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Message  Sgrubz Mer 9 Sep - 2:36

***Prenez conscience que quand quelque chose de semblable à ceci survient:

Surface Acrobatics DC
Narrow or unstable 20
Very narrow (less than 6 inches) +5
Narrow and unstable +5

***C'est un tableau où il y a à gauche les éléments clés de la réussite d'un skill check, et ou à droite, mais collé, il y a les malus et les bonus de skill check associés.
C'est collé, parce que c'est long faire space à chaque maudit tableau pour tout et les tabs ne marchent pas, donc lisez-les ainsi.

Acrobatics (Dexterity)

Armor Check Penalty
You can perform an acrobatic stunt, keep your balance
while walking on narrow or unstable surfaces, slip free
of a grab or restraints, or take less damage from a fall.

Acrobatic Stunt
Make an Acrobatics check to swing from a chandelier,
somersault over an opponent, slide down a staircase
on your shield, or attempt any other acrobatic stunt
that you can imagine and that your DM agrees to let
you try. The DM sets the DC based on the complexity
of the stunt and the danger of the situation. If the stunt
fails, you fall prone in the square where you began the
stunt (the DM might change where you land, depending
on the specific stunt and situation). Your DM
always has the right to say that a stunt won’t work in a
particular situation or to set a high DC.

Acrobatic Stunt: Standard action or move action,
depending on the stunt.
✦ DC: Base DC 15.
✦ Success: You perform an acrobatic stunt.
✦ Failure: You fail to pull off the stunt and might fall or
suffer some other consequence.

Balance
Make an Acrobatics check to move across a surface
less than 1 foot wide (such as a ledge or a tightrope) or
across an unstable surface (such as a wind-tossed rope
bridge or a rocking log).

Balance: Part of a move action.
✦ DC: See the table.
✦ Success: You can move one-half your speed across a
narrow or unstable surface.
✦ Fail by 4 or Less: You stay in the square you started
in and lose the rest of your move action, but you
don’t fall. You can try again as part of a move action.
✦ Fail by 5 or More: You fall off the surface (see
“Falling,” page 284) and lose the rest of your move
action. If you are trying to move across an unstable
surface that isn’t narrow, you instead fall prone in
the square you started in. You can try again as part
of a move action if you’re still on the surface.
✦ Grant Combat Advantage: While you are balancing,
enemies have combat advantage against you.
✦ Taking Damage: If you take damage, you must
make a new Acrobatics check to remain standing.
Surface Acrobatics DC
Narrow or unstable 20
Very narrow (less than 6 inches) +5
Narrow and unstable +5

Escape from a Grab
Make an Acrobatics check to wriggle out of a grab
(see “Escape,” page 288). You can also make escape
attempts to get away from other immobilizing effects,
as directed by your DM.

Escape from Restraints
Make an Acrobatics check to slip free of restraints.

Escape from Restraints: 5 minutes.
✦ DC: Base DC 20. The DC is determined by the type
of restraint and its quality, as set by the DM.
✦ Fast Escape: You can make an escape attempt as a
standard action, but the DC increases by 10.
✦ Success: You slip free of a physical restraint.
✦ Failure: You can try again only if someone else
aids you.

Reduce Falling Damage (Trained
Only)

If you fall or jump down from a height, you can make
an Acrobatics check to reduce the amount of falling
damage you take.

Reduce Falling Damage: Free action if you fall or a
move action if you jump down.

✦ Damage Reduced: Make an Acrobatics check, and
reduce the amount of falling damage you take by
one-half your check result (round down).
Example: The floor beneath Kora swings open over
a pit, and she makes an Acrobatics check to reduce the
falling damage. The pit is 40 feet deep, resulting in 24
points of damage (from a roll of 4d10). Her Acrobatics
check result is 21, which reduces the damage by 10.
She takes 14 points of damage from the fall.

