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===Skills=== Here is a collection of skills available in the Slayers D20. In general, skills are the same as they would be in the standard Player's Manual, and will not be explained for the sake of brevity unless there's a Synergy trait involved. Slayers D20 also has its own unique list of skills which will be explained for the outside observer. ====List of Standard Skills==== :'''Bluff(CHA)''': Can be used a second time under a Try Again rule as long as difference between a Bluff failure and the correspending Sense Motive check was less than the penalty, with a cumulative -2 penalty to further attempts to use Bluff with this rule. If the character has at least Spellcraft 5, Bluff checks to disguise a spell get a +2 bonus. Bluffs used to trick opponents when it comes to spellcasting impose a -5 penalty on Fortitude and control checks while casting, and the result becomes the DC for any Spellcraft check to correctly identify the casting. :'''Concentration(CON)''' :'''Craft(Alchemy)(INT)''' :'''Craft(Cooking)(INT)''': If the character has at least Craft(Cooking) 5, they gain a +2 synergy bonus on Bluff, Diplomacy, Gather Information, and Indimidate skills used against targets with the Great Fortitude feat, or if the target has an obsession with food. They also gain a +2 synergy bonus on Craft(Poison) checks. :'''Craft(Gunsmithing)(INT)''' :'''Craft(Poison)(INT)''': The base DC for a Craft(Poison) check is the sum of the specific poison's DC+10. Contact poisons are more difficult to handle in manufacturing, and instead have a base DC of the poison's DC+15. If the character has at least Craft(Cooking) 5, they get a +2 synergy bonus to Craft(Poison). :'''Decipher Script(INT; trained only)''': Can be used as an action to create a code, which requires 10 minutes and does not include the time needed to write out a coded document after creating the cipher. To decipher someone else's code, this action takes 1d4+1 hours, not including the time needed to read the decoded document. A character with at least Search 5 gets a +2 synergy bonus on Decipher Script to decipher a code. :'''Diplomacy(CHA)''' :'''Intimidate(CHA)''': Can be used as a check to change someone's behavior, or cause demoralization in combat. As an action, Intimidate requires 1 minute of interaction with the target. Intimidate follows a Try Again rule with a cumulative -4 penalty and each further attempt. Characters gain a +4 bonus on Intimidate checks for every size category they are larger than their opponent. Characters suffer a -4 penalty to Intimidate checks for every size category they are smaller than their opponent. Characters immune to fear cannot be intimidated, nor can non-intelligent creatures. A character with at least Bluff 5 gains a +2 bonus to Intimidate checks. :'''Jump(STR; armor check penalty)''': Jumping is less-realistic in Slayers than in other worlds. The DC for a long jump is one-half the distance to be covered in feet, assuming a running start; from standing, the Jump DC is doubled. The DC for a high jump is equal to the distance covered in feet, assuming a running start. If standing, the DC is doubled. A character can jump onto an object at waist-height with a DC 10 Jump check and does not take away from their normal movement. A character jumping down takes no damage on a successful Jump check, but on a failure they take normal damage. :'''Search(INT)''': Can be used for research purposes. If the character knows what research to look for, the DC on a check is 10. If the research is complex, or the location of the information is disorganized, the DC can range from 15 or higher. Search can also be used to understand the nature of an enchanted item, but not its specific enchantment, with a successful DC 20 if the character has the Sense Aura class skill. A DC 30 reveals the true abilities of the magical item, though stronger items require higher DC checks. The Search DC is equivalent to the Use Magic Device check to activate the magical item. Each use of Search requires one full-round action equal to the DC to understand the item (overcoming a DC 20 requires 20 rounds to understand the item). Characters with at least Search 5 gain a +2 bonus to Decipher Script checks to decipher a code. :'''Spellcraft(INT; trained only)''': Characters with at least Spellcraft 5 gain a +2 bonus on Bluff checks to disguise a spell. :'''Use Magic Device(CHA)''': Use Magic Device (UMD) must be used to activate a magical object, and a natural 1 is neither an automatic failure nor does it carry a special penalty. Once successful, the magical device functions normally for its standard duration. If attempting to use a magic device the character doesn't understand, there is a -10 penalty to the UMD