dungeons dragons 3rd edition index - kindredcircle

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1、Dungeons & Dragons 3.5 Edition Index Skills & Actions Collected by Chet Erez ()Report Suggestions or Errors at January 17, 2007Table of ContentsPageSkill Basics3Skills4Appraise4Balance5Bluff8Climb10Concentration12Control Shape13Craft14Decipher Script19Diplomacy20Disable Device21Disguise22Escape Arti

2、st23Forgery24Gather Information25Handle Animal27Heal31Hide32Intimidate33Jump34Knowledge36Listen47Move Silently49Open Lock50Perform51Profession53Ride57Search59Sense Motive60Sleight of Hand61Spellcraft63Spot65Survival67Swim71Tumble72Use Magic Device74Use Rope76Skill Synergies Summary78Combat Actions79

3、Bull Rush79Disarm79Feint79Grapple80Overrun81Sunder81Trip81Mounted Combat82Garrote Attack82Teamwork Benefits83Skill Tricks85Master List85Sorted by Type87Sorted by Prerequisite89Appendix94Revision History94Key to Sourcebooks94Skill BasicsUnopposed ChecksUnopposed skill checks are made by rolling again

4、st a Difficulty Class (DC). You roll 1d20 + skill modifier. Your skill modifier is your rank plus the ability modifier of the skills key ability plus any special modifiers as noted on the skill, in feats, in spell effects, or with items.Difficulty Class (DC) is defined by the Game Master as follows:

5、SituationDCVery Easy (just about anyone could succeed)5Easy (even untrained people succeed half of the time)10Difficult15Very Difficult (you need to be trained to even have a chance)20Extremely Difficult25A natural 20 is not an automatic success and a natural 1 is not an automatic failure.The Game M

6、aster may modify the DC due to favorable or unfavorable conditions.Opposed Checks Sometimes a skill check is made against someone else instead of against a fixed difficulty. When this happens, your skill roll (1d20 + skill modifier) is made against their skill roll. The higher total wins. In the cas

7、e of a tie, the character with the higher key ability score wins. If these are a tie, flip a coin or otherwise randomly determine who wins.Primary Ability Every skill has a primary ability. The modifier from this ability is applied to all checks for use of the skill.Time and Retries Most skills defi

8、ne how long it takes to perform them. If this information is missing, the skill is most likely performed as a standard action.Most skills allow you to try again if you fail, but some of them specifically say you cannot try again. Also, some skills have repercussions due to failure. For example, fail

9、ing to disarm a trap may set it off and failing to convince someone of something may make it even more difficult to try again.Untrained Checks Most skills allow you to try them even if you have no ranks in the skill. This is called making an untrained check. Your skill modifier for this check is cal

10、culated as normal and with zero ranks.Some skills can only be attempted if you have at least one rank. These skills are marked as TRAINED ONLY in this document.Take 10 and Take 20 When you are performing a skill where you can take your time, you can skip your die roll and simply assume you had rolle

11、d a 10. This is called “taking 10. You cannot take 10 in situations where you are threatened, hurried, or otherwise distracted. When you are performing a skill that has no repercussions due to failure, so you could try again and again until you succeed, you are allowed to simply assume you will roll

12、 a 20 and calculate your skill roll that way. This is called “taking 20. The skill takes 20 times as long as normal to complete when you do this.This document includes hints on whether or not a skill lends itself to Taking 10 or Taking 20.Aid OtherMultiple characters can combine their efforts to suc

13、ceed at a task. To aid someone else with a skill, make a skill check DC 10. If you succeed, you grant a +2 circumstance bonus to the person you are helping. The Game Master decides the maximum number people can help on any given task, and this is the maximum number of people that can attempt to help

14、.The DM may use an optional rule (CAdv p96) to allow higher bonuses. To qualify, the helper must have at least 5 ranks in the target skill. The bonus is +2 for a success, with an additional +1 for each 10 the success was made by.Check ValueCircumstance Bonusup to 9+010 19+220 29+330 39+4Assist Allie

15、s(CAdv p96)By making suggestions and/or showing the optimal route, a character with at least 5 ranks in a target skill can accept a penalty to grant a bonus to his/her allies within 30 who can see or hear him/her.Only the following skills may benefit from this ability: Balance, Bluff, Climb, Craft,

16、Diplomacy, Escape Artist, Handle Animal, Hide, Move Silently, Ride, Search, Survival, & Swim.Ranks in SkillCircumstance BonusAccepted Penaltyup to 4n/an/a5 14+2415+510Ability Checks Sometimes you need to make a check and no specific skill seems to apply. In this case, choose the most appropriate abi

