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====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.
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