Every time you perform an action that can fail, like trying to convince another creature, trying to climb a wall, trying to hit an enemy, …, your GM will ask you to make a Skill Check:
- You’ll need to roll a
d20
and add your Skill Modifier to the roll. - The GM will decide on a DC (Difficulty Class) for that specific action, if your total is equal or more that the DC you succeed in what you were trying to do, if the result is less than the DC, you fail.
For reference, here are some skill-DC, with respect to various actions and their difficutly.
However remember that the GM will always have the final say, and these are just examples.
- For a very simple but important action the DC is
5
.
An important action can be grossly defined as an action that has serious consequences if it fails, or an action taken during combat, or other stressful moments.
A very simple action can be, for example:- Jumping a small gap without tripping.
(DC5
on Agility or Force, which skill to use is decided by the player.) - Trying to handle a very valuable item like passing it between two people.
(DC5
on Sleight of Hand.)
NOTE for GMs: I suggest asking for a skill check for very simple action only for comedic porpuses, or if you want to add a layer of diffuculty to an encounter, making too many checks can be tedious, time consuming, and extreamely frustrating to the players when a basic action fails.
- Jumping a small gap without tripping.
- A diffuclt action has a DC of
15
, some examples can be: - An almost impossible action has a DC of
30
.
You can spend how many points you wish on any number of skills, and depending on the number of points given to a skill, you will have a certain modifier in that skill, as shown in the following table. You spend/add points to a skill after training in it, in between adventures, or more generarly when the DM allows you to.
Skill List
- Agility.
- Arcane.
- Deception.
- Faith.
- Force.
- Forging.
- Intimidation.
- Intuition.
- Lore.
- Medicine.
- Nature.
- Perception.
- Performance.
- Persuasion.
- Sleight of Hand.
- Stealth.
- Will.
Skill Modifiers (Bonus or Malus)
Points in a Skill: | Skill Modifier |
---|---|
0 pts | -2 |
1 pt | -1 |
2 pts | 0 |
3 pts | +1 |
4 pts | +1 |
5 pts | +2 |
6 pts | +2 |
7 pts | +3 |
8 pts | +3 |
9 pts | +4 |
10 pts | +4 |
11 pts | +4 |
12 pts | +5 |
13 pts | +5 |
14 pts | +5 |
15 pts | +6 |
16 pts | +6 |
17 pts | +6 |
18 pts | +7 |
19 pts | +7 |
20 pts | +7 |
21 pts | +8 |
… | … |
This table only goes up to 21 pts, but there is no limit on how many points you can add to a Skill.
The general rule is that, after you put 9 pts in a skill your modifier will increase by +1
for every 3 pts you add to that skill.