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Dungeons and Dragons 5E Skills and Tools

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Laylyn
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8. Intimidation (Charisma)
 
 
 
 
*The base system is skilled Intimidation against a skilled Insight roll.  The caster must beat the target's Insight roll.    If the target does not have the Insight skill, a caster with the Intimidation skill rolls with advantage, while the target rolls with disadvantage.
 
*When combined with Investigation the character is capable of Interrogating a subject.  The base system is skilled Intimidation against a skilled Insight roll.  The caster must beat the target's Insight roll.    If the target does not have the Insight skill, a caster with the Intimidation skill rolls with advantage, while the target rolls with disadvantage.  On a natural "1", the target will confess to something they didn't do or tell the Interrogator whatever they wish to hear true or not.  The Interrogator will need an Insight check to tell it is false.
 
*When combined with Medicine the character is capable of Torture.  The base system is skilled Intimidation against a skilled Insight roll.  The caster must beat the target's Insight roll.    If the target does not have the Insight skill, a caster with the Intimidation skill rolls with advantage, while the target rolls with disadvantage.  On a natural "1", the target will confess to something they didn't do or tell the Interrogator whatever they wish to hear true or not.  The Interrogator will need an Insight check to tell it is false.
 
 
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Laylyn
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9. Investigation (Intelligence)
 
 
 
 
*You are aware of Humanoid homebrew on a successful roll:
 
*You are aware of Lycanthropes homebrew on a successful roll:
 
*You are aware of Oozes homebrew on a successful roll:
 
*This skill is used to see through illusions.  Because of the nature of most illusions to be dispelled by simple touch, characters without the specific Investigation skills may still roll to detect them, but they automatically do so with disadvantage against the caster's DC.
 
*Like History, this skill allows the character to know certain events, and have a general knowledge of an area they are familiar with.  This skill can literally be a reason for a character to have some general meta-game knowledge, such as knowing about the famous mage Elminster of Shadowdale.  However, since the campaign takes place on a parallel Prime Material plane, not all of what the character knows might be actually true for this Toril, just like scholarly works mildly peppered with the writer's propaganda often turn out to be less than the truth, the whole truth, and nothing but the truth, when viewed from the glaring light of reality.
 
*This skill is used to actively gather information in a town.  The means will vary based on a character's skills or contacts.
 
*This skill is used for Bounty Hunting.  This is an Investigation versus Stealth check.  If the target does not have the Stealth skill, a character with the Investigation skill rolls with advantage, while the target rolls with disadvantage.
 
*when combined with proficiency in Alchemy tools, this allows for various Alchemy checks.
 
*when combined with proficiency in Astrogation tools, this allows for various Astrogation checks.
 
*when combined with proficiency in Dungoneering kit, this allows for various Dungeon Survival checks.
 
*when combined with proficiency in Engineering kit, this allows for advanced Engineering checks.
 
  • Engineering (buildings, aqueducts, bridges, fortifications); This is the most important skill with regard to technological subjects. Knowledge (engineering) can be used to identify a robot’s abilities and weaknesses. Knowledge (engineering) is also used to identify and understand unknown technological objects in a similar manner to how Spellcraft is used to identify the properties of a magic item. The DC to correctly identify and understand an unknown technological object is equal to the object’s Craft DC. An object with a Craft DC of 15 or less can be automatically identified and understood by someone trained in Knowledge (engineering) who also has the Technologist feat.      https://www.d20pfsrd.com/skills/knowledge  /li>
*when combined with proficiency in mining tools, this allows for finding the coals and metals in an area.
 
*when combined with proficiency in Navigation tools, this allows for advanced Navigation checks.
 
 
 
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Laylyn
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10. Medicine (Wisdom)
 
 
 
*This skill can diagnose a disease, poison, wound or other medical issue.
 
*This skill can stabilize a person who is making death saving throws.
 
*This skill can be used to give a character an advantage on a disease saving throw.
 