Arcana (Intelligence)

You have picked up knowledge about magic-related
lore and magic effects. This knowledge extends to
information about the following planes of existence,
including the creatures native to those planes: the
Elemental Chaos, the Feywild, and the Shadowfell.
If you have selected this skill as a trained skill, your
knowledge represents academic study, either formalized
or as a hobby. Also, those trained in the skill have
a chance to know something about the mysterious Far
Realm (but not about its creatures, which fall under
Dungeoneering).

Arcana Knowledge
Make an Arcana check to recall a useful bit of magicrelated
knowledge or to recognize a magic-related
clue. See “Knowledge Checks,” page 180.
You must be trained in Arcana to remember information
about the Far Realm, which requires master
knowledge (DC 25) at least.

Monster Knowledge
Elemental, Fey, and Shadow
Make an Arcana check to identify a creature that has
the elemental, the fey, or the shadow origin (a creature
of the Elemental Chaos, the Feywild, or the Shadowfell),
or is a construct. See “Monster Knowledge
Checks,” page 180.

Detect Magic (Trained Only)
Your knowledge of magic allows you to identify magical
effects and sense the presence of magic.

Identify Conjuration or Zone: Minor action.
✦ DC: DC 15 + one-half the power’s level. You must
be able to see the effect of the conjuration or zone.
✦ Success: You identify the power used to create the
effect and its power source and keywords.
✦ Failure: You can’t try to identify the effect again
during this encounter.

Identify Ritual: Standard action.
✦ DC: DC 20 + one-half the ritual’s level. You must be
able to see or otherwise detect the ritual’s effects.
✦ Success: You identify the ritual and its category.
✦ Failure: You can’t try to identify the ritual again until
after an extended rest.

Identify Magical Effect: Standard action.
✦ DC: DC 20 + one-half the effect’s level, if any. You
must be able to see or otherwise detect the effect.
✦ Not a Power or a Ritual: The magical effect must
be neither from a magic item nor the product of a
power or a ritual.
✦ Success: You learn the effect’s name, power source,
and keywords, if any of those apply.
✦ Failure: You can’t try to identify the effect again
until after an extended rest.

Sense the Presence of Magic: 1 minute.
✦ DC: DC 20 + one-half the level of a magic item,
power (conjuration or zone), ritual, or magical phenomenon
within range.
✦ Area of Detection: You can detect magic within
a number of squares equal to 5 + your level in
every direction, and you can ignore any sources of
magical energy you’re already aware of. Ignore all
barriers; you can detect magic through walls, doors,
and such.
✦ Success: You detect each source of magical energy
whose DC you meet. You learn the magic’s power
source, if any. If the source of magical energy is within
line of sight, you pinpoint its location. If it’s not within
line of sight, you know the direction from which the
magical energy emanates, but you don’t know the
distance to it.
✦ Failure: Either you detected nothing or there was
nothing in range to detect. You can’t try again in this
area until after an extended rest.


Dernière édition par Sgrubz le Mer 9 Sep - 2:42, édité 2 fois
Sgrubz
Sgrubz
D.M.

Messages : 204
Date d'inscription : 22/08/2009

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Message  Sgrubz Mer 9 Sep - 2:37

Athletics (Strength)

Armor Check Penalty
Make an Athletics check to attempt physical activities
that rely on muscular strength, including climbing,
escaping from a grab, jumping, and swimming.

Climb
Make an Athletics check to climb up or down a surface.
Different circumstances and surfaces make
climbing easier or harder.

