[5/10]
       Rope: DC[10/20]
       Uneven/Jagged Surface: DC[15/30]
       Rough Surface: DC[20/40]
       Sheer Face: DC[25/50]
       Slippery/Smooth surface: +2 to 5 DC or disadvantage
       Obscured Surface: +2 to 5 DC or disadvantage
       Every 10lbs of carrying weight, rounded down, increases the DC
       by 1. (Effectively this is +5 DC for being at 1st level
       encumbrance, +10 for 2nd level)
       Swim.
       You move at half your speed if you beat the DC, you move your
       full speed if you double the DC.
       Calm: DC[5/10]
       Wavy: DC[10/20]
       Rough: DC[15/30]
       Stormy: DC[20/40]
       Vortex: DC[25/50]
       Every 10 lbs of non-buoyant carrying weight increases the DC by
       1.
       Balance.
       Narrow Surface
       12"-7": DC10
       7"-2": DC15
       2">: DC20
       Miniscule: DC25
       Modifiers
       Obscured Surface: Add 2 to 5 to DC
       Slippery Surface: Add 2 to 5 to DC
       Angled Surface: Add 2 to 5 to DC
       Tumble.
       Treat a fall as if it were (your ability check) feet less.
       Roll or slide through a number of feet equal to 1/2 your ability
       check.
       Modifiers
       Obscured Surface: Add 2 to 5 to DC
       Slippery Surface: Add 2 to 5 to DC
       Angled Surface: Add 2 to 5 to DC
       Strongmanliness.
       Push: 30lbs for every 1 DC
       Drag: 30lbs for every 1 DC
       Lift: 15 lbs for every 1 DC
       Grapple: Contest vs. enemy's Strength(Strongmanliness) or
       Dexterity(Tumble).
       Shove: Contest vs. enemy's Strength(Stronmanliness) or
       Desxterity(Tumble).
       Endurance.
       We have also added Endurance to the list of trainable skills.
       Endurance represents staving off ill effects and to push
       yourself beyond normal physical limits.
       Endure Elements: Pleasant DC[5], Fair DC[10], Unpleasant DC[15],
       Severe DC[20], Harsh  DC[25], Deadly DC [30], Hopeless DC [35]
       Hold Breathe: +5 DC per minute while using actions, +2 DC per
       minute when not taking any actions. Rolls of 1-10 count as 10
       when you are readying to hold your breath.
       Resist Disease, Poison, Drugs, Liquor: Drunkeness DC[5+2 per
       drink].
       Resist Exhaustion: You can ignore levels of exhaustion with
       endurance. Level 1 DC[15], Level 2 DC[20], Level 3 DC[25], Level
       4 DC[30], Level 5 DC [35], Level 6 DC [40]. when you fail to
       save against a level of exhaustion, all precursory levels of
       exhaustion are reapplied even if they were previously saved
       against.
       Sleep Soundly: You can ignore wearing gear when you sleep. Light
       armor DC[10], Medium Armor DC[15], Heavy Armor DC[20]. Add +5 DC
       for armor with a Strength requirement, stealth disadvantage, and
       for shields.
       Stay Conscious/Awake:
       Medicine.
       When stabilizing a creature, you can bring them to 1hp on a
       DC[20] Medicine check.
       You can use medicine to allow the rerolling of hit dice during a
       rest.
       You can attempt to cure wounds obtained in battle, 10 DC per d6
       wound die result.
       As an action use Medicine the allow allies to use their Healing
       Surge without using their action on a DC[10].
       #Post#: 1703--------------------------------------------------
       Re: Skills and Lore
       By: Rognvaldr Date: April 10, 2016, 8:38 pm
       ---------------------------------------------------------
       Knowledge Skills
       DC[5] Recall your hometown's name, a family member's name,
       identify one of your possessions
       DC[10] Recall commonly known facts, Identify a common symbol
       DC[15] Identify an uncommon monster, recall specific details
       about commonly-known facts, or  vague information about slightly
       obscure facts.
       DC[20]Recall specific details about obscure facts, or vague
       information about truly esoteric fact
       Identify a spell as it is being cast (+1DC per spell level).
       Understand a dialect of a known language.
       DC[25] Recall specific details about truly esoteric facts known
       only to a few. Identify an especially rare monster. Decipher a
       simple message inn an unfamiliar language. Identify the
       persistent effects of a spell.
       DC[30] Identify a unique creature.
       DC[35] Recall information that only immortal, gods, or other
       beings might know.
       You roll 1d20, add INT mod, and add your Proficiency bonus to
       determine your Field of Lore check. The 1d20 is used to
       represent outside stress, urgency, and inconsistencies which
       affect your PC's memory. For most situations in which you'd be
       using a Field of Lore test, your PC likely has enough time and
       concentration to easily recall information. If you are
       proficient in that lore, any roll of 1-10 is considered a 10.
       This represents the baseline recollection that an unstressed
       character would have and preserves the opportunity to roll a
       natural 20, which would be analogous to remembering some
       long-forgotten fact, having a revelation, etc.
       Obtaining Field of Lore is the same process as obtaining regular
       skills. Your Class, Race, Backround, and Feats offer you Skill
       training, which you can use to instead gain Fields of Lore. If
       Arcane, History, Religion, or Arcana were listed as an option
       for skill training, you may instead choose a field of lore of
       any type for each of those skills you had an opportunity to
       take. You also gain Cultural Lore based on your home-region, one
       Lore pertinent to your background, Cultural Lore for every
       language you gain, and a Hobbyist Lore for every tool
       proficiency you gain.
       In addition to this, you may also use points of your INT mod to
       learn a bonus field of lore. This represents the PC having a
       wide scope, instead of focused learning. So if you have +5 mod
       in INT, you may learn 5 more fields of lore, but for every bonus
       field of lore you learn, you must negate one point of your INT
       mod when you attempt a Field of Lore check.
       For instance, Captain Walker is a lvl 3 Wizzard with an INT mod
       of 4. Captain Walker decides to learn 2 extra Fields of Lore.
       Captain Walker later attempts a History Field of Lore check, he
       rolls 1d20, adds his proficiency bonus (2), and then adds his
       INT mod (4) minus his number of bonus Fields of Lore (2).
       A PC may learn or unlearn only 1 bonus Field of Lore every
       level.
       Cultural Lore may be learned several times, each with a
       different specified culture. Every PC begins with Cultural Lore
       proficiency specific to their home region.
       Supplementing Actions with Knowledge
       Just as is the case in real life, your research and readings can
       assist you in the many activities you do. Information you gather
       about technology, regions, nature, cultures, etc. can assist you
       in interacting with each. This is why characters are offered
       opportunities to take Field of Lore checks in order to obtain
       advantage with a skill. Using a Field of Lore represents your
       character relying on recalling researched information or
       teachings rather than relying on intuition. The player first
       declares that he is attempting X skill check and supplementing
       it with Y Field of Lore. He then attempts his Field of Lore
       check. Upon success, the DM may award advantage and upon failure
       he may give disadvantage. The PC must then conduct his skill
       check using the amount of dice the DM requests (2 if
       disadvantage/advantage or 1 if no disadvantage/advantage). The
       disadvantage represents misremembering or knowing incorrect
       information, advantage represents remembering knowledge
       pertinent to the subject at hand, and no award might represent
       not knowing/remembering anything pertinent to the subject.
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