
Skills
Your skills represent a variety of abilities, and you get better at them as you go up in level.
Getting Skills: At each level, you get skill points based on your race and any templates you've chosen, that you use to buy skills. (Your Intelligence modifier adds to this number.) A 1st-level character gets four times this number. When you buy a skill you get 1 rank (equal to a +1 bonus) for each skill point. Your maximum rank in a class skill is your level plus 3.
Intelligence penalties are ignored when adding skill points, only bonuses are taken into account. The minimum points a character will start with is 8.
Using Skills: To make a skill check, roll:
1d20 + Skill Modifier
(Skill Modifier = Skill Rank + Ability Modifier + Miscellaneous Modifiers)
This roll is made just like an attack roll or a saving throw. The higher the roll, the better. You’re either trying to score a certain Difficulty Class (DC) or higher, or you’re trying to beat another character’s check. For instance, to sneak quietly past a guard, Lidda needs to beat the guard’s Listen check with her own Move Silently check. Skill rank is a number related to how many skill points a character has invested in a skill. Many skills can be used even if the character has no ranks in the skill; this is known as making an untrained skill check. The ability modifier used in the skill check is the modifier for the skill’s key ability (the ability most associated with the skill’s use). The key ability of a skill is noted in its description and on the following table.
Miscellaneous modifiers include racial bonuses and armor check penalties, among others.
Skill Checks
Skill Check: When Devis makes a skill check at 2nd level, his player rolls 1d20 and adds Devis’s skill modifier (rank plus ability modifier plus any miscellaneous modifier). The higher the result, the better Devis does. On average, Devis will roll a 10 or 11 on the d20, so he will get a check result of 17 or 18 with his Perform checks. It’s this total check result that matters, not the original roll. A result of 17 by a peasant with no pluses or minuses who rolls it naturally is the same as a result of 17 by Devis (10 on the d20 with +7 for his skill rank and Charisma modifier).
Opposed Check: Devis meets another bard (an NPC) on the road, and they set up an impromptu contest to see who is a better performer. Devis’s player rolls 1d20+7 for his Perform check and gets a 22. The DM secretly makes a Perform check for the NPC bard, and the result is a 19. The DM tells Devis’s player that the NPC bard was pretty good, but that most of the peasants assembled to watch preferred Devis’s performance.
Check against a Difficulty Class (DC): Later, Devis gets the chance to play his lute for the cleric of Pelor who practically runs the town that he and his party are staying in. Devis is trying to win the cleric’s favor. The DM secretly decides that this gruff cleric is hard to impress and sets the DC at 20. Devis’s player rolls a 9 on 1d20 for a result of 16. This result would be enough to impress most people, but it is not enough to impress the cleric. The DM tells the player that the cleric watches Devis’s performance with disinterest.
Untrained Checks: Unsuccessful at winning the cleric’s favor with song, Devis tries to sway her with words. He explains that he and his party are good people and that helping them would, in turn, help many others. Devis is trying to use the Diplomacy skill, which he doesn’t have (he has 0 ranks in Diplomacy), so he doesn’t get to add any ranks to his skill check, but he does get to add his +2 Charisma modifier. (Diplomacy is a Charisma skill.) The DM secretly sets the DC at 20, and Devis’s player rolls 19 on the d20 for a result of 21. The cleric smiles and agrees to help Devis and his party.