check. At the GM's discretion, magic items may be simple to activate or extremely complicated, depending on its creator's intentions. As an action, UMD can take anywhere from a standard action to a full-round to activate, or be dependent on activating another item. The DC of a UMD check is the same as a Search DC check through Sense Aura to identify the power of the item. ====List of New Skills==== :'''Reputation(CHA; trained only)''': Reputation checks are done as separate skills, akin to the Craft skill. For example, Reputation(Bandit) is not the same as Reputation(Noble), and the player must put separate skill purchases into each if they want both. A Reputation check utilizes either the character's name or their accomplishments. A successful DC 10 grants bonuses to their next Bluff, Diplomacy, Gather Information, Intimidate, Perform, or Taunt check, with higher bonuses at higher results. Reputation can also be used situationally, at the GM's discretion. In places outside of the player's area of accomplishments, Reputation checks suffer a penalty. If a Reputation check fails, there is a -2 circumstance penalty to further checks with the affected skills. Reputation checks are usually a standard action, and do not follow the Try Again rule. Nobles can make Reputation checks more effectively. If the character has the Leadership feat, their highest Reputation bonus (ranks+CHA modifier) determine the maximum level of cohort and number of followers they may attract. A character with at least Reputation 5 in a specific Reputation gain an additional +2 bonus in checks made with any other Reputation, and these bonuses stack. This also applies to attracting a cohort or followers with the Leadership Feat. :'''Summoning(INT; trained only)''': A summoning check is made to summon astral creatures. This does not apply to physical creatures, which require a specific spell. The DC check depends on the power and number of creatures summoned, with a bonus if the summoner has a part of a specific creature in their possession during the Summoning. At the GM's discretion, named creatures can make a level check to resist the summoning. A successful Summoning check requires a subsequent successful Fortitude save, with the same DC as the Summoning check. Depending on the result, the character will then take a certain amount of nonlethal damage. A summoned creature is not enslaved, and acts of its own volition. Weaker creatures will be intimidated by their summoner, ones of equal level are generally open towards bargaining, but stronger ones are more volatile. A summoning requires a standard action, and follows the Try Again rule. A mazoku has a +4 racial bonus on Summoning checks to summon demons, lesser monsters, and other mazoku. Spellcraft can be used to draw up a magic circle before the Summoning, which adds a +1 bonus to the Summoning check for every five full points the character beat the Spellcraft check (DC 20). Magic circles offer resistance to summoned creatures, either by offering protection to the summoner standing in the circle, or trapping the summoned creature inside of it. The circle can be destroyed, and has spell resistance, damage reduction, and hit points equal to the Spellcraft check result used to make it. :'''Taunt(CHA)''': A Taunt check can be used to embarrass someone with psychological warfare, or break a spellcaster's concentration. In the latter case, the Taunt check is opposed by the target's Concentraction check. Taunting requires a standard action, and follows the Try Again rule with a cumulative -2 circumstance penalty on further attempts. A character immune to embarrassment through the Oblivious feat, or non-intelligent creatures, cannot be taunted. A character with at least Intimidate 5 gains a +2 bonus on Taunt checks. :'''Vision(WIS; trained only)''': A Vision check is used to gain insights, to view a far away location, or see the future. The DC check varies depending on how well the target of Vision is known by the character, be it a person, place, or object, or how far into the future they look, or how clear their prediction is. Divination is done through some sort of ritual, whether through meditation, a ouiji board, or using dowsing rods. As an action, Vision checks can be as short as a standard action to even weeks, depending on the complexity of the Vision being used. Vision checks of the most basic divination have a DC 20, with failure resulting in ineffective results. Vision checks may follow the Try Again rule, at the GM's discretion, without penalty. Furthermore, the GM may choose to keep the DC for a Vision check a secret from the players, with major failures of 10 or lower resulting in misleading, or even dangerous, interpretations.
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