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 SKILLS

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PostSubject: SKILLS   Thu 8 Dec - 4:31

SKILLS


SKILLS SUMMARY
Your character's skills represent a variety of abilities, and you get better at them as you go up in level. A skill check takes into account your training (base skill rank), natural talent (attribute modifier), and luck (the die roll). It may also take into account your species' knack for certain skills or the armor you are wearing (armor check penalty), among other things. If a skill is associated with an attribute, it gains the attribute's modifier as a bonus.

Trained Skills vs Untrained Skills
When you make a character, you are allowed to select a number of skills as trained skills. Your character receives a number of trained skills based on his or her character class and intelligence modifier (minimum of 1 trained skill). The major difference between a trained skill and an untrained skill is that a character cannot use skill that he is untrained with. However, some skills do not require training and can be used even if they have base rank 0 or less. You need to examine every skill to see which one requires training to use and which one can be used without training.

Class Skills vs Cross-Class Skills
Class skills are the skills that your character can level up in your class level up screen, and each class skill costs 1 skill point. On level up you gain number of skill points equal to your class rule + intelligence modifier. Class skills can go 4 points above your character level
Cross-class skills are the skills that your character can level up in your class level up screen, and each cross-class skill costs 2 skill points. Cross-class skills are all skills that are not listed in your class description. Cross-class base rank skill cannot exceed 1/2 of your character levels.
If you later take a class or prestige class that makes certain cross-class skills become class skills, your cross-class skill can go 4 points above your character level. But note skill is either class skill or cross-class skill depending on which class you are leveling, and based on that, skills will either cost 1 skill point or 2 skill points.
Locked Skills are skills that require certain class and cannot be leveled outside of that requirement.
You can skip skills increase on any level, and save all amount of skill points for future levels. Base skill ranks cannot be higher than 4 above your character level. Example Jedi Guardian level 10 has base skill rank cap of 14. The Jedi Guardian must become level 11 to be able to improve the base skill rank to 15. Some skills have lower cap, which will be described in the specific skill in case they do.

Quick list of Skills
Aim
Apprise
Archeology
Awareness
Computers
Defense
Demolitions
Mechanics
Medicine
Perform
Persuade
Piloting
Space Walk
Stealth
Survival
Taunt
Use the Force
Xenology
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Pax Holocron
Admin
avatar

Posts : 410
Experience : 660
Join date : 2016-12-07

Character Sheet
Health Points:
100/100  (100/100)
Shield Points:
75/100  (75/100)
Armor Percentage:
50/100  (50/100)

PostSubject: Re: SKILLS   Thu 8 Dec - 4:35

SKILLS


AIM
Associated Attribute: Strength/Dexterity
Training: No
Skill Type: Combat

Aim increases your attack rolls with weapons and tech. This is Attack Bonus to your BAB. Every character can increase this skill as class skill. Aim is associated with Strength attribute if used in melee, and with Dexterity if used in range combat. Aim base rank cannot be higher than character level.

APPRISE
Associated Attribute: Intelligence
Training: Yes
Skill Type: Trading/Lore

Appraise allows characters to estimate the value of an item. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value. The higher the appraise is, the more profit you gain. Treasure hunters are skilled in appraising items, as they are experienced in hunting for valuable items and can identify the items. Appraise can be used to identify some unknown items (but not all, read item description).
Selling: If you success Appraise DC against the item/vendor requirement, you gain 5% better price for your wallet. This 5% increases further for every base rank in Appraise skill. Character who has 20 base ranks in Appraise and wins Appraise DC can sell item for 100% bonus of its default price.
Buying: If you success Appraise DC against the item/vendor requirement, you gain 2% better price for your wallet. This 2% increases further for every base rank in Appraise skill. Character who has 20 base ranks in Appraise and wins Appraise DC can buy item for 40% reduced price.

ARCHEOLOGY
Associated Attribute: Intelligence + Constitution
Training: Yes
Skill Type: Combat/Lore

The skill of discovery of ancient schematics and lore. You can find ancient texts that could give you vital information when the time comes. Some lore or artifacts you dig up could be mysterious crystals that can be used in crafting. Archeology is much more than studying artifacts, it requires from person to have strong endurance in heavy environments. Not every object is in hand reach, some are hidden there where nature can unleash most dangerous wrath. Some items have Archeology requirement to be used in combat.

AWARENESS
Associated Attribute: Wisdom
Training: No
Skill Type: Combat/Social

Awareness governs the ability of a character to spot objects or enemies hidden by Stealth or Force Cloak. If a successful check of this skill is made against the Stealth skill of an enemy or a mine, the enemy or object is noticed and becomes visible. Some people use advanced technology to detect hidden enemies and objects, while some relay on Force Sense. Awareness can counter Stealth, Bluff and Demolition. A well placed mine is difficult to spot. Awareness will sometimes be rolled by GM in story to determinate if your character will notice or discover anything unusual.