Table: Skills
| Skill Name | Untrained | Key Ability | Armor Check Penalty | Opposed Check |
| Alchemy | - | Intelligence | - | - |
| Animal Empathy | - | Charisma | - | - | /TR>
| Appraise | • | Intelligence | - | - |
| Balance | • | Dexterity | • | - |
| Bluff | • | Charisma | - | Sense Motive |
| Climb | • | Strength | • | - |
| Concentration | • | Constitution | - | - |
| Craft | • | Intelligence | - | - |
| Decipher Script | - | Intelligence | - | - |
| Diplomacy* | • | Charisma | - | - |
| Disable Device | - | Intelligence | - | - |
| Disguise | • | Charisma | - | Spot |
| Escape Artist | • | Dexterity | • | Use Rope |
| Forgery | • | Intelligence | - | Forgery |
| Gather Information | • | Charisma | - | - |
| Handle Animal | - | Charisma | - | - |
| Heal | • | Wisdom | - | - |
| Hide | • | Dexterity | • | Spot |
| Innuendo | - | Wisdom | - | - |
| Intimidate* | • | Charisma | - | Will Save |
| Intuit Direction | - | Wisdom | - | - |
| Jump | • | Dexterity | • | - |
| Knowledge | - | Intelligence | - | - |
| Listen | • | Wisdom | - | - |
| Move Silently | • | Dexterity | • | Listen |
| Open Lock | - | Dexterity | - | - |
| Performance | • | Intelligence | - | - |
| Pick Pocket | - | Dexterity | • | - |
| Profession | - | Wisdom | - | - |
| Read Lips | - | Intelligence | - | - |
| Ride | • | Dexterity | - | - |
| Scry | • | Intelligence | - | - |
| Search | • | Intelligence | - | - |
| Sense Motive | • | Wisdom | - | - |
| Speak Language | - | - | - | - |
| Spellcraft | - | Intelligence | - | - |
| Spot | • | Wisdom | - | - |
| Swim | • | Strength | -1/5lb Gear | - |
| Tumble | - | Dexterity | • | - |
| Use Magic Device | - | Charisma | - | - |
| Use Rope | • | Dexterity | - | - |
| Wilderness Lore | • | Wisdom | - | - |
* These skills aren't originally meant to be used on Player characters. It is suggested that instead of using these skills on each other, you try to Role Play the situation fully. If everything comes to a head the skill rolls should be a last resort. Results must be followed. If you're intimidated you back down, if you fail to beat your opponent's Bluff check you believe him.
• A positive on the table, meaning that the Jump skill can be used without actually having the skill, and it does have a penalty if you are carrying a lot of gear.
- A negative on the table, meaning that Tumble can't be used by anyone. You have to have this skill to be able to use it. Likewise, Bluff doesn't have a penalty for carrying extra gear.
Skill Name: This item lists the skill's name as displayed in the D&D d20 Players Handbook. It is used here mostly as an index of sorts.
Note: The bot doesn't like spaces. If you wish to add a skill such as Use Magic Device you have to remove the spaces so that you have a single big word. E.G.: UseMagicDevice or AnimalEmpathy.
Untrained: This item indicates whether or not the listed skill is usable without having ranks in that skill. For example you can use Perform without having the skill, but to Open a Lock you have to be trained (you have to have at least one rank) with the skill.
Key Ability: This item indicates which of the 6 key statistics are the base for the skill. The six key abilities are Strength (Str), Dexterity(Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha).
Armor Check Penalty: This item indicates whether or not the skill is hindered (penalized) by your character's armor. Swim has a different kind of penalty based on the weight of the gear you are carrying. This penalty is equal to -1 to your roll per 5 pounds of gear carried.
Crafts, Knowledge, Performance skills and Professions: These four skills are actually a set of separate skills, each has a certain type of sub skill attached to it. Craft skills represent skills in which one would create something material, Knowledge are specialized fields of study, Perform (performance skills) encompasses entertainment-type skills, and Professions are a group of skills like crafts, but where the outcome of the job doesn't produce an item or object of some kind.
In order to pick a skill from one of these four sets you'll have to visit the pages that list the sub skills. From there you just input to the bot which skill you would like. E.G.: !skills Geography or !skills Brewer.
Skill Descriptions
This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those listed here. For example, you might be able to impress a bunch of alchemists by making an Alchemy check. Here is the format for skill descriptions. Headings that do not apply to a particular skill are omitted in that skill’s description.
Skill Name ([Key Stat]; Trained Only; Armor Check Penalty)
The skill name line includes the following information:
Key Ability: The abbreviation of the ability whose modifier applies to the skill check. Exception: Speak Language has "None" listed as its key ability because the use of this skill does not require a check.
Trained Only: If "Trained Only" is included in the skill name line, you must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Special section (see below).
Armor Check Penalty: Apply any armor check penalty to skill checks for this skill.
Check: What you can do with a successful skill check, how much time it takes to make a check, and the check’s DC.
Retry: Any conditions that apply to successive attempts to use the skill successfully. If this paragraph is omitted, the skill can be retried without any inherent penalty other than consuming additional time.
Special: Any extra facts that apply to the skill, such as rules regarding untrained use, or if this skill has a synergistic relationship with other skills, or benefits that certain characters receive because of class or race.