*This skill can be used to give a character an advantage on a poison saving throw.
 
https://www.d20pfsrd.com/skills/heal     (minor amount of page included with title -see original source)
TaskDCAoO?Time
Identify drug/pharmaceutical???
Provide First aid15Yes1Standard Action
Provide Long-term care158 hours
Treat wounds from caltrops, spike growth, or spike stones1510 minutes
Treat deadly wounds201 hour
Treat poisonPoison’s save DCUsually1Standard Action
Treat diseaseDisease’s save DC10 minutes

1 Table: Actions in Combat states that administering First Aid provokes an attack of opportunity and using any skill that uses an action “usually” provokes an attack of opportunity.

 
*when combined with the Healer feat and a healing kit, this skill doubles the amount healed by the feat.  On a natural "20", it triples the amount healed.
 
*when combined with proficiency in Alchemy tools, this allows for the creation of specific medicines.
 
Note: Without a Performance skill, this skill patches wounds and leaves scars.  It takes performance to avoid scars on a second check.
 
 
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Laylyn
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11. Nature (Intelligence)
 
 
*You are aware of the Fey and the Feywild homebrew on a successful roll:
 
*You are aware of Plant Creatures homebrew on a successful roll:
 
*May be used to identify flora and fauna
 
*May be used to predict the weather and naturally occurring disasters*
 
*Characters with Nature and Animal Handling make all of their Animal Handling checks with advantage when working with animal husbandry or owning herds of animals.
 
*Characters with Nature and Survival make all of their survival checks with advantage when hunting or attempting to procure the basics of surviving.
 
*when combined with proficiency in Farmer tools, this allows for advanced yield checks and crop roatations.  This doubles productivity.
 
*when combined with proficiency in Herbalist tools, this allows for advanced yield checks.  This doubles productivity.
 
*when combined with a proficiency in a kind of ship (vehicle tool), this allows for the avoidance of dangerous weather at sea, before the ship is in any danger.
 
*when combined with a proficiency in a kind of Spelljammer ship (vehicle tool), this allows for the avoidance of dangers with atmospheric landings.
 
*when combined with a proficiency in woodcutter's tools, this allows for sustainable forestry in an area, if desired.
 
 
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Laylyn
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12. Perception (Wisdom)
 
 
 
Corresponding 1st and 2nd edition thief abilities: Detect Noise, Find Traps
 
*This skill is used as the counter to Sleight of Hand and Stealth.  (High roll wins)
 
*modified listen table     * modified search table    *modified spot table
 
https://www.d20pfsrd.com/skills/perception    (small sample of page in the table)
DetailPerception DC
Hear the sound of battle–10
Notice the stench of rotting garbage–10
Detect the smell of smoke0
Hear the details of a conversation0
Notice a visible creature0
Determine if food is spoiled5
Hear the sound of a creature walking10
Hear the details of a whispered conversation15
Find the average concealed door15
Hear the sound of a key being turned in a lock20
Find the average secret door20
Hear a bow being drawn25
Sense a burrowing creature underneath you25
Notice a pickpocketOpposed by Sleight of Hand
Notice a creature using StealthOpposed by Stealth
Find a hidden trapVaries by trap
Identify the powers of a potion through taste15 + the potion‘s caster level
Perception ModifiersDC Modifier
Distance to the source, object, or creature+1/10 feet
Through a closed door+5
Through a wall+10/foot of thickness
Favorable conditions1–2
Unfavorable conditions1+2
Terrible conditions2+5
Creature making the check is distracted+5
Creature making the check is asleep+10
Creature or object is invisible+20

1 Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might reduce a DC involving hearing, while competing odors might penalize any DC involving scent.

2 As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.

 
 
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Laylyn
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13. Performance (Charisma)
 
 
 
https://www.d20pfsrd.com/skills/perform    (small sample with table)
Table: Perform Skill DCs
Perform DCPerformance
10Routine performance. Trying to earn money by playing in public is akin to begging. You can earn 1d10 cp/day.
15Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day.
20Great 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.
25Memorable 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.
30Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant patrons, or even from extraplanar beings.
 
