Difference between revisions of "Skills"
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'''Appraisal:''' | '''Appraisal:''' | ||
− | Lowers merchant pricing 1% per skill rank. | + | Lowers merchant pricing. 1% per skill rank. |
'''Arcana:''' | '''Arcana:''' | ||
Line 15: | Line 15: | ||
'''Athletics:''' | '''Athletics:''' | ||
− | Characters gain 1% extra movement speed for each skill rank. | + | Characters gain 1% extra movement speed when dashing for each skill rank. |
'''Concentration:''' | '''Concentration:''' |
Revision as of 03:50, 10 December 2020
Acrobatics: Prevents attacks of opportunity when moving around.
Alchemy: Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.
Animal Handling: Use to charm animals.
Appraisal: Lowers merchant pricing. 1% per skill rank.
Arcana: Identifies cast spells, affects counterspell and ups skill check against spells.
Athletics: Characters gain 1% extra movement speed when dashing for each skill rank.
Concentration: Concentration check when casting a spell and hit.
Deception: Used for disguises (not yet implemented).
Influence: Will increase Scar rewards 1% per skill rank.
Insight: Gives users a bonus to examine creature weaknesses and damage types.
Investigation: Used to find traps.
Knowledge: Gives players more information about the world when examining things.
Locksmithing: Used for picking locks.
Medicine: Healing kits heal 1d8 HP + medicine skill.
Perception: Used to counter Steath.
Performance: Used by bards for their bardsong.
Sleight of Hand: Gain extra gold from killing monsters.
Stealth: Determines how well a character can hide from others.
Tinkering: Gives 1% bonus chance per skill level of a refund when crafting in the field.
Trapping: Used for disabling traps.
Survival: Can be used to find information about creatures in the area.