COMPUTERS
Associated Attribute: Intelligence
Training: Yes
Skill Type: Tech

The galaxy could scarcely function without the constant assistance of computers. Devices everywhere are linked together and coordinated by computers and droid brains. Those talented with computers can sometimes exploit these resources, or they might know how best to avoid those systems under computer control. Many people are so unconsciously dependent upon computers that those who can cleverly manipulate them may commit crimes without their victims even being aware of the offenses. Even using the HoloNet for communications or entertainment requires the use of computers-particularly if there are forces interfering with the system. This skill also governs defensive actions against an intruding slicer, and routine maintenance necessary to keep the software on a computer or droid running effectively.
• Attempts to open a locked door, control an elevator, or bypass a security system make use of the Computers skill.
• Searching through a subject's records, particularly if those notes are encrypted, makes use of Computers to overcome any security measures and interpret the material's organizational structure and any external links.
• Investigating what actions a slicer might have taken against a computer system requires the Computers skill to identify the files that have been accessed or altered.
• Efforts to alter a droid's programming or gain access to its memories requ1re the acting character to make a Computers check.
• Characters must make a Computers check to recover data from a system that has suffered physical damage.

DEFENSE
Associated Attribute: Dexterity
Training: No
Skill Type: Combat

This skill is used to block attacks with your melee weapons. To counter attack of enemy you need to roll d20 + Defense total rank. This skill is mostly used with lightsaber wielders, especially those who use Soresu form.

DEMOLITIONS
Associated Attribute: Intelligence
Training: Yes
Skill Type: Tech/Craft

This skill is used to set, recover or disarm mines. This skill is risky as on its failed roll can damage the user of the mine or bomb, and place the character in inactive condition from the story, or permanently kill them if mission is ran on Nightmare Mode. Setting mine or a trap is spending a turn, while activating it is a free action. This skill does not end Stealth mode. Demolition can be countered with Awareness, and in some cases with Demolition itself. Every mine or grenade gains +1 per base demolition rank to its damage. One may also use this skill to upgrade existing or create new demolition devices.

MECHANICS
Associated Attribute: Intelligence
Training: Yes
Skill Type: Tech/Craft

Space travel is fraught with dangers. A failed life support system can leave a crew desperate to find any haven where they might safely land. A failed hyperspace engine might strand them hopelessly far from the nearest repair yard. Individuals who accept these dangers need to either have tremendous faith in the quality of their craft or the mechanical skills of its crew. Even in those cases where confidence is based upon a craft's quality and maintenance regimen, the presence of a capable mechanic can still be crucial to the ship's ultimate survival. Planetary and atmospheric craft. droids, and even a trusty blaster can break down at the least convenient possible moment. These different devices use vastly different technologies, but there are core concepts that any technical expert can carry over from one device to another. The Mechanics skill represents the expertise required for any of these repairs. The skill plays a critical role for any technician, but is also relevant for pilots, survivalists, and anyone else who travels the fringe.
• Any device that suffers physical damage may be repaired using the Mechanics skill with proper tools.
• A character may use Mechanics prior to beginning a repair job, so that he can Identify the parts and tools necessary for the job along with their approximate cost. This information may be particularly useful to a character seeking to pay for repairs.
• Sometimes. a character may have access to an extensive supply of discrete components or damaged devices. In this situation, attempts to construct a completely new device are dependent upon the Mechanics skill.
• Repair allows a character to fix disabled mechanical devices like droids or consoles and computers, using disposable packages of parts. Those skilled too well in repair skill may repair broken objects even without any new added parts. Repair skill can be used to "heal" HP of droids. Additionally, repair can be used for upgrading gear items, depending on the item requirement. Upgrading always require additional parts.

MEDICINE
Associated Attribute: Intelligence/Wisdom
Training: Yes
Skill Type: Tech/Craft/Force

Tech: Skill helps healing others with medpacks, performing surgeries. It is a skill of using already existing healing serums and tools. Users that heal with tech gain +1 healed point for every 5 ranks in Medicine. These points are subject to critical heals.
Craft: Biochem is for the creation of performance-enhancing chemical serums and biological implants which includes more precise and accurate knowledge of both medical equipment and techniques in general. This would make treating wounds and injury easier and/or more efficient.
Force: Users that heal with force gain +1 healed point for every 5 ranks in Medicine. These points are subject to critical heals.