 
*Seduction skill: done through dancing, prose, poetry, singing and other artistic arts.     Detailed process listed here (which details additional complications or merits):
 
Stage 1 ( Catching Interest Stage ): This is a Performance versus Insight check.  If the target does not have the Insight skill, a character with the Persuasion skill rolls with advantage, while the target rolls with disadvantage.  The number of successful contest required is equal to the target's wisdom bonus.  A natural "20" for the Performance character means they can automatically move on to stage two.  A natural "1" ends the encounter due to some mistake or unforeseen complication.
 
Stage 2 ( Charming action / Flirting / Witty Banter Stage): This is a Performance versus Insight check.  If the target does not have the Insight skill, a character with the Performance skill rolls with advantage, while the target rolls with disadvantage.  The number of successful contest required is equal to the target's Intelligence bonus.  A natural "20" for the character counts as two successful rounds.  A natural "1" ends the encounter due to some mistake or unforeseen complication.
 
Stage 3 ( Seduction / Innuendo Stage ):  This is a Performance versus Insight check.  If the target does not have the Insight skill, a character with the Performance skill rolls with advantage, while the target rolls with disadvantage.  The number of successful contest required is equal to the target's wisdom bonus.  A natural "20" for the character counts as two successful rounds.  A natural "1" ends the encounter due to some mistake or unforeseen complication.  Succeeding past this range may lead to additional complications such as children and marriage (shotgun and otherwise).
 
 
*This skill may be used to shift a person's opinion of you.  This skill requires one successful check per attitude shift in the person.
 
*Musical Instruments are tools.  The playing of a musical instrument that is very similar to one that the character has proficiency in may be done with half proficiency.  This can be in a musical family.  So a 1st level character that knows the guitar (+2) may perform with other string instruments at +1.  A 20th level character (+6) that knows the drums may play with other percussion instruments at a +3.  This range assumes that the character has played with the instrument for at least one hour of real time, otherwise no bonus is possible.
 
*When combined with proficiency in a specific tool, this becomes a means to do artistic version of that skill, for one performance.  For example:
    -when combined with armorsmith tools, performance becomes the basis of masterwork armor, on a successful second check following the construction phase
    -when combined with blacksmith tools, performance becomes the basis of masterwork blacksmith items and metal sculpting
    --when combined with a carpentry tools, performance becomes the basis of masterwork wood works
    -when combined with a cobbling tool, performance becomes the basis for masterwork shoes
    -when used with a cooking tools, performance becomes five star cooking when mixed with quality ingredients
    -when used with a disguise kit, performance becomes make up artistry
    -when used with a glassblowing tools, performance becomes the basis for masterwork glass creations
    -when used with a healer's kit, performance becomes the basis for leaving no scars on a successful second check following first aid
    -when combined with a leatherworking tools, performance becomes the basis of masterwork leather goods
    -when used with a masonry tools, performance becomes stone sculpting
    -when combined with a tailoring tools, performance becomes the basis of masterwork clothing
    -when combined with weaponsmith tools, performance becomes the basis of masterwork weapons
 
 
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Laylyn
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14. Persuasion (Charisma)
 
 
https://www.d20pfsrd.com/skills/diplomacy   (more on page than two tables below)
Starting AttitudeDiplomacy DC
Hostile25+ creature’s Cha Modifier
Unfriendly20+ creature’s Cha Modifier
Indifferent15+ creature’s Cha Modifier
Friendly10+ creature’s Cha Modifier
Helpful

0+ creature’s Cha Modifier

 
 
RequestDiplomacy Modifier
Give simple advice or directions–5
Give detailed advice+0
Give simple aid+0
Reveal an unimportant secret+5
Give lengthy or complicated aid+5
Give dangerous aid+10
Reveal secret knowledge+10 or more
Give aid that could result in punishment+15 or more
Additional requests+5 per request
 
*Seduction skill: Detailed process listed here (which details additional complications or merits):
 
Stage 1 ( Catching Interest Stage ): This is a Persuasion versus Insight check.  If the target does not have the Insight skill, a character with the Persuasion skill rolls with advantage, while the target rolls with disadvantage.  The number of successful contest required is equal to the target's wisdom bonus.  A natural "20" for the Deceptive character means they can automatically move on to stage two.  A natural "1" ends the encounter due to some mistake or unforeseen complication.
 