17、lity score and make a check as if you were using a skill with 0 ranks that has that ability as the primary ability.SkillsAppraiseBase Ability:IntelligenceMust be Trained?:NoArmor Check?:NoSynergy bonus:+2 bonus if you have 5+ ranks in the Craft skill used to create the item.+2 bonus if you have 5+ r

18、anks in the Perform skill that is the basis for the performance being appraised.Special:Dwarves receive a +2 Racial bonus when determining the value of objects made of metal or stone.Master of a Raven familiar receives a +3 bonus.Feat: Diligent grants a +2 bonus.Feat: Appraise Magic Value(CAdv p97)

19、allows use of the Appraise skill to determine magical properties.In Class ForBard, RogueThis skill is used to determine the value of objects.Determine Value (PH p67) (RoS p129)+Time: 1 MinuteRetry? NoTake 10? YesTake 20? NoYou can determine the value an Object(PH p67) or a Performance(RoS p129).A Ma

20、gnifying Glass grants a +2 circumstance bonus to your checks for small or highly detailed items. A Merchants Scale grants a +2 circumstance bonus for items that are valued by weight. These bonuses stack.Type of Item being AppraisedDCEstimated price, if SuccessfulEstimated price, on a FailureEstimate

21、d price, on a Failure and UntrainedCommon (trade goods, livestock, mundane items)1250% 150%Rare (gems, unworked precious metals, fine clothing)1570% 130%50% 150%Exotic (unusual gems, spell components, jewelry)2070% 130%50% 150%Unique (masterpiece artwork, royal jewels, crowns)25+70% 130%50% 150%Dete

22、rmine Value Quickly(CAdv p97)Time: 1 Full RoundRetry? No (but see below)Take 10? YesTake 20? NoSimilar to Determine Value, but the check take 1 Full Round instead of 1 Minute and is at a higher DC.Although you cannot retry a Determine Value Quickly check, you make a Determine Value check at a later

23、time.Type of Item being AppraisedDCEstimated price, if SuccessfulEstimated price, on a FailureCommon (trade goods, livestock, mundane items)15Rare (gems, unworked precious metals, fine clothing)2070% 130%Exotic (unusual gems, spell components, jewelry)2570% 130%Unique (masterpiece artwork, royal jew

24、els, crowns)30+70% 130%Identify Dwarven Crafted Objects (RoS p130)Time: 1 MinuteRetry? NoTake 10? YesTake 20? NoBy making a DC 10 check, you may determine if a specific object was made by Dwarves, and if it is of Dwarvencraft quality.BalanceBase Ability:DexterityMust be Trained?:NoArmor Check?:YesSy

25、nergy bonus:+2 bonus if 5+ ranks in TumbleSpecial:Feat: Agile grants a +2 bonus.In Class For:Bard, Monk, RogueThis skill is used to keep your balance while moving on tightropes and ledges or when running or charging on an uneven floor.Moving on a Narrow Surface(PH p67)Time: Retry? NoTake 10? YesTake

26、 20? NoUsed when walking upon a ledge, tight-rope, etc.Narrow SurfaceDC7 to 12 inches wide102 to 6 inches wide15Up to 2 inches wide20Narrow Surface ModifiersDCLight Obstructed (scree, light rubble)+2Severely Obstructed (natural cavern floor, dense rubble)+5Severely Slippery (ice sheet)+5Sloped or An

27、gled+2Rate ModifierDCMove at speed+0Move at full speed+5Move at a Charge (DR350 p85)+5Move at a Run (CAdv p97)+20Success:Move at speed (by default) for 1 Move Action.Failure by 4 or less:No Move.Failure by 5 or more:Fall Down.If you have less than 5 ranks in Balance, you also lose your Dexterity bon

28、us to AC. While on a tightrope (or similar surface), you are considered to be off balance, so opponents receive a +2 attack bonus.You also make a check each time you take damage.Charging or Running on a Difficult Surface(PH p67)Time: Retry? NoTake 10? YesTake 20? NoSuccess:Run or Charge.Failure by 4

29、 or less:Cant Run or Charge, but may double move.Failure by 5 or more:Fall Prone.SurfaceDCUneven Flagstone10Hewn Stone Floor10Sloped or Angled Floor10Balance (continued)Resist Trip(CAdv p97)Time: n/aRetry? n/aTake 10? NoTake 20? NoRequirement: Balance 10 ranks.When you are targeted with a Trip actio

30、n, you may make a Balance check with a 10 penalty instead of a Strength or Dexterity check to remain standing. If you succeed, you may not attempt to trip your opponent.Moving through Trees(RotW p145)Time: Retry? NoTake 10? YesTake 20? NoUsed when moving horizontally along tree branches and trunks w

