Règles D&D sur Derenworld : Compétences
Introduction
|3e Edition |Feats &
Styles | Compétences |Tables Compilées
|Dieux
Compétences | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Req.:
le skill ne peut être acquis sans la compétence requise
préalable. 3e édition: Les descriptions
de skills de la 3e édition l'emportent sur toutes autres.
‡ : ce skill peut être pris également en feat. |
Effets des Types d'Armures | |||||
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Max. Dex. Bonus |
Armor Check Penalty |
Magic Spell Failure |
Move Rate: Human, Elf... |
Move Rate : Dwarf, Halfling |
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None |
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0 |
0 |
30 |
20 |
Lthr., Padded, Hide, Stud. Lthr |
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1 |
0 |
30 |
20 |
Scale, Chain | 2 | 55% |
30 |
20 |
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Splint, Banded, Plate |
2 |
4 |
80% | 20 |
15 |
Full Plate |
0 |
10 |
100% |
10 |
10 |
Slots et Ranks
selon Groupe ou Classe par Niveau
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Bonus de Skill Slots selon scores d'Intelligence, Sagesse, Charisme (cumulatifs) score < 12 : bonus = 0 | score entre 12 et 14 : bonus = 1 | score > 14 : bonus = Score - 13
Exemple : le prêtre Alfred, du 6e niveau, a les scores suivants : INT 10, WIS 17, CHA 13. |
NIVEAUX DE SKILL
Il y a 7 niveaux d'excellence dans un skill
0 : (ouverture du skill) : Compétent = Bonus 0, pas de pénalité (ancien niveau % : 1-15)
I : Initié = Bonus +1 ; actions particulières à un connaisseur. (21-40)
II : Apprenti = Bonus +2 ; maîtrise les aspects usuels de la discipline; ce qui est inaccessible au non-compétent lui est évidence. (41-59)
III : Spécialiste/Compagnon/Patron = Bonus +3 ; professionnel de ce talent, pourrait en faire son métier; peut occasionnellement tenter une action relevant du chef d'śuvre ou aborder les domaines complexes. (60-75)
IV : Expert = Bonus +4 ; toutes actions que pourraient faire un professionnel accompli. Peut réaliser des chefs d'śuvre (masterwork) avec conditions / matériaux appropriés ou des actions ordinaires avec manque de moyens ; les actions très complexes ou même extraordinaires sont envisageables avec une faible chance. Chef de guilde locale. (76-89 )
V : Maître = Bonus +5 ; pourrait être chef de guilde d'une grande ville ou nationale; capable de tout faire dans la matière considérée et obtenir tous résultats avec conditions / matériaux appropriés appropriés; fait ordinairement des chefs d'śuvre et peut accomplir des actes a priori irréalisables ou relevant du domaine de la magie; connaît l'intégralité du domaine en question et peut s'attaquer à la recherche pratique; opère même en l'absence de moyens normaux. (90-98)
VI : Grand Maître = bonus +6 ; l'un des meilleurs spécialistes qui soient. Accompli en recherche pratique. Peut tout faire avec un minimum de moyens, y compris des équivalents magiques; opère en recherche fondamentale; tout acte ne relevant pas de l'extraordinaire est automatiquement réussi avec 19/20 ch. (99+)
Compétences
(par Abilité)
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NWPs obsolètes
ou modifiées
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Descriptions
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This proficiency enables a character to accomplish amazing feats with rope. A character with rope use proficiency is familiar with all sorts of knots and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. If the character's hands are bound and held with a knot, he can roll a proficiency check (with a -6 penalty) to escape the bonds. This character gains a +2 bonus to all attacks made with a lasso. The character also receives a +10% bonus to all climbing checks made while he is using a rope, including attempts to belay (secure the end of a climbing rope) companions.
The character is familiar with boats and ships. He is qualified to work as a crewman, although he cannot actually navigate. Crews of trained seamen are necessary to manage any ship, and they improve the movement rates of inland boats by 50 percent.
The character can sew and design clothing. He can also do all kinds of embroidery and ornamental work. Although no proficiency check is required, the character must have at least needle and thread to work.
The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not work for some reason. It may be that the workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem does not need to be known. The character can also attempt to set traps and snares for larger creatures: tiger pits and net snares, for example. A proficiency check must be rolled, this time with a -4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered.
Thief characters (and only thieves) with this proficiency can also attempt to rig man-traps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a man-trap.
Setting a small snare or trap takes one hour of work. Setting a larger trap requires two to three people (only one need have the proficiency) and 2d4 hours of work. Setting a man-trap requires one or more people (depending on its nature) and 1d8 hours of work. To prepare any trap, the character must have appropriate materials on hand.
Characters with animal lore proficiency gain a +2 bonus to their ability score when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when attempting to trap monsters or intelligent beings.
The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living (note that bards can do this automatically). No proficiency check is required to sing. The character can also create choral works on a successful proficiency check.
Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect. Those talented in this proficiency also have a chance (equal to % of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are.
A stonemason is able to build structures from stone so that they last many years. He can do simple stone carvings, such as lettering, columns, and flourishes. The stone can be mortared, carefully fitted without mortar, or loosely fitted and chinked with rocks and earth. A stonemason equipped with his tools (hammers, chisels, wedges, block and tackle) can build a plain section of wall one foot thick, ten feet long, and five feet high in one day, provided the stone has already been cut. A stonemason can also supervise the work of unskilled laborers to quarry stone; one stonemason is needed for every five laborers. Dwarves are among the most accomplished stonemasons in the world; they receive a +2 bonus when using this skill.