Stage 2 ( Charming action / Flirting / Witty Banter Stage): This is a Persuasion versus Insight check.  If the target does not have the Insight skill, a character with the Persuasion skill rolls with advantage, while the target rolls with disadvantage.  The number of successful contest required is equal to the target's Intelligence bonus.  A natural "20" for the character counts as two successful rounds.  A natural "1" ends the encounter due to some mistake or unforeseen complication.
 
Stage 3 ( Seduction / Innuendo Stage ):  This is a Persuasion versus Insight check.  If the target does not have the Insight skill, a character with the Persuasion skill rolls with advantage, while the target rolls with disadvantage.  The number of successful contest required is equal to the target's wisdom bonus.  A natural "20" for the character counts as two successful rounds.  A natural "1" ends the encounter due to some mistake or unforeseen complication.  Succeeding past this range may lead to additional complications such as children and marriage (shotgun and otherwise).
 
 
*When combined with Investigation the character is capable of Interrogating a subject.  The base system is skilled Persuasion against a skilled Insight roll.  The caster must beat the target's Insight roll.  If the target does not have the Insight skill, a caster with the Persuasion skill rolls with advantage, while the target rolls with disadvantage.  On a natural "1", the target will confess to something they didn't do or tell the Interrogator whatever they wish to hear true or not.  The Interrogator will need an Insight check to tell it is false.
 
*This skill may be used to shift a person's opinion of you.  This skill requires one successful check per attitude shift in the person.
 
*This skill may be used to start a true rumor.  It will take at least ten successful checks with at least 10 different NPCs to start this process.
 
 
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Laylyn
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15. Religion (Intelligence)
 
 
 
*This skill is used for specific Divine magic items for the speed rules:
 
*You are aware of the Greater Powers:
 
*You are aware of the Intermediate Powers:
 
*You are aware of the Lesser Powers:
 
*You are aware of the homebrew rules for Magic spells on a successful roll: :
 
*You are aware of the homebrew rules for Magic items on a successful roll: :
 
*You are aware of celestials and the upper planes on a successful roll: :
 
*You are aware of fiends and the lower planes on a successful roll: :
 
*You are aware of plane of Limbo and its residents on a successful roll::
 
*You are aware of the plane of Mechanus and its residents on a successful roll: :
 
*You are aware of the undead and their weaknesses on a successful roll: :
 
*When combined with History this skill can be used to identify unique Divine magic items, this is beyond the identify spell
 
When combined with Magic Initiate Feat or Ritualist Feat for a specific class, this skill can allow characters without a Divine class to use items from that Divine class, with a difficulty roll.  This will correspond to the level of the effect attempted.  With most Divine magic items the check only applies until it is used successfully for the first time.  From that point forward, the character may use the specific item power at any time.  In most cases a failed attempt, simply fails, without catastrophic consequence.
 
Divine scrolls and Divine single use items must be checked for each time the use is attempted.  The difficulties corresponding to the level are listed below. 
 
