Skills

From Risenholm
Revision as of 03:49, 10 December 2020 by Rhiswick (talk | contribs)

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 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.