Through the course of their travels, characters are certain to suffer injuries. Minor injuries may not require medical intervention, but more serious ones may need the attentions of a trained professional. The Medicine skill is that training, and can be used to heal cuts and bruises as well as life-threatening injures.
• Routine first aid, including medpacs. depend upon a character's abilities in Medicine. Medpacs are mercifully simple to use. But the difficulty may be complicated by the severity of the wound.
• The ability to treat a poison-or to inflict one falls under the Medicine skill. This also governs the use of pharmaceutical and recreational drugs.
• Many planets harbor unique infectious diseases as well as parasites. A well-traveled medical technician may become familiar with both the symptoms and treatments for many such planetary syndromes.
• More serious treatments-including surgeries, cybernetic augmentations, and psychotherapy-are governed by Medicine, but generally require additional pharmaceuticals and medical Instruments.

PERFORM
Associated Attribute: Charisma
Training: Yes
Skill Type: Social/Combat

The perform skill allows the character to impress audiences with your talent and skill as a performing artist. This can include dancing, singing, playing an instrument or acting for a show. Twi'lek can use this skill as a combat skill, as their racial trait allows them to do so.

PERSUADE
Associated Attribute: Charisma
Training: No
Skill Type: Social

This skill involves social influence on others through diplomacy, bluff or intimidation.
• Diplomacy: Persuade skill involves etiquette, social grace, tact, subtlety, and a way with words. This skill represents the ability to give others the right impression of yourself, to negotiate effectively, and to influence others. Used in this manner persuade skill can be used to avoid combat and sometimes gives light side points to alignment.
• Bluff: Persuade helps the character make the outrageous seem true. The skill encompasses fast-talking, conning, acting, and misdirection through words or body language. This social skill can be used for lying, and making others believe your words. You cannot lie about obvious things. This skill can be used to avoid combat and in some cases gives light or dark side points to alignment. Bluff can be countered with awareness.
• Intimidate: The character can use intimidate to get a bully to back down or make a prisoner give him the information he wants. Intimidation can occur either through brute force and appearance or through threatening use of language. Intimidate can be countered by character level + will save total rank + will d20. This skill can be used to avoid combat and sometimes gives dark side points to alignment. You gain a +4 bonus on your Persuade (Intimidate) check for every size category that you are larger than your target. Conversely, you take a –4 penalty on your Intimidate check for every size category that you are smaller than your target.

PILOTING
Associated Attribute: Intelligence
Training: Yes
Skill Type: Tech

Skill useful for pilots. Well prepared ship and skill how to fly with it allows higher chance to survive in space battles. Piloting skill can be used for vehicles that move in water, land and air as well. A successful piloting roll may result in easy escape from missiles, avoiding enemies by getting away with speed, and wining rewards in swoop races for example.

When characters travel across the surface of one of the galaxy's numerous worlds. they often stray far from their spacecraft. Smaller craft, particularly ones best suited
to a given planet's habitats, are commonly used for surface transportation. This can include repulsorlift vehicles, watercraft, and aircraft. No matter how the vehicle moves-rolling, gliding, walking, flying, or floating-the skill that governs its use is Piloting. Under normal traffic and environmental conditions, a character should never need to actually check the Piloting skill. Its use is reserved for the most extreme of conditions. This might include a high-speed pursuit, travel in treacherous weather
conditions, the use of a failing vehicle, or any combination of these complications. For some, this skill is a passion and a livelihood; for others it is simply a necessity of their Lifestyle.
• If a character is confronted by a completely foreign type of atmospheric craft, they must make a Piloting check to decipher its basic controls.
• Any time two characters are involved in a race upon a world's surface, the results are determined by an opposed check using Piloting.
• If a character is either chasing another or being chased, losing the follower or maintaining the tail is done through an opposed Piloting check.

SPACE WALK
Associated Attribute: Intelligence + Strength
Training: Yes
Skill Type: Tech/Combat

Walking outside of ships in the outer space with space suit is not an east task to perform. Moving in space is limited to 1 meter per turn without dice roll. This further increases with base rank of Space Walk skill (+1 base rank +1 meter). Movement speed and jumping distance from one point to other in the outer space is defined by spacewalk skill. Muscular strength and coordination are needed to successfully pull and push objects during a spacewalk, as well as knowing how are the ships constructed and where is it safe to set foot.

STEALTH
Associated Attribute: Dexterity
Training: No
Skill Type: Combat

Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an Awareness check versus the character's Stealth skill or be unable to detect them, even if the character is in direct line of sight. A character in Stealth Mode can set, disable and recover mines, use computers and repair droids, and open doors or containers. Character in stealth gains +5 roll bonus to their actions if they are not detected, but they must roll stealth every turn. If the turn is a hostile action against a target, the stealth will end. Stealth can be used to avoid combat, but is also very good in delivering sneak attacks with some characters. Force Cloak can modify and improve this skill.

