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Tome of Prowess (3.5e Sourcebook)/Psychology

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Rank 1 Uses: Grammar check
==Psychology==
<onlyinclude>The psychology skill is a generally reactive skill that you use to learn things about those that you interact with. With it , you can spot lies and get a feel for a situation before it turns on you. Those who practice at it can tell when someone has been charmed, determine motivations of others, learn the secrets of others during casual conversation, and even predict the actions of others before they occur.
Key Attribute: [[SRD:Intelligence|Intelligence]]</onlyinclude>
! Circumstance !! Check Modifier
|-
| Somewhat familiar Completely unfamiliar with potentially impersonated target, has previously never met || align="center"| +2−2
|-
| Familiar Somewhat familiar with potentially impersonated target, has previously met several times, may consider a friend || align="center"| +40
|-
| Very familiar Familiar with potentially impersonated target, met several times, may consider a close friend || align="center"| +83
|-
| Rushing Very familiar with potentially impersonated target, a 10 minute action to a 2 1/2 minute action close friend || align="center"| -+5
|-
| Rushing a 2 1/2 minute action to a 5 round action The potential falsehood is well crafted and does not stretch believability || align="center"| -5−2
|-
| Rushing The potential falsehood is poorly crafted or a little hard to believe without evidence<sup>1 minute action to a 2 round action </sup> || align="center"| -5+0
|-
| Rushing a 5 round action The potential falsehood contains several inconsistencies or would be very hard to a believe without evidence<sup>1 round action </sup> || align="center"| -5+3
|-
| Rushing a 2 round action to a standard action The potential falsehood contains obvious inconsistencies, is actually impossible, or otherwise ridiculous<sup>1</sup> || align="center"| -+5
|-
| Rushing a 1 round or full-round 10 minute action to a standard 2 1/2 minute action || align="center"| -3−5
|-
| Rushing a standard 2 1/2 minute action to a move 5 round action || align="center"| -2−5
|-
| Rushing a standard or move 1 minute action to a swift 2 round action || align="center"| -5−5
|-
| Rushing a 5 round action to a 1 round action || align="center"| −5
|-
| Rushing a 2 round action to a standard action || align="center"| &minus;5
|-
| Rushing a 1 round or full-round action to a standard action || align="center"| &minus;3
|-
| Rushing a standard action to a move action || align="center"| &minus;2
|-
| Rushing a standard or move action to a swift action || align="center"| &minus;5
|-
| colspan="2" class="foot" |
#If you are provided corroborating evidence for even the most ridiculous claims, you do not gain this bonus unless the potential falsehood is also poorly crafted or contains the indicated level of inconsistencies.
|}<onlyinclude>
 
===Untrained Uses===
====[[Tome of Prowess (3.5e Sourcebook)/Psychology#Check For Deceit|Check For Deceit]]====
People lie and act like other people, and it’s good to know when they’re doing that so you don’t get taken advantage of. You can attempt to determine if someone is lying to you, whether it's something as simple as a single lie or if they're actually attempting to pass themselves off as someone else.</onlyinclude> Taking the time to determine truth from lie in this way requires a swift action. As this sort of thing often occurs out of combat , the action cost probably won't come up that much, but it does take a moment to catch a liar in the middle of a fight. The DC of this check is determined by the bluff check of the person lying to you. You can not retry this check for the same falsehood without new evidence.
'''Base DC:''' Bluff check result <br />
'''Check Result:'''
*DC+5 and above: You recognize if you are being lied to, and also notice several little “tells”. If you attempt to convince others of the truth or falsehood of the statements or persona , they gain a +4 bonus on their checks.
*DC+0 to DC+4: You recognize whether you are being told the truth or lied to, but gain no bonus to convincing others of the same.
*DC-1 DC−1 to DC-5DC−5: You don’t have a good read on the statements, and have no idea whether you are being told the truth or not. This is the case even if you really are being told the truth.*DC-6 DC−6 and below: You believe that what you are being told is the truth, especially if it really isn’t.<onlyinclude> 
===Rank 1 Uses===
====[[Tome of Prowess (3.5e Sourcebook)/Psychology#Assess Situation|Assess Situation]]====
People have a ''really'' hard time hiding things, and you can learn all sorts of things if you know what to look for. You can read people or groups to get a feel for the situation, or learn that something is wrong before things fall apart.</onlyinclude> The DC for this check is 10 + CR or EL depending on circumstances. You don’t gain any other information aside from this sense of foreboding; you simply believe that something is out of place or not what it seems. This could mean that the person acting like your friend really isn’t, that someone isn’t telling you the whole truth or is afraid to, that the group you’re with is planning something, or something similar. It is a full -round action to gain a hunch in this fashion.
'''Base DC:''' 10 + encounter level or creature CR, + conditions<br>
'''Check Result:'''
*DC+0 and above: You gain a somewhat vague hunch about the situation, as told to you by the DM.
*DC-&minus;1 and below: You don’t gain any particular insight into things, but it’ll probably become apparent soon enough anyway.<onlyinclude>
===Rank 4 Uses===
*DC+5 and above: Not only are you aware of magic making the individual act different, but you can almost talk them out of it. You may grant the target an additional save against the effect at any time within the next hour.
*DC+0 to DC+4: If magic is making the individual act differently, you are aware of it.
*DC-1 DC−1 and below: While they may be acting out of character, you find nothing indicating magic behind it.<onlyinclude> 
===Rank 6 Uses===
====[[Tome of Prowess (3.5e Sourcebook)/Psychology#Before They Know It Themselves|Before They Know It Themselves]]====
Most people fall back on old habits and patterns in a fight. This makes them predictable if you know how to read people, like you do.</onlyinclude> After observing a foe in combat for two rounds, you can make a psychology check against them as a swift action to read their moves and prepare for them. The DC for this check is 12 + their CR + their Wis modifier. If their thoughts are shielded in any way, add either the level of the spell responsible, half their CR in the case of innate abilities, half their ranks in bluff if they have a false mind, or similar penalty to this DC. In the case of multiple effects, add only the largest modifier.
If your check is successful , you can see their movements and plan for them, gaining a +4 morale bonus to attacks made against them, to your armor class for attacks from them, and to any reflex saves that they cause you to make. You also gain a +2 morale bonus to fortitude and will saves that they cause you to make, since you can only steel yourself against these attacks rather than partially avoid them. Any skill abilities used against them benefit from a +3 competence bonus, since you know when the best time to attempt them is. This bonus lasts as long as you observe your opponent and up to one minute after, or until you use this ability to gain the bonus against another opponent.
'''Base DC:''' 12 + opponent's CR + opponent's Wis modifier<br>
'''Check Result:'''
*DC+0 and above: You read your opponents ' moves before they make them, gaining the bonuses against them indicated above.*DC-1 and below: You fail to read you your opponents' moves for now, and will have to deal with being surprised by them. You may retry in another two rounds however.
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