This proficiency must be applied to a specific environment--i.e., a specific type of terrain and weather factors. Typical environments include arctic, woodland, desert, steppe, mountain, or tropical. The character has basic survival knowledge for that terrain type. Additional proficiency slots can be used to add more types of terrain.
A character skilled in survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, a character with survival skill can instruct and aid others in the same situation. When using the proficiency to find food or water, the character must roll a proficiency check. If the check is failed, no more attempts can be made that day. The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate, and water is discovered in minuscule amounts. It is still quite possible for a character with survival knowledge to die in the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom!
A character with swimming proficiency knows how to swim and can move according to the rules given in the PHB Swimming section. Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water.
Cette compétence permet la reconnaissance des symboles usuels, ou de la famille à laquelle ils appartiennent. En cas de symbole particulièrement rares, il ne permet pas dêtre précis à moins que le skill soit couplé avec le domaine dont relève le symbole en question (ex: Religion, Heraldry, non-human History )
The character can attempt to walk narrow ropes or beams with greater than normal chances of success. He can negotiate any narrow surface not angled up or down greater than 45 degrees. Each round the character can walk 60 feet. One proficiency check is made every 60 feet (or part thereof), with failure indicating a fall. The check is made with a -10 penalty to the ability score if the surface is one inch or less in width (a rope), a -5 penalty if two inches to six inches wide, and unmodified if seven inches to 12 inches wide. Wider than one foot requires no check for proficient characters under normal circumstances. Every additional proficiency spent on tightrope walking reduces these penalties by 1. Use of a balancing rod reduces the penalties by 2. Winds or vibrations in the line increases the penalties by 2 to 6. The character can attempt to fight while on a tightrope, but he suffers a -5 penalty to his attack roll and must roll a successful proficiency check at the beginning of each round to avoid falling off. Since the character cannot maneuver, he gains no adjustments to his Armor Class for Dexterity. If he is struck while on the rope, he must roll an immediate proficiency check to retain his balance.
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Cette compétence permet d'une façon générale la concentration pour tout type de visée. Elle est un préalable à tous les concours de la ncer (fléchettes, arcs, etc...) Elle diminue par deux les malus éventuels pour viser et atteindre sur un lancer un objectif quelconque (par ex. : lancer une corde à quelqu'un, viser un point précis en lançant un objet etc...). Couplée à une arme de type missile (y compris les artilleries), elle :
Characters with tracking proficiency are able to follow the trail of creatures and characters across most types of terrain. Characters who are not rangers roll a proficiency check with a -6 penalty to their ability scores; rangers have no penalty to their ability scores. In addition, other modifiers are also applied to the attempt, according to following table:
Tracking Modifiers
Terrain Modifier Soft or muddy ground 4 Thick brush, vines, or reeds 3 Occasional signs of passage, dust 2 Normal ground, wood floor 0 Rocky ground or shallow water -10 Every two creatures in the group 1 Every 12 hours since trail was made -1 Every hour of rain, snow, or sleet -5 Poor lighting (moon or starlight) -6 Tracked party attempts to hide trail -5 The modifiers are cumulative: total the modifiers for all conditions that apply and combine that with the tracker's Wisdom score to get the modified chance to track.
For tracking to succeed, the creature trackedmust leave some type of trail. Thus, it is virtually impossible to track flying or noncorporeal creatures. The DM may allow this in rare instances, but he should also assign substantial penalties to the attempt.
To track a creature, the character must first find the trail. Indoors, the tracker must have seen the creature in the last 30 minutes and must begin tracking from the place last seen. Outdoors, the tracker must either have seen the creature, have eyewitness reports of its recent movement ("Yup, we saw them orcs just high-tail it up that trail there not but yesterday."), or must have obvious evidence that the creature is in the area (such as a well-used game trail). If these conditions are met, a proficiency check is rolled. Success means a trail has been found. Failure means no trail has been found. Another attempt cannot be made until the above conditions are met again under different circumstances.
Once the trail is found, additional proficiency checks are rolled for the following situations:
- The chance to track decreases (terrain, rain, creatures leaving the group, darkness, etc.).
- A second track crosses the first.
- The party resumes tracking after a halt (to rest, eat, fight, etc.).
Once the tracker fails a proficiency check, another check can be rolled after spending at least one hour searching the area for new signs. If this check is failed, no further attempts can be made. If several trackers are following a trail, a +1 bonus is added to the ability score of the most adept tracker. Once he loses the trail, it is lost to all.
If the modifiers lower the chance to track below 0 (for example, the modifiers are -11 and the character's Wisdom is 10), the trail is totally lost to that character and further tracking is impossible (even if the chance later improves). Other characters may be able to continue tracking, but that character cannot.
A tracking character can also attempt to identify the type of creatures being followed and the approximate number by rolling a proficiency check. All the normal tracking modifiers apply. One identifying check can be rolled each time a check is rolled to follow the trail. A successful check identifies the creatures (provided the character has some knowledge of that type of creature) and gives a rough estimate of their numbers. Just how accurate this estimate is depends on the DM.When following a trail, the character (and those with him) must slow down, the speed depends on the character's modified chance to track: at 14 or greater chance to track move is 3/4 normal.
The character is practiced in all manner of acrobatics--dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while burdened