Magi Chronicles RPG (4e Sourcebook)/Skill Basics
Many characters have proficiencies in certain tasks-- many rangers are adept in the art of agility, stealth, and the ability to see things others can't; marines are found commonly to discern most technological wares and digging deep into their lessons to operate many of these wares as well; commandos rely on the tongue of diplomacy to bring a quick end to many imminent battles. There are other skills that other classes use that many aren't prepared for or trained for. In any case, skills determine the finite proficiencies and acute senses that one develops as they make their mark into the world. Some skills require you to dig deep into the information you have grabbed from training, test your brawn against the harsh landscapes of hot and cold, force others into giving useful information by willpower, reacting to your clever insight, and even identify various terrain.
Contents
Skill Training[edit]
Training in a skill usually means that one has a natural aptitude, formal instruction, and/ or practical experience toward a given skill. Trained skills often receive a +5 bonus to the skill check, and you cannot gain training in a skill more than once.
The class that you choose has a certain number of skill proficiencies. Some specializations also give training in skills that aren't even on the class skill's list. Some multiclass features also give skill training.
The table below shows the skills available in the game, the ability modifier you use when you make that kind of skill check, and which classes have that skill as a class skill.
Key Skill | Ability | Class Skill for... |
Acrobatics | Dex | |
Arcana | Int | |
Athletics | Str | |
Bluff | Cha | |
Diplomacy | Cha | |
Dungeoneering | Wis | |
Endurance | Con | |
Heal | Wis | |
History | Int | |
Insight | Wis | |
Intimidate | Cha | |
Nature | Wis | |
Perception | Wis | |
Religion | Int | |
Stealt | Dex | |
Streetwise | Cha | |
Technology | Int |
Using Skills[edit]
Certain Circumstances may call for a skill check, or a GM may call for appropriate skills to use. To make a check use the appropriate ability modifier, half your character level, if your skill is trained, and any other conditional modifiers to a d20 roll.
Skill Check Bonuses When you create your character, you should determine your base skill check bonus for each skill you know. Your base skill check bonus for a skill includes the following:
- One-half your level
- Your ability score modifier (each skill is based on one of your ability scores)
- A +5 bonus if you’re trained in the skill
In addition, some or all of the following factors might apply to your base skill check bonus:
- Armor check penalty, if you’re wearing certain types of armor and making a check using Strength, Dexterity, or Constitution as the key ability
- Racial or feat bonuses
- An item bonus from a magic item
- A power bonus
- Any untyped bonus that might apply
Skill Check To make a skill check, roll 1d20 and add the following:
- Your base skill check bonus with the skill
- All situational modifiers that apply
- Bonuses and penalties from powers affecting you
The total is your check result.
Difficulty Class[edit]
This is a set number for certain skill checks to beat. This represents common or uncommon challenges that your character may run into-- therefore, higher rolls are usually better. Keener senses are key to surviving a world where the unexpected can happen or something comes around the corner at any given moment. It is better to stay on guard.
Opposed Checks[edit]
Sometimes, a character will attempt to spot or sense something actively-- in this case, it is an opposing check. One tries to sense or get past another's barriers by looking into their natural talents to get a bead on whatever they are willing to accomplish. In this case, the opposer sets the DC by rolling its skill check and then the other rolls the appropriate skill check to beat the DC score.
Checks Without Rolls[edit]
In some situations while combat is not going on or if the adventurers are engaged in light activity, they can rely on sheer ability to attain results with their natural talent.
- Taking 10
In many non-threatening situations, you can choose to take 10 on a skill check instead of rolling a d20. You add all of your appropriate skill check modifiers, plus 10. These checks often represents an individual's average innate ability with a skill.
- Passive Checks
Similar to taking a 10 on a skill check, this type of check doesn't require your character to make an active skill check-- representing your character's natural senses with a chosen skill against an opposer's check. Sometimes, a passive check may involve knowing more about creatures in a given encounter.
For example, if you were to walk through a densely packed jungle and you aren't actively looking for any danger, you are effectively taking 10 on your Perception. If your perception score is high enough to detect something out of place, you may find a creature or object of unknown origin-- even though you weren't actively looking for such thing.
- Taking 20
This type of check is essentially rolling a 20 on a d20, except these kinds of rolls represent a number of failures before a success. Taking a 20 involves your character to be in situations where they aren't easily distracted or threatened. It is important to keep in mind that taking 20 is to be used with fair warning-- taking 20 during a skill challenge can mean failure or the reduction of chances for a successful challenge. In other words-- use caution when taking 20.
Cooperation[edit]
In some situations, you and your allies can work together to use a skill; your allies can help you make a skill check by making a check themselves. Each ally who gets a result of 10 or higher gives you a +2 bonus to your check. Up to four allies can help you, for a maximum bonus of +8.
If you have a choice, let the character in your group who has the highest base skill check bonus take the lead, while the other characters cooperate to give bonuses to the check.
Skill Challenges[edit]
A skill challenge is an encounter in which your skills, rather than your combat abilities, take center stage. In contrast to an obstacle that requires one successful skill check, a skill challenge is a complex situation in which you must make several successful checks, often using a variety of skills, before you can claim success in the encounter.
The Battlemaster's Guide has more information on Skill Challenges, such as running and planning a skill challenge.
Knowledge Checks[edit]
All information regarding this section is reflected in the 4e PHB, with the addition of a new knowledge skill-- Technology.
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