31、ith an angle of up to 60 degrees (greater than 60 degrees requires Climb checks).Forest TypeDCResultExampleDense Forest10Success:Can Run or Charge.Failure by 4 or less:Cant Run or Charge, but may double move.Failure by 5 or more:Fall Down.Trees are older with strong branches and are close together,

32、including many massive trees. There are lots of branches to choose from, letting the character select the widest, flattest branches with the most support or hand holds.Medium Forest15Success:Move at speed (by default) for 1 Move Action.Failure by 4 or less:No Move.Failure by 5 or more:Fall Down.Tree

33、s are farther apart or not as old and the selection of branches is not as great, forcing the character to sue some narrow branches or branches without support.Sparse Forest25Success:Move at speed (by default) for 1 Move Action.Failure by 4 or less:No Move.Failure by 5 or more:Fall Down.Trees are far

34、ther apart and not very old. The character has to use a lot of narrow branches without support or hand holds. The character is often moving across branches that are barely wide enough to move on.ModifierDCMoss, Fungi, Slightly Wet, etc.+2Snow, Ice, etc.+5Moving Along an Unstable Surface(RotW p145)Ti

35、me: Retry? NoTake 10? YesTake 20? NoUsed when moving horizontally along tree branches and trunks with an angle of up to 60 degrees (greater than 60 degrees requires Climb checks).Unstable SurfaceDCResultLoose Graven, Wobbly Bricks or Stones10Success:Can Run or Charge.Failure by 4 or less:Cant Run or

36、 Charge, but may double move.Failure by 5 or more:Fall Down.Awning, Dune Face, Snowdrift15Success:Move at speed (by default) for 1 Move Action.Failure by 4 or less:No Move.Failure by 5 or more:Fall Down.Top of a vehicle traveling over a fairly smooth road18Success:Move at speed (by default) for 1 Mo

37、ve Action.Failure by 4 or less:No Move.Failure by 5 or more:Fall Down.Top of a vehicle traveling over a rough road20Success:Move at speed (by default) for 1 Move Action.Failure by 4 or less:No Move.Failure by 5 or more:Fall Down.Top of a vehicle traveling over a poor road, trail, or unimproved surfa

38、ce22Success:Move at speed (by default) for 1 Move Action.Failure by 4 or less:No Move.Failure by 5 or more:Fall Down.Ships deck in a storm, a Galloping Horse, Top of a vehicle traveling over a rocks, potholes, or rubble25Success:Move at speed (by default) for 1 Move Action.Failure by 4 or less:No Mo

39、ve.Failure by 5 or more:Fall Down.Balance (continued)Moving Shipboard(Storm p83)Time: Retry? NoTake 10? YesTake 20? NoMoving on different Ships surfaces & conditionsShip Surface / ConditionDCHeeling Deck, Light Surf10Heavy Surf, Heavy Roll, Yardarm15Green Water (i.e., 1+ of violent water on deck)20D

40、ifficulty ModifiersDCWet Deck+2High Wind+2Icy Deck+5Severe Motion+5Underwater10Circumstance ModifiersDCBody Brace5One-Hand Brace7Two-Hand Brace10BluffBase Ability:CharismaMust be Trained?:NoArmor Check?:NoSynergy bonus:If you have 5+ ranks in Bluff, you receive a +2 bonus on Diplomacy, Intimidate, &

41、 Sleight of Hand, plus Disguise check to stay in character while being observedSpecial:Master of a Snake familiar receives a +3 bonus.Feat: Persuasive grants a +2 bonus.Rangers receive a bonus with this skill against their favored enemies.In Class For:Bard, RogueThis skill is used for fast talk, mis

42、direction, conning, etc. Circumstances effect Bluff checks immensely and must be arbitrated by the DM.Fast Talking or Misdirection(PH p67)Time: 1 Full RoundRetry? NoTake 10? NoTake 20? NoThe skills DC is the targets Sense Motive check, modified by the following factors:Situation ModifiersModTarget w

43、ants to believe you5The bluff is believable and doesnt affect the target much+0The bluff is a little hard to believe or puts the target at risk+5The bluff is hard to believe or puts the target at serious risk+10The bluff is almost too incredible to consider+20If the check is successful, the target a

44、cts the way your want for one round, which may not be long enough to get what you want done.Feinting in Combat(PH p68)Time: 1 Standard ActionRetry? YesTake 10? NoTake 20? NoYou “fake out an opponent. The DC is your opponents Sense Motive check with his/her Base Attack Bonus as a bonus. If the skill

45、check is successful, your opponent looses his/her/its Dexterity modifier from AC for your next attack, as long as it occurs within one round. This allows a Rogue to gain Sneak Attack damage.Feat: Improved Feint allows this action to be done as a Move Action, instead of a Standard Action.Situation Mo

