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Thread: Skill List

  1. #1
    Senior Member teloft's Avatar
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    __________________________________________________ _____________

    here is a list of skilles from PHB

    I have added some tags, they are as follow.
    Guild, Temple, Source, Province, lead, admin, war

    I think the tags sould be in spirit of each skill.

    My idee here is to create a variant, where the WARCRAFT skill is not only one skill.
    Im thinking this in combinatio with the training for skillpoints in advance, and benifiting fromfrom advandc training.

    No synergy bonus is awailable trow the training, one must buy ranks in order to get synergy.

    Im having doupts wherther the Synergy sould only be onec for the fyrst 5 points. Or wehter one could gain a synergy a second time from same means.

    __________________________________________________ _____________


    ADMINISTRATE (Wis)
    Guild, Law, Province, Admin

    APPRAISE (INT)
    Synergy: If you have 5 ranks in any Craft skill, you gain a +2 bonus on Appraise checks related to items made with that Craft skill.
    Guild
    Brd, Rog, Nob

    BALANCE (DEX; ARMOR CHECK PENALTY)
    Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance checks.

    Brd, Mnk, Rog,

    BLUFF (CHA)
    Check: A Bluff check is opposed by the target’s Sense Motive check.
    Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Diplomacy, Intimidate, and Sleight of Hand checks, as well as on Disguise checks made when you know you’re being observed and you try to act in character.
    Guild, Lead
    Brd, Rog, Sor, Nob, Mag

    CLIMB (STR; ARMOR CHECK PENALTY)
    Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.

    Bbn, Brd, Ftr, Mnk, Rgr, Rog,

    CONCENTRATION (CON)
    Special: You can use Concentration to cast a spell, use a spell-like ability, or use a skill defensively, so as to avoid attacks of opportunity altogether.

    Brd, Clr, Drd, Mnk, Pal, Rgr, Sor, Wiz, Mag

    CRAFT (INT)
    Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill.
    A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.
    Check: You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
    The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.
    In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.
    A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.
    When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
    All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.
    To determine how much time and money it takes to make an item, follow these steps.
    1. Find the item’s price. Put the price in silver pieces (1 gp = 10 sp).
    2. Find the DC from the table below.
    3. Pay one-third of the item’s price for the cost of raw materials.
    4. Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
    If you fail a check by 4 or less, you make no progress this week.
    If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
    Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) is in copper pieces instead of silver pieces.
    Creating Masterwork Items: You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
    Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.

    When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table.

    Item Craft Skill Craft DC
    Acid Alchemy1 15
    Alchemist’s fire, smokestick, or tindertwig Alchemy1 20
    Antitoxin, sunrod, tanglefoot bag, or thunderstone Alchemy1 25
    Armor or shield Armorsmithing 10 + AC bonus
    Longbow or shortbow Bowmaking 12
    Composite longbow or composite shortbow Bowmaking 15
    Composite longbow or composite shortbow with high strength rating Bowmaking 15 + (2 × rating)
    Crossbow Weaponsmithing 15
    Simple melee or thrown weapon Weaponsmithing 12
    Martial melee or thrown weapon Weaponsmithing 15
    Exotic melee or thrown weapon Weaponsmithing 18
    Mechanical trap Trapmaking Varies2
    Very simple item (wooden spoon) Varies 5
    Typical item (iron pot) Varies 10
    High-quality item (bell) Varies 15
    Complex or superior item (lock) Varies 20
    1 You must be a spellcaster to craft any of these items.
    2 Traps have their own rules for construction.

    Action: Does not apply. Craft checks are made by the day or week (see above).
    Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
    Special: A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.
    A gnome has a +2 racial bonus on Craft (alchemy) checks because gnomes have sensitive noses.
    You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.
    To make an item using Craft (alchemy), you must have alchemical equipment and be a spellcaster. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist’s lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
    Synergy: If you have 5 ranks in a Craft skill, you get a +2 bonus on Appraise checks related to items made with that Craft skill.
    Guild
    Brd, Clr, Drd, Ftr, Mnk, Pal, Rgr, Rog, Sor, Wiz, Nob, Mag

    DECIPHER SCRIPT (INT; TRAINED ONLY)
    Synergy: If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks involving scrolls.
    Guild
    Brd, Rog, Wiz

    DIPLOMACY (CHA)
    Synergy: If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks. (+2 on Admin)
    Province, Guild, Temple, Lead, Administrade,
    Brd, Clr, Drd, Mnk, Pal, Rog, Nob, Mag

    DISABLE DEVICE (INT; TRAINED ONLY)

    Rog,

    DISGUISE (CHA)
    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.
    Guild
    Brd, Rog, Nob, Mag

    ESCAPE ARTIST (DEX; ARMOR CHECK PENALTY)
    Synergy: If you have 5 or more ranks in Escape Artist, you get a +2 bonus on Use Rope checks to bind someone.
    If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.