Often, a character may have business to conduct that is best completed with a certain degree of privacy. It might be that there are powerful individuals, either legal or criminal authorities, who are directly opposed to this choice of actions. Other times, a character might either be collecting or avoiding bounty. Under such condition, a successful endeavor may depend entirely upon how talented the character is at not being noticed. The stealth skill reflects this ability under virtually all situations. Any crimainl that depends upon physical insertion must be master of this trade. Similarly, anyone whose skills include espionage needs to be able to avoid notice. Stealth also encompasses wilderness camouflage skills, which may be crucial to any hunter.
• Attempts to hide from all of an opponent's senses are dependent upon Stealth, though difficulties may be modified by ambient conditions and any applicable gear.
• Stealth can allow characters to shadow or follow individuals without being detected.
• Characters may attempt to hide people or objects from the attentions of others, either through concealment or misdirection. Such actions are dependent upon their Stealth skill.

SURVIVAL
Associated Attribute: Wisdom
Training: No
Skill Type: Combat

Use this skill to follow tracks, hunt wild game, guide a party safely through frozen wastelands, identify signs that sandpeople live nearby, predict the weather, or avoid quicksand and other natural hazards. Survival can be used to take covers on the battlefield, and avoid the harm. Survival includes bioanalysis and biochem for collecting genetic material from creatures and plants and creating chemical serums and biological implants.

It is not uncommon for characters to become isolated far from civilized worlds. Sometimes this is by choice, other times, they could be stranded on a world, hoping
for some sort of rescue. Learning to recognize the dangers of the natural environment as well as exploiting its resources is dependent upon the Survival skill. Characters who spent their formative years on wilderness planets often have this skill as part of their background. Others may learn it as part of military training. Some may be completely dependent upon it as their job focuses on traveling to untamed worlds so that they may exploit their natural resources.
• When a character needs to identify safe food. potable water, or shelter in a natural environment, each of these tasks requires a Survival check.
• Characters who are skilled at Survival understand weather patterns; recognizing the signs of imminent dangerous conditions, and knowing how to prepare.
• Tracking a subject through the wilderness-whether game or a bounty- is dependent upon Survival.
• Survival governs a character's ability to handle domesticated animals, so that they may be used as beasts of burden or as transport.
• If there is a cover and you take it, you gain 1% damage reduction per survival total rank skill

TAUNT
Associated Attribute: Charisma
Training: No
Skill Type: Combat/Social

Skill used to provoke an enemy to change target in combat and direct hostility at you. To do so, make a Taunt check opposed by the target’s character's level + 1d20. If you win, the target is going to attack you for 1 Round. If you fail, target is not taunted, and your turn is over. You can taunt only an opponent that you threaten in melee combat and that can see you. You can aoe taunt multiple targets, but you must specify which ones you taunt in your role play. Effectiveness of taunt can be upgraded with some feats.

USE the FORCE
Associated Attribute: Wisdom/Charisma
Training: Yes
Skill Type: Combat

Use the Force skill is necessary to use Force Powers. The higher the skill, the harder to resist Force Power effect is. Targets counter against any Force Power by countering against d20 + Use the Force total skill rank +BAB. Use the Force cannot be leveled outside of the classes that offer no Force Points.

XENOLOGY
Associated Attribute: Intelligence
Training: Yes
Skill Type: Lore/Social

The motivations, biological origins, and philosophies of the galaxy's varied species are hugely divergent. An object that is desirable to members of one species could be repugnant to another. Even within a species, the cultures from different systems can have completely different ideological and social practices. Those who have mentally catalogued the different species of the galaxy and learned their distinctive traits are skilled at Xenology. Anyone who must regularly interact with the inhabitants of the galaxy's varied worlds must become adept at Xenology. This is particularly vital for anyone who might need to offer medical treatment to members of varied species, as differences in basic anatomy and biochemistry can make drugs effective in one species lethal to another. Knowledge of the varied cultural traits is also vital for a character who interacts in a social fashion. A bargaining tactic that is perfectly effective against a Twi'lek might be disastrous when used on a Wookiee.
• When a character first encounters a member of an unfamiliar race, a Xenology check may be made to identify the typical way to interact with that character socially. This may be used to avert any major gaffe.
• If a character needs to either help or harm a member of another species, Xenology may assist him in identifying a type of injury or in pointing out a characteristic vulnerability.
• Different species need substantially different environmental conditions and foodstuffs. A Xenology check may allow a character to offer the appropriate considerations to a guest.
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