Climb: Part of a move action.
✦ DC: See the table. If you use a climber’s kit, you get
a +2 bonus to your Athletics check. If you can brace
yourself between two surfaces, you get a +5 bonus
to your check.
✦ Success: You climb at one-half your speed. When
you climb to reach the top of a surface, such as when
you climb out of a pit, the distance to reach the top
includes allowing you to arrive in the square adjacent
to the surface. The last square of movement
places you on that square.
✦ Fail by 4 or Less: You stay where you started and
lose the rest of your move action, but you don’t fall.
You can try again as part of a move action.
✦ Fail by 5 or More: You fall (see “Falling,” page 284)
and lose the rest of your move action.
✦ Grant Combat Advantage: While you are climbing,
all enemies have combat advantage against you.
✦ Uses Movement: Count the number of squares you
climb as part of your move.
✦ Taking Damage: If you take damage while climbing,
you must make a Climb check using the DC for the
surface you’re climbing. If that damage makes you
bloodied, increase the DC by 5. If you fail the check,
you fall from your current height. If you try to catch
hold when you fall, add the damage you take to the
DC to catch yourself.
✦ Catch Hold: If you fall while climbing, you can make
an Athletics check as a free action to catch hold of
something to stop your fall. The base DC to catch
hold of something is the DC of the surface you were
climbing plus 5, modified by circumstances. You can
make one check to catch hold. If you fail, you can’t
try again unless the DM rules otherwise.
✦ Climb Speed: While climbing, creatures that have
a climb speed (such as monstrous spiders) use that
speed, ignore difficult terrain, do not grant combat
advantage because of climbing, and do not make
Athletics checks to climb.

Surface Athletics DC
Ladder 0
Rope 10
Uneven surface (cave wall) 15
Rough surface (brick wall) 20
Slippery surface +5
Unusually smooth surface +5


Escape from a Grab
Make an Athletics check to muscle out of a grab
(see “Escape,” page 288). You can also make escape
attempts to get away from other immobilizing effects,
as directed by your DM.

Jump
Make an Athletics check to jump vertically to reach a
dangling rope or a high ledge or to jump horizontally
to leap across a pit, a patch of difficult terrain, a low
wall, or some other obstacle.

High Jump: Part of a move action.
✦ Distance Jumped Vertically: Make an Athletics
check and divide your check result by 10 (round
down). This is the number of feet you can leap up.
The result determines the height that your feet clear
with a jump. To determine if you can reach something
while leaping, add your character’s height plus
one-third rounded down (a 6-foot-tall character
would add 8 feet to the final distance, and a 4-foottall
character would add 5 feet).
✦ Running Start: If you move at least 2 squares
before making the jump, divide your check result by
5, not 10.
✦ Uses Movement: Count the number of squares you
jump as part of your move. If you run out of movement,
you fall. You can end your first move in midair
if you double move (page 284).

Example: Marc, a 6-foot-tall human, attempts
a high jump to catch a rope dangling 12 feet overhead.
His check result is 26. With a running start,
he leaps the distance (26 ÷ 5 = 5 feet, plus his height
and one-third for a final reach of 13 feet). If Marc
leaps from a standing position, he can’t quite reach
the end of the rope (26 ÷ 10 = 2 feet for a final reach
of 10 feet).

Long Jump: Part of a move action.
✦ Distance Jumped Horizontally: Make an Athletics
check and divide your check result by 10 (don’t
round the result). This is the number of squares you
can leap across. You land in the square determined
by your result. If you end up over a pit or a chasm,
you fall and lose the rest of your move action.
✦ Distance Cleared Vertically: The vertical distance you
clear is equal to one-quarter of the distance you jumped
horizontally. If you could not clear the vertical distance
of an obstacle along the way, you hit the obstacle, fall
prone, and lose the rest of your move action.
✦ Running Start: If you move at least 2 squares
before making the jump, divide your check result by
5, not 10.
✦ Uses Movement: Count the number of squares you
jump as part of your move. If you run out of movement,
you fall. You can end your first move in midair
if you double move (page 284).

Example:Marc attempts a long jump to clear a
5-foot-high wall of thorns and the 10-foot-wide pit
beyond it. His check result is 24. With a running start,
he easily jumps the distance (24 ÷ 5 = 4.8 squares or
24 feet) and clears the wall (24 ÷ 4 = 6 feet). If Marc
jumps from a standing position, he can’t quite make
it across the pit (24 ÷ 10 = 2.4 squares or 12 feet) and
doesn’t clear the wall (12 ÷ 4 = 3 feet). He hits the wall
of thorns and falls prone before reaching the pit.