Cantrip -     Difficulty 3.      In the case of scrolls, Cantrips can only mishap on a natural "1".
1st -         Difficulty 6.      In the case of scrolls, 1st level spells can only mishap on a natural "1".
2nd -         Difficulty 9.    In the case of scrolls, 2nd level spells can mishap on a natural "1" or a modified 2-4.
3rd -         Difficulty 12.    In the case of scrolls, 3rd level spells can only mishap on a natural "1" or a modified 2-7.
4th -         Difficulty 15.    In the case of scrolls, 4th level spells can only mishap on a natural "1" or a modified 2-10.
5th -         Difficulty 18.     In the case of scrolls, 5th level spells can only mishap on a natural "1" or a modified 2-13.
6th -         Difficulty 21.    In the case of scrolls, 6th level spells can only mishap on a natural "1" or a modified 2-16.
7th -         Difficulty 24.    In the case of scrolls, 7th level spells can only mishap on a natural "1" or a modified 2-19.
8th -         Difficulty 27.    In the case of scrolls, 8th level spells can only mishap on a natural "1" or a modified 2-21.
9th -          Difficulty 30.    In the case of scrolls, 9th level spells can only mishap on a natural "1" or a modified 2-24.
 
 
 
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Laylyn
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16. Sleight of Hand (Dexterity)
 
 
https://www.d20pfsrd.com/skills/sleight-of-hand   more information on page than table below.
 
Table: Sleight of Hand Skill DCs
DCTask
10Palm a coin-sized object, make a coin disappear
20Lift a small object from a person
 
https://www.d20pfsrd.com/skills/escape-artist   more information on page than table below.
 
Table: Escape Artist DCs, Time Required and Modifiers
ActionDCAction/TimeTry Again?
Escape rope/bindingsBinder’s CMB +201 minuteYes, unless DC is > 20 + your Escape Artist bonus
Escape a net, animate rope spell, command plants, control plants, or entangle201 full-round actionNot stated (yes by default)
Escape a snare spell231 full-round actionNot stated (yes by default)
Escape normal manacles301 minuteYes
Move through a tight space30at least 1 minuteYes
Escape masterwork manacles351 minuteYes
Escape grapple or reduce pinned condition to grappled conditionGrappler’s CMDstandard actionYes
 
 
 
Corresponding 1st and 2nd edition thief abilities: Disarm Traps, Pick Pockets, (Open Locks is normally a tool check, Reliable talent and doubled proficiency in Sleight of Hand is interpreted as doubling thieves tools as well without additional cost for the Bard or Rogue)
 
*This includes the ability to perform real world stage magic if the character wishes to use it with dramatic flair.
 
*This skill is used for Picking Pockets.  This is a Sleight of Hand versus Perception check.  If the target does not have the Perception skill, a character with the Sleight of Hand skill rolls with advantage, while the target rolls with disadvantage.  Among other things this can be used to:
    -take an object up to purse size,
    -unfasten a weapon's peace tie,
    -pull a weapon unnoticed,
    -switch hands of a weapon mid swing,
    -sheath a weapon without looking,
    -plant evidence,
    -poison food or drink,
    -switch a similar looking drink for yours,
    -palm an object,
    -misdirect attention for a stage effect,
    -unfasten a target's article of clothing,
    -unfasten a target's saddle
 
*when combined with proficiency in Stage magicians props, this skill allows for stage illusions that are practiced in non-magical worlds, such as Chris Angel, David Copperfield, or Pen and Teller.
 
 
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17. Stealth (Dexterity)
 
 
 
 
Corresponding 1st and 2nd edition thief abilities: Hide in Shadows, Move silently
 
*This skill is used as the counter to Investigation and Survival (tracking).
 
*This skill is used for Hiding in Shadows.  This is a Stealth versus Perception check.  If the target does not have the Perception skill, a character with the Stealth skill rolls with advantage, while the target rolls with disadvantage.
 
*This skill is used for Moving Silently.  This is a Stealth versus Perception check.  If the target does not have the Perception skill, a character with the Stealth skill rolls with advantage, while the target rolls with disadvantage.
 
*This skill is used for Bounty Hunting in shadowing a target.  This is a Stealth versus Perception check.  If the target does not have the Perception skill, a character with the Stealth skill rolls with advantage, while the target rolls with disadvantage.
 
 
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