Skills

 

 

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  The skills your character possesses is a representation of the variety of abilities they have outside combat. As the character progresses in levels, they can acquire more skills. At each level, you get 2, 4, or 8 skill points to distribute as you please.

Skills enable the character to perform special tasks outside the battlefield. Each skill has it's own ability modifier. Some require a strength check, while others may require a wisdom check.

To learn more about skills, refer to the Player's Handbook. This section will primarily be used for listing new and unique skills to the Aurora game.

Below is an example of what a skill looks like:

Open Lock (Dex; Trained only)
You can pick padlocks, finesse combination locks, and solve puzzle locks. The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, blank key, wire, ect). Attempting an Open Lock check without a set of thieves tools carries a -2 circumstance penalty, even if a simple tool is employed. The use of masterwork thieves' tools enable you to make the check with a +2 circumstance bonus.

Check: Opening a lock entails 1 round of work and a successful check. (It is a full-round action.)

Lock DC
Very simple 20
Average 25
Good 30
Amazing 40

Special: Untrained characters cannot pick locks, but they might successfully force them open. (See Breaking)

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Aurora is a copyright of Aurora Matrix Inc., Copyright  © 2000. Dungeons and Dragons is a trademark of Wizards of the Coast Inc.