Swim
Make an Athletics check to swim or to tread water.
Different conditions make swimming harder. See
the Endurance skill for information on swimming or
treading water for an hour or more.

Swim or Tread Water: Part of a move action.
✦ DC: See the table.
✦ Success: You swim at one-half your speed, or you
stay afloat and tread water.
✦ Fail by 4 or Less: Stay where you are and lose the
rest of your move action. You can try again as part of
a move action.
✦ Fail by 5 or More: Sink 1 square and risk suffocation
by drowning (details are in Chapter 9 of the
Dungeon Master’s Guide).
✦ Uses Movement: Count the number of squares you
swim as part of your move.
✦ Swim Speed: While swimming, creatures that have
a swim speed (such as sahuagin) use that speed and
do not make Athletics checks to swim.

Water Athletics DC
Calm 10
Rough 15
Stormy 20

Bluff (Charisma)

You can make what’s false appear to be true, what’s
outrageous seem plausible, and what’s suspicious seem
ordinary. You make a Bluff check to fast-talk a guard,
con a merchant, gamble, pass off a disguise or fake
documentation, and otherwise tell lies.
Your Bluff check is opposed by an observer’s Insight
check. Your check might be opposed by multiple
Insight checks, depending on how many observers
can see and hear you and care about what’s going on.
During a skill challenge, you might need to beat your
observers’ Insight checks multiple times to succeed at
bluffing them.

Bluff: Standard action in combat or part of a skill
challenge.
✦ Opposed Check: Bluff vs. Insight.
✦ Gain Combat Advantage: Once per combat
encounter, you can try to gain combat advantage
against an adjacent enemy by feinting. As a standard
action, make a Bluff check opposed by the enemy’s
Insight check. If you succeed, you gain combat
advantage against the enemy until the end of your
next turn.
✦ Create a Diversion to Hide: Once per combat
encounter, you can create a diversion to hide. As
a standard action, make a Bluff check opposed by
the Insight check of an enemy that can see you (if
multiple enemies can see you, your Bluff check is
opposed by each enemy’s Insight check). If you succeed,
you create a diversion and can immediately
make a Stealth check to hide.

Diplomacy (Charisma)

You can influence others with your tact, subtlety,
and social grace. Make a Diplomacy check to change
opinions, to inspire good will, to haggle with a patron,
to demonstrate proper etiquette and decorum, or to
negotiate a deal in good faith.
A Diplomacy check is made against a DC set by the
DM. The target’s general attitude toward you (friendly
or unfriendly, peaceful or hostile) and other conditional
modifiers (such as what you might be seeking to
accomplish or what you’re asking for) might apply to
the DC. Diplomacy is usually used in a skill challenge
that requires a number of successes, but the DM might
call for a Diplomacy check in other situations.

Dungeoneering (Wisdom)

You have picked up knowledge and skills related to
dungeoneering, including finding your way through
dungeon complexes, navigating winding caverns, recognizing
dungeon hazards, and foraging for food in
the Underdark.
If you have selected this skill as a trained skill, your
knowledge represents formalized study or extensive
experience, and you have a better chance of knowing
esoteric information in this field. Also, those trained in
the skill can identify creatures of the Far Realm that
lair and hunt in dungeons and underground settings.


Dungeoneering Knowledge
Make a Dungeoneering check to remember a useful
bit of knowledge about an underground environment
or to recognize an underground hazard or clue. See
“Knowledge Checks,” page 180.
Examples of dungeoneering knowledge include
determining cardinal directions while underground
(common), recognizing a dangerous underground
plant (expert), or spotting new construction or noticing
a change in depth while exploring an area (expert).

Forage
Make a Dungeoneering check to locate and gather
enough food and water to last for 24 hours. You can do
this only in underground environments that approximate
outdoor wilderness—caverns or underground
complexes containing pools of water, edible fungus or
lichen, small vermin, and the like.