    Brd, Mnk, Rog, Mag

    FORGERY (INT)
    Opposed Forgery check.
    Guild
    Rog, Nob

    GATHER INFORMATION (CHA)
    Synergy: If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
    Guild
    Brd, Rog, Nob, Mag

    HANDLE ANIMAL (CHA; TRAINED ONLY)
    Synergy: If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks and wild empathy checks.
    Province
    Bbn, Drd, Ftr, Pal, Rgr, Rog, Nob

    HEAL (WIS)
    Check: The DC and effect depend on the task you attempt.
    Temple
    Clr, Drd, Pal, Rgr, Mag

    HIDE (DEX; ARMOR CHECK PENALTY)
    Check: Your Hide check is opposed by the Spot check of anyone who might see you.

    Brd, Mnk, Rgr, Rog,

    INTIMIDATE (CHA)
    Check: You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear).
    Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.
    Guild, Law
    Ftr, Rog, Nob

    JUMP (STR; ARMOR CHECK PENALTY)
    Check: The DC and the distance you can cover vary according to the type of jump you are attempting.
    Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks.
    If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.

    Bbn, Brd, Ftr, Mnk, Rgr, Rog,

    KNOWLEDGE (INT; TRAINED ONLY)
    Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.
    Below are listed typical fields of study.

    • Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
    Brd, Clr, Mnk, Sor, Wiz, Nob, Mag
    Source
    • Architecture and engineering (buildings, aqueducts, bridges, fortifications)
    Brd, Wiz, Nob, Mag
    Law, Guild, War
    • Dungeoneering (aberrations, caverns, oozes, spelunking)
    Brd, Rgr, Wiz, Nob, Mag
    • Geography (lands, terrain, climate, people)
    Brd, Rgr, Wiz, Nob, Mag
    Province, Guild, Temple, Lead, War
    • History (royalty, wars, colonies, migrations, founding of cities)
    Brd, Clr, Wiz, Nob, Mag
    Province, Temple, Law, Admin, Lead
    • Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
    Brd, Rog, Wiz, Nob, Mag
    Province, Temple, Guild, Law, Admin, Lead
    • Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
    Brd, Drd, Rgr, Wiz, Nob, Mag
    Source, Guild
    Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
    Brd, Pal, Wiz, Nob, Mag
    Province, Temple, Law, Lead
    Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
    Brd, Clr, Mnk, Pal, Wiz, Nob, Mag
    Temple, Lead
    • The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
    Brd, Clr, Wiz, Nob, Mag
    Temple,

    Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
    In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.
    For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
    Action: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.
    Try Again: No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.
    Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
    If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.
    If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
    If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on bardic knowledge checks.
    If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
    If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
    If you have 5 or more ranks in Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks.
    If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.
    If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
    If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
    If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
    Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

    LEAD (CHA)
    Temple, Law, Province, Lead, War

    LISTEN (WIS)
    Check: Your Listen check is either made against a DC that reflects how quiet the noise is that you might hear, or it is opposed by your target’s Move Silently check.

    Bbn, Brd, Drd, Mnk, Rgr, Rog, Nob

    MOVE SILENTLY (DEX; ARMOR CHECK PENALTY)
    Check: Your Move Silently check is opposed by the Listen check of anyone who might hear you.

    Brd, Mnk, Rgr, Rog,

    OPEN LOCK (DEX; TRAINED ONLY)
    Attempting an Open Lock check without a set of thieves’ tools imposes a –2 circumstance penalty on the check, even if a simple tool is employed. If you use masterwork thieves’ tools, you gain a +2 circumstance bonus on the check.
    Special: If you have the Nimble Fingers feat, you get a +2 bonus on Open Lock checks.

    Rog,

    PERFORM (CHA)
    Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills.
    You could have several Perform skills, each with its own ranks, each purchased as a separate skill.
    Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small list of which is provided for each category below.
    • Act (comedy, drama, mime)
    • Comedy (buffoonery, limericks, joke-telling)
    • Dance (ballet, waltz, jig)
    • Keyboard instruments (harpsichord, piano, pipe organ)
    • Oratory (epic, ode, storytelling)
    • Percussion instruments (bells, chimes, drums, gong)
    • String instruments (fiddle, harp, lute, mandolin)
    • Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
    • Sing (ballad, chant, melody)
    Check: You can impress audiences with your talent and skill.
    Perform DC Performance
    10 Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 cp/day.
    15 Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day.
    20 Great performance. In a prosperous city, you can earn 3d10 sp/day. In time, you may be invited to join a professional troupe and may develop a regional reputation.
    25 Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation.
    30 Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings.