46、difiersModTarget is non-Humanoid4Target has an Animal Intelligence (i.e., 1 or 2)8This ability cannot be used on non-intelligent creature.Create a Diversion in Order to Hide(PH p68)Time: 1 Standard ActionRetry? NoTake 10? NoTake 20? NoYou “fake out an opponent. This check is opposed by your targets

47、Sense Motive check. If the skill check is successful, your opponent looses track of you long enough for you to attempt a Hide check. You must still have Concealment or Cover in order to make the Hide attempt.Appear Innocuous(CAdv p102)Time: Retry? NoTake 10? NoTake 20? NoIf you are Tailing Someone (

48、see page 32) and your targets Spot check beats your Hide check, you can attempt to Appear Innocuous. This is an opposed Bluff vs. Sense Motives check with the following Situation modifiers.Situation ModifiersModTarget is sure nobody is following5Target has no reason to suspect anybody is following+0

49、Target is worried about being followed+10Target is worried about being followed and know you are an enemy+20Bluff (continued)Delivering a Secret Message(PH p68)Time: Retry? n/aTake 10? NoTake 20? NoYou pass a verbal message to another person without other listeners understanding.Message ComplexityDC

50、Simple15Complex20Check vs. DCResultSuccessMessage ReceivedFailed by 4 or lessMessage Not ReceivedFailed by 5 or moreMessage MisunderstoodOther listeners must make a Sense Motive check to understand the message.Heckle(RoS p130)Time: 1 MinuteRetry? NoTake 10? NoTake 20? NoAttempting to ruins a perform

51、ance by yelling insults, the ends of jokes, criticism of technique, etc.A Heckle check can benefit from an Aid Other action by other hecklers.The Heckle check is opposed by the performers Resist Heckle check (see page 12).Resist Heckle check higher or equal:Performer receives a +2 Circumstance bonus

52、 for the rest of this performanceHeckle check is higher by up to 5:Performer must make a new Perform check immediately and receives a 2 penalty.Heckle check is higher by 6 to 10:Performer must make a new Perform check immediately and receives a 4 penalty.Heckle check is higher by 11 to 15:Performer

53、must make a new Perform check immediately and receives a 6 penalty.An additional 2 penalty for each 5 points.If the Heckle check is not higher than the Resist Heckle check or the new Perform check is higher than the previous Perform check (despite the penalty), the crowd is offended by you.ClimbBase

54、 Ability:StrengthMust be Trained?:NoArmor Check?:YesSynergy bonus:+2 bonus if 5+ ranks in Use Rope and you are using ropeSpecial:+2 Racial bonus if you are a Halfling.Master of a Lizard familiar receives a +3 bonus. Feat: Athletic grants a +2 bonus.+2 Circumstance bonus if you are using a Climbers K

55、it.In Class For:Barbarian, Bard, Fighter, Monk, Ranger, RogueThis skill is used to climb a wall, rope, slope, etc.Note: Someone using a rope can haul someone up using their Strength.Climb Wall or Cliff(PH p69)Time: 1 Move ActionRetry? NoTake 10? YesTake 20? NoRequires two free hands.Success:Move at

56、speed up, down, or across for 1 Move ActionFailure by 4 or less:No Move.Failure by 5 or more:Fall Down or Fall Prone.SurfaceDCSlope too steep to walk up 0Knotted rope with a wall to brace against 0Unknotted rope with a wall to brace against5Knotted rope with nothing near it5Anchor Chain (Storm p84)5

57、Ships Rigging (Storm p84)5Rough wall with good handholds or ships rigging10Natural rough wall with reasonable handholds or a tree15Unknotted rope with nothing near it15Wall with pitons (see below)15Semi-rough wall with narrow handholds20Ships Hull (Storm p84)20Semi-smooth wall, like bricks25Overhang

58、 or ceiling with handholds but no footholds25ModifiersDCA chimney or other place where you can brace against two opposite walls10A corner where you can brace against two walls5Slippery surface+5Accelerated Climb (move at speed instead of )+5Rapid Climb (move at normal speed) (CAdv p97)+20Combat Clim

59、b (retain Dex bonus to AC) (DR350 p85)(CAdv p97)+5While climbing, you are considered to be Stunned, so opponents receive a +2 attack bonus and you lose your Dexterity bonus to AC (unless you use Combat Climbing (see above).You also make a check each time you are damaged.Create Handholds(PH p69)Time: 1 MinuteRetry? YesTake 10? YesTake 20? YesYou install one piton into the wall three feet from your current position or- you cut handholds / footholds from ice or soft rock with a tool.

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