Forage: 1 hour.
✦ DC: DC 15 to find food and water for one person,
DC 25 for up to five people. The DM might adjust
the DC in different environments (5 lower in a cultivated
environment or 5 higher in a barren one).
✦ Success: You find enough food and water for
24 hours.
✦ Failure: You find no food or water. You can forage
again but in a different area.

Monster Knowledge
Aberrant
Make a Dungeoneering check to identify a creature
that has the aberrant origin (a creature of the Far
Realm). See “Monster Knowledge Checks,” page 180.


Dernière édition par Sgrubz le Mer 9 Sep - 2:43, édité 1 fois
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Sgrubz
D.M.

Messages : 204
Date d'inscription : 22/08/2009

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Message  Sgrubz Mer 9 Sep - 2:38

Endurance (Constitution)

Armor Check Penalty
Make an Endurance check to stave off ill effects and to
push yourself beyond normal physical limits. You can
hold your breath for long periods of time, forestall the
debilitating effects of hunger and thirst, and swim or
tread water for extended periods.
Some environmental hazards—including extreme
temperatures, violent weather, and diseases—require
you to make an Endurance check to resist and delay
debilitating effects.
Chapter 3 of the Dungeon Master’s Guide contains
rules for enduring extreme weather, disease, and
hunger and thirst.

Endurance: No action required.
✦ DC: See the table. The check DC varies based
on the situation and the level of a hazard.
✦ Success: You endure a particular situation.
✦ Failure: You can’t try again until circumstances
change or a certain amount of time
has elapsed.


Task Endurance DC
Endure extreme weather Base 15
Resist disease Varies
Ignore hunger 10 + 2 per day
Ignore thirst 15 + 4 per day
Hold breath (each round after 5) 10 + 1 per round
Swim or tread water (after 1 hour) 15 + 2 per hour

Heal (Wisdom)

You know how to help someone recover from wounds
or debilitating conditions, including disease.

First Aid
Make a Heal check to administer first aid.

First Aid: Standard action.
✦ DC: Varies depending on the task you’re attempting.
✦ Use Second Wind: Make a DC 10 Heal check to
allow an adjacent character to use his or her second
wind (page 291) without the character having to
spend an action. The character doesn’t gain the
defense bonuses normally granted by second wind.
✦ Stabilize the Dying: Make a DC 15 Heal check to
stabilize an adjacent dying character. If you succeed,
the character can stop making death saving throws
until he or she takes damage. The character’s current
hit point total doesn’t change as a result of being
stabilized.
✦ Grant a Saving Throw: Make a DC 15 Heal check.
If you succeed, an adjacent ally can immediately
make a saving throw, or the ally gets a +2 bonus to a
saving throw at the end of his or her next turn.

Treat Disease
Make a Heal check to treat a character suffering from
a disease. Chapter 3 of the Dungeon Master’s Guide has
more information about disease.

Treat Disease: Part of the diseased character’s
extended rest. You must attend the character periodically
throughout the extended rest, and you make
your Heal check when the rest ends.
✦ Replaces Endurance: Your Heal check result determines
the disease’s effects if the result is higher than
the diseased character’s Endurance check result.

History (Intelligence)

You have picked up knowledge related to the history
of a region and beyond, including the chronological
record of significant events and an explanation of
their causes. This includes information pertaining to
royalty and other leaders, wars, legends, significant
personalities, laws, customs, traditions, and memorable
events.
If you have selected this skill as a trained skill, your
knowledge represents academic study, either formalized
or as a hobby, and you have a better chance of
knowing esoteric information in this field.
Make a History check to remember a useful bit of
historical knowledge or to recognize a historical clue.
See “Knowledge Checks,” page 180.