    A masterwork musical instrument gives you a +2 circumstance bonus on Perform checks that involve its use.
    Action: Varies. Trying to earn money by playing in public requires anywhere from an evening’s work to a full day’s performance. The bard’s special Perform-based abilities are described in that class’s description.
    Try Again: Yes. Retries are allowed, but they don’t negate previous failures, and an audience that has been unimpressed in the past is likely to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.)
    Special: A bard must have at least 3 ranks in a Perform skill to inspire courage in his allies, or to use his countersong or his fascinate ability. A bard needs 6 ranks in a Perform skill to inspire competence, 9 ranks to use his suggestion ability, 12 ranks to inspire greatness, 15 ranks to use his song of freedom ability, 18 ranks to inspire heroics, and 21 ranks to use his mass suggestion ability. See Bardic Music in the bard class description.
    In addition to using the Perform skill, you can entertain people with sleight of hand, tumbling, tightrope walking, and spells (especially illusions).
    Temple, Lead
    Brd, Mnk, Rog, Nob, Mag

    PROFESSION (WIS; TRAINED ONLY)
    Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks, each purchased as a separate skill. While a Craft skill represents ability in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge.
    Check: You can practice your trade and make a decent living, earning about half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems.
    Action: Not applicable. A single check generally represents a week of work.
    Try Again: Varies. An attempt to use a Profession skill to earn an income cannot be retried. You are stuck with whatever weekly wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.
    Untrained: Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.
    Guild
    Brd, Clr, Drd, Mnk, Pal, Rgr, Rog, Sor, Wiz, Mag

    RIDE (DEX)
    If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks.
    Check: Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem.
    Synergy: If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks.
    War
    Bbn, Drd, Ftr, Pal, Rgr, Nob

    SEARCH (INT)
    Check: You generally must be within 10 feet of the object or surface to be searched.
    Synergy: If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.
    If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks to find secret doors or hidden compartments.

    Rgr, Rog,

    SENSE MOTIVE (WIS)
    Check: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when “something is up” (that is, something odd is going on) or to assess someone’s trustworthiness.
    Synergy: If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Diplomacy checks.
    Guild, Admin, Lead
    Brd, Mnk, Pal, Rog, Nob

    SLEIGHT OF HAND (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)
    Check: A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.
    Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Sleight of Hand checks.
    Untrained: An untrained Sleight of Hand check is simply a Dexterity check. Without actual training, you can’t succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body.
    Guild, Admin
    Brd, Rog,

    SPEAK LANGUAGE (NONE; TRAINED ONLY)
    Guild
    Brd, Nob

    SPELLCRAFT (INT; TRAINED ONLY)
    Use this skill to identify spells as they are cast or spells already in place.
    Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
    If you have 5 or more ranks in Use Magic Device, you get a +2 bonus on Spellcraft checks to decipher spells on scrolls.
    If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.
    Additionally, certain spells allow you to gain information about magic, provided that you make a successful Spellcraft check as detailed in the spell description.
    Temple, Source, War
    Brd, Clr, Drd, Sor, Wiz, Mag

    SPOT (WIS)
    Check: The Spot skill is used primarily to detect characters or creatures who are hiding.
    Special: A fascinated creature takes a –4 penalty on Spot checks made as reactions.
    If you have the Alertness feat, you get a +2 bonus on Spot checks.
    A ranger gains a bonus on Spot checks when using this skill against a favored enemy.
    An elf has a +2 racial bonus on Spot checks.
    A half-elf has a +1 racial bonus on Spot checks.
    The master of a hawk familiar gains a +3 bonus on Spot checks in daylight or other lighted areas.
    The master of an owl familiar gains a +3 bonus on Spot checks in shadowy or other darkened areas.

    Drd, Mnk, Rgr, Rog,

    /*
    * I have removed ‘spot’ from the Nob’s clas skilles, for he dosent hide
    * He has to hear the intruder coming to kill him..
    */

    SURVIVAL (WIS)
    Check: You can keep yourself and others safe and fed in the wild
    Synergy: If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
    If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
    If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, and plains).
    If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
    If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
    If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.

    Bbn, Drd, Rgr,

    SWIM (STR; ARMOR CHECK PENALTY)

    Bbn, Brd, Drd, Ftr, Mnk, Rgr, Rog, Nob

    TUMBLE (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)
    You can’t use this skill if your speed has been reduced by armor, excess equipment, or loot.
    Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance and Jump checks.
    If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.

    Brd, Mnk, Rog,

    USE MAGIC DEVICE (CHA; TRAINED ONLY)
    Use this skill to activate magic
    Synergy: If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.
    If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks related to scrolls.
    If you have 5 or more ranks in Use Magic Device, you get a +2 bonus to Spellcraft checks made to decipher spells on scrolls.

    Brd, Rog, Mag

    USE ROPE (DEX)
    Most tasks with a rope are relatively simple
    Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.
    If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.
    If you have 5 or more ranks in Escape Artist, you get a +2 bonus on checks made to bind someone.

    Rgr, Rog,

    WARCRAFT (INT)
    Province, Law, War, Lead

  2. #2
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    what is all this for

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