Skills

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Revision as of 03:37, 17 December 2020 by Dynamics (talk | contribs)


Knowledge: Gives players more information about the world when examining things.

Locksmithing: Used for picking locks.

Medicine:


Perception: Used to counter Steath.

Sleight of Hand: Gain a chance to gain gold from killing monsters. 1% per skill rank.

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 using the Track action.

Skill Name Description Base Attribute General Mechanical Effects Found on Loot Type
Acrobatics The ability to perform tasks that typically require coordination and grace. Balancing on narrow surfaces, performing graceful tumbles, and squeezing through tight spaces are examples of an acrobatic character. Dexterity Prevents attacks of opportunity when moving around. Chest, Boots
Alchemy The ability to combine various reagents to produce mundane and extraordinary effects. Experimenting with dangerous reagents, deciphering an unknown substances properties and efficiently utilizing ichor in powerful potions are examples of a character with mastery of alchemy. Intelligence Gives 1% bonus chance per skill level of a refund when brewing potions and runestones. None
Animal Handling The ability intuit to the disposition of an animal and guide it towards an intended purpose. Making a hostile creature docile, discovering the abilities of an unknown creature, and guiding a creature to do a particular action requires are hallmark actions of a master animal handler. Wisdom Use to charm animals. Rings
Appraisal The ability of a character to estimate the (typically monetary) value of an object. Sorting out junk from antique treasures, spotting a forgery, and knowing general mercantile trends are activities of a master appraiser. Intelligence Lowers merchant pricing. 1% per skill rank. None
Arcana The knowledge of a character possesses regarding the influence of Power within the arcane and creatures of a magical nature. Recalling complicated arcane theories, determining what an unknown magical artifacts are capable of, and directing Power in peculiar arcane rituals are examples of a character well versed in Arcana. Intelligence Identifies cast spells, affects counterspell. Rings
Deception The ability of a character to deceive others and tell convincing lies. Convincing townsfolk of a nonexistent threat outside the town gates, forging a convincing merchant contract, and performing a particularly devious feint are examples of a deceptive character's actions. Charisma Characters can utilize disguises (not yet implemented) None
Influence The ability to convince and persuade others to your line of thinking. Rallying strangers to fight off a common threat, convincing your client that your premium rate is well worth it, and effectively leveraging political power in a public setting are examples of an influential character's activities. Charisma Increases gold rewards from scars when turning in fragments. 1% per skill rank. None
Insight The ability to discern aspects about a person or creature. Finding someone's tell when they lie, understanding the general traits and tactics of an enemy squadron, and deciphering the true intentions behind someone's words are examples of an insightful character's actions. Wisdom Examining creatures you have experience defeating may yield information regarding weaknesses and general enemy type. Head, Belt
Investigation The ability to discover hidden objects within a room or space. Finding a pressure plate that activates a nearby trap, discovering a clue at the scene of an attempted murder, and rummaging through old tombs to find hidden treasure are hallmark feats of a character skilled in investigation. Intelligence Aids Detect Mode in finding hidden traps and objects. Head, Amulet
Knowledge The ability to recall and acquire memories regarding a specific field of study, so that you might answer specific or complex questions. This skill can represent a character's training in a particular profession. It also can represent the ability of a character to acquire knowledge through a currently unexplained phenomenon - where a character may just acquire memories or glimpses of something they normally wouldn't have business knowing. Intelligence May provide additional information when examining certain objects. May acquire information seemingly at random. None
Locksmithing The ability to gain or prevent entry to a space through a variety of means, physical and metaphysical. Opening a particularly ancient door without ruining the mechanisms within, securely locking a vault door, and breaking a window silently are all activities a master locksmith is capable of handling. Dexterity Can pick locked doors and chests to open shortcuts or provide additional loot. Gloves, Belt
Medicine The ability to diagnose and treat maladies effecting a creature. Performing field surgery on an ally who took a bolt to the stomach, diagnosing a patient exhibiting unusual symptoms, and producing an antivenom from materials found in the nearby wilderness are example actions of a master in medicine. Wisdom Healing kits heal 10 + Medicine + 2% per Medicine HP. Rings