Insight (Wisdom)

You can discern intent and decipher body language
during social interactions. You make an Insight check
to comprehend motives, to read between the lines, to
get a sense of moods and attitudes, and to determine
how truthful someone is being.
You use Insight to counter a Bluff check, and
Insight is used as the social counterpart to the Perception
skill. In skill challenges that require a number
of successes, use Insight checks to oppose someone’s
Bluff checks. Insight can also be used to gain clues,
figure out how well you might be doing in a social
situation, and to determine if someone is under the
influence of an outside force.
Whenever you use Insight, you’re making a best
guess as to what you think a motive or attitude is or
how truthful a target is being. Insight is not an exact
science or a supernatural power; it represents your
ability to get a sense of how a person is behaving.

Insight: No action required when countering a Bluff
check, minor action in combat, or part of a skill challenge.
Requires some amount of interaction to get a
read on a target.
✦ DC: See the table. If you’re trying to see through a
bluff, this is an opposed check against your opponent’s
Bluff check.
✦ Success: You counter a Bluff check, gain a clue
about a social situation, sense an outside influence
on someone, or recognize an effect as illusory.
✦ Failure: You can’t try again until circumstances
change.
✦ Recognizing an Effect as Illusory: The DM might
use your passive Insightcheck to determine if you
notice the telltale signs of an illusion effect. Noticing
such an effect doesn’t break the illusion, but you
recognize the effect as illusory.

Task Insight DC
Sense motives, attitudes 10 + creature’s level
Sense outside influence 25 + effect’s level
Recognize effect as illusory 15 + effect’s level

Intimidate (Charisma)

Make an Intimidate check to influence others through
hostile actions, overt threats, and deadly persuasion.
Intimidate can be used in combat encounters or
as part of a skill challenge that requires a number of
successes. Your Intimidate checks are made against
a target’s Will defense or a DC set by the DM. The
target’s general attitude toward you and other conditional
modifiers (such as what you might be seeking to
accomplish or what you’re asking for) might apply to
the DC.

Intimidate: Standard action in combat or part of a
skill challenge.
✦ Opposed Check: Intimidate vs. Will (see the table
for modifiers to your target’s defense). If you can’t
speak a language your target understands, you take a
–5 penalty to your check. If you attempt to intimidate
multiple enemies at once, make a separate
Intimidate check against each enemy’s Will defense.
Each target must be able to see and hear you.
✦ Success: You force a bloodied target to surrender,
get a target to reveal secrets against its will, or cow a
target into taking some other action.
✦ Failure: If you attempted to intimidate the target
during combat, you can’t try again against that target
during this encounter.
✦ Target Becomes Hostile: Using Intimidate usually
makes a target hostile toward you, even if you don’t
succeed on the check.

Enemy is . . . Will Defense Modifier
Hostile +10
Unfriendly +5

Nature (Wisdom)

You have picked up knowledge and skills related to
nature, including finding your way through the wilderness,
recognizing natural hazards, dealing with and
identifying natural creatures, and living off the land.
If you have selected this skill as a trained skill, your
knowledge represents formalized study or extensive
experience, and you have a better chance of knowing
esoteric information in this field.

Forage
Make a Nature check to locate and gather enough food
and water to last for 24 hours.

Forage: 1 hour.
✦ DC: DC 15 to find food and water for one person,
DC 25 for up to five people. The DM might adjust
the DC in different environments (5 lower in a cultivated
environment or 5 higher in a barren one).
✦ Success: You find enough food and water for 24
hours.
✦ Failure: You find no food or water. You can forage
again but in a different area.

Handle Animal
Make a Nature check to calm down a natural beast,
teach a natural beast some tricks, or otherwise handle
a natural beast. Handling a natural beast is usually part
of a skill challenge that requires a number of successes.

Nature Knowledge
Make a Nature check to remember a useful bit of
knowledge about the natural world—about terrain, climate,
weather, plants, and seasons—or to recognize a
nature-related clue. See “Knowledge Checks,” page 180.
Examples of Nature knowledge include determining
cardinal directions or finding a path (common),
recognizing a dangerous plant or another natural
hazard (master), or predicting a coming change in the
weather (expert).

Monster Knowledge
Natural
Make a Nature check to identify a creature that has
the natural origin (a creature of the natural world). See
“Monster Knowledge Checks,” page 180.

