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  1. Complete Skill List - Still heavily in the works somewhere
  2.  
  3. I'll get it from paper to text at some point when IT finish messing with it.
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  5. ==================
  6.  
  7. Max ranks equal to hit dice and all ranks cost 1 skill point, regardless of being class or cross-class. (Do not gain x4 skill points at first level)
  8.  
  9. If a class skill for any of your classes and you have at least one rank in that skill, you gain a +3 class bonus to the skill.
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  11. Basically the pathfinder system here.
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  13. =================
  14.  
  15. Result Caps
  16.  
  17. At any time, a character’s skill rank determines the maximum result he may achieve with the skill, otherwise known as his “result cap.” This is a hard limit that may not be exceeded with any character option, modifier, or other rule, except as follows
  18.  
  19. 1) The result cap is lifted with a threat.
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  21. 2) An action point is expended to remove the cap.
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  23.  
  24. Result caps are occasionally modified by character options and other rules. If a character’s result cap with any check ever drops below 5, he may not use the check under the scripted circumstances until it once again rises to 5 or higher.
  25.  
  26. Magical enhancement of a skill takes special note for result caps. For purposes of determining their result cap, a character is treated as having a number of ranks in a skill equal to their actual ranks plus the level of the spell that gives them a bonus to that skill. This may help slightly, but is rarely a substitute for actually having ranks in the skill. Glibness certainly gets balanced a bit more here.
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  28.  
  29. Ranks in Skill || Result Cap
  30. 0 || 15
  31. 1-3 || 20
  32. 4-6 || 30
  33. 7-9 || 40
  34. 10-12 || 50
  35. 13-15 || 60
  36. 16-19 || 70
  37.  
  38. etc || etc
  39.  
  40. =================
  41.  
  42. Skill Threat ranges: Skill threats activate on a 20 in most cases, unless skill focus feats, class features, items, or spells increase this. The maximum threat range is 16-20 anything that would increase beyond this has no effect. A threat removes your check cap (see below) and allows you to achieve the minimum level of success even if you fail the check, so long as you fail within 10 of the DC.
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  44.  
  45. Skill Error Ranges: The more complex the skill, the more likely a critical mistake could happen. For any task, the default error range is usually the DC divided by ten and rounded down (minimum 1). Using a skill untrained increases the failure range by two. If the skill is marked as advanced, increase the range by one. Class features, feats, items, magic, etc can change this, either increasing the range or decreasing it (to a minimum of 0 for no critical failure chance).
  46.  
  47.  
  48. =====================
  49.  
  50. Basic skills and Advanced Skills
  51.  
  52. Pending rules - for the most part, advanced are the ones that were previously trained-only. Increases error range by one
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  54.  
  55.  
  56. =====================
  57.  
  58. Taking 10, 20, etc
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  60. blah blah pending
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  62.  
  63. =================
  64.  
  65. Synergy Rules
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  67.  
  68. When a character possesses two skills that work well together, such as Athletics and Acrobatics, his knowledge of one may assist him when he makes a skill check with the other. This is handled with a “synergy bonus.”
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  70. All synergy bonuses work the same. For every 5 ranks the character possesses in a skill, he gains a +1 synergy bonus with each skill check listed in the skill’s description (maximum +5).
  71.  
  72.  
  73. ===============
  74.  
  75.  
  76. Alternate Ability Score Rules
  77.  
  78.  
  79. pending - basically allows you to use a different ability score in place of a skill's standard one depending on circumstances.
  80.  
  81. ==================
  82.  
  83. Skill Focus Feats
  84.  
  85. Have a simple template as follows:
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  87.  
  88. 0 ranks: Treat as class skill
  89.  
  90. 1 ranks: +1 insight bonus to the skill
  91.  
  92. 6 ranks: increase to +2 insight bonus to the skill / Threat range becomes 19-20 / crit fail chance decreases by one
  93.  
  94. 11 ranks: increase to +3 insight bonus to the skill / Once per session, you may choose to re-roll 1 failed check after knowing failure/success but before knowing the effects of said failure (ie you can know you failed to pick a lock, but decide to not activate this. But then a trap activates due to your failure, you cannot change your mind and reroll).
  95.  
  96. 16 ranks: increase to +4 insight bonus to the skill / Threat range becomes 18-20 / crit fail chance decreases by and additional one (for a total of two, minimum result of 0).
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  98.  
  99. ====================
  100.  
  101.  
  102.  
  103. ================
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