Perception (Wisdom)

Make a Perception check to notice clues, detect secret
doors, spot imminent dangers, find traps, follow
tracks, listen for sounds behind a closed door, or locate
hidden objects.
This skill is used against another creature’s Stealth
check or against a DC set by the DM. In most situations,
the DM uses your passive Perception check
result to determine if you notice a clue or an imminent
danger.

Perception: No action required—either you notice
something or you don’t. Your DM usually uses your
passive Perception check result. If you want to use the
skill actively, you need to take a standard action or
spend 1 minute listening or searching, depending on
the task.
✦ Opposed Check: Perception vs. Stealth when trying
to spot or hear a creature using Stealth. Your check
might be modified by distance or if you’re listening
through a door or a wall (see the table).
✦ DC: See the table for DCs when you’re trying to
hear or spot something, searching an area, or looking
for tracks.
✦ Success: You spot or hear something.
✦ Failure: You can’t try again unless circumstances
change.
✦ Searching: When actively searching an area or looking
for something specific, assume you’re searching
each adjacent square. The DM might allow you to
do this as a standard action, but usually searching
requires at least 1 minute.

Listen Perception DC
Battle 0
Normal conversation 10
Whispers 20
Through a door +5
Through a wall +10
More than 10 squares away +2


Spot or Search Perception DC
Barely hidden 10
Well hidden 25
More than 10 squares away +2


Find Tracks Perception DC
Soft ground (snow, loose dirt, mud) 15
Hard ground (wood or stone) 25
Rain or snow since tracks were made +10
Each day since tracks were made +2
Quarry obscured its tracks +5
Huge or larger creature –5
Group of ten or more –5


Dernière édition par Sgrubz le Mer 9 Sep - 2:44, édité 1 fois
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Message  Sgrubz Mer 9 Sep - 2:38

Religion (Intelligence)

You have picked up knowledge about gods, religious
traditions and ceremonies, divine effects, holy
symbols, and theology. This knowledge extends to
information about the undead and the Astral Sea,
including the creatures of that plane.
If you have selected this skill as a trained skill, your
knowledge represents academic study, either formalized
or as a hobby, and you have a better chance of
knowing esoteric information in this field.

Religion Knowledge
Make a Religion check to remember a useful bit of
religious knowledge or to recognize a religion-related
clue. See “Knowledge Checks,” page 180.

Monster Knowledge
Immortal or Undead
Make a Religion check to identify a creature that has
the immortal origin (a creature of the Astral Sea)
or the undead keyword. See “Monster Knowledge
Checks,” page 180.

Stealth (Dexterity)

Armor Check Penalty
Make a Stealth check to conceal yourself from enemies,
slink past guards, slip away without being noticed, and
sneak up on people without being seen or heard.
This skill is used against another creature’s Perception
check or against a DC set by the DM.

Stealth: Part of whatever action you are trying to
perform stealthily.
✦ Opposed Check: Stealth vs. Perception (see the
table for modifiers to your check). If there are multiple
observers, your Stealth check is opposed by
each observer’s Perception check.
✦ Cover or Concealment: Unless a creature is distracted,
you must have cover against or concealment
from the creature to make a Stealth check. You
have to maintain cover or concealment to remain
unnoticed. If a creature has unblocked line of sight
to you (that is, you lack any cover or concealment),
the creature automatically sees you (no Perception
check required).
✦ Superior Cover or Total Concealment: If you have
superior cover or total concealment, a creature can’t
see you and can’t be sure of your exact location. If its
Perception check beats your Stealth check, though,
it knows you are present, knows the direction to
your location, and has a vague idea of the distance
between the two of you. If its Perception check
beats your Stealth check by 10 or more, the creature
can pinpoint your location until the end of your next
turn, even if you move.
✦ Distracted Creature: If a creature is distracted, you
can attempt to hide from that creature even when
you don’t have cover or concealment. In combat,
creatures are assumed to be paying attention in all
directions. Outside combat, a creature might be
paying attention to something in a certain direction,
allowing you to hide behind the creature’s back.
You make a Stealth check as normal to avoid the
creature’s notice, since it might hear you.
✦ Success: You avoid notice, unheard and hidden from
view. If you later attack or shout, you’re no longer
hidden.
✦ Failure: You can’t try again unless observers
become distracted or you manage to obtain cover or
concealment.
✦ Combat Advantage: You have combat advantage
against a target that isn’t aware of you.
✦ Light Source: Observers automatically see you if
you’re carrying a light source.


You . . . Stealth Modifier
Speak –5
Move more than 2 squares –5
Run –10

Streetwise (Charisma)

When in a settlement—a village, a town, or a city—
make a Streetwise check to find out what’s going on,
who the movers and shakers are, where to get what
you need (and how to get there), and where not to go.

Streetwise: Using this skill takes 1 hour and might be
part of a skill challenge.
✦ DC: See the table.
✦ Success: You collect a useful bit of information,
gather rumors, find out about available jobs, or
locate the best deal.
✦ Failure: You can try again, but you might draw attention
to yourself if you keep chasing after the same
information.

Settlement and Information Streetwise DC
Typical settlement 15
Hostile settlement 20
Totally alien settlement 30
Information is readily available –2
Information is hard to come by +5
Information is secret or closely guarded +10

Thievery (Dexterity)

Armor Check Penalty
You have picked up thieving abilities and can perform
tasks that require nerves of steel and a steady hand:
disabling traps, opening locks, picking pockets, and
sleight of hand.
The DM might decide that some uses of this skill
are so specialized that you are required to be trained
in it to have a chance of succeeding.

Disable Trap
Make a Thievery check to prevent a trap from triggering.
You need to be aware of a trap to try to disable it.
Make a Perception check to find a hidden trap.

Disable Trap: Standard action in combat or part of a
skill challenge.
✦ DC: See the table. You get a +2 bonus to the check if
you use thieves’ tools.
✦ Delay Trap: You get a +5 bonus to the check if you
try to delay a trap, rather than disable it.
✦ Success: You disable or delay the trap. Disabling a
trap makes it harmless until it resets. Delaying a trap
makes the trapped area safe for passage until the
end of your next turn.
✦ Fail by 4 or Less: Nothing happens. You can try
again as a new action.
✦ Fail by 5 or More: You trigger the trap.

Trap Thievery DC
Heroic tier 20
Paragon tier 30
Epic tier 35

Open Lock
Make a Thievery check to pick a lock.

Open Lock: Standard action in combat or part of a
skill challenge.
✦ DC: See the table. You get a +2 bonus to the check if
you use thieves’ tools.
✦ Success: You pick the lock.
✦ Failure: You can try again as a new action.

Lock Thievery DC
Heroic tier 20
Paragon tier 30
Epic tier 35

Pick Pocket

Make a Thievery check to lift a small object (such as a
purse or an amulet) from a creature without that creature
being aware of the theft. It must be an object that
the creature isn’t holding.

Pick Pocket: Standard action.
✦ DC: DC 20 + your target’s level. If in combat, you
take a –10 penalty to your check.
✦ Success: You lift a small object from the target without
the target noticing.
✦ Fail by 4 or Less: You don’t get the object, but
the target didn’t notice. You can try again as a
new action.
✦ Fail by 5 or More: You don’t get the object, and the
target notices your failed attempt.

Sleight of Hand
Make a Thievery check to palm an unattended object
small enough to fit into your hand (such as a coin or a
ring) or to perform an act of legerdemain.

Sleight of Hand: Standard action in combat or part
of a skill challenge.
✦ DC: Base DC 15.
✦ Success: You palm an unattended, small object or
perform an act of legerdemain.
✦ Failure: You can still pick up the object, but onlookers
see you pick it up, or they see through your act of
legerdemain.
Sgrubz
Sgrubz
D.M.

Messages : 204
Date d'inscription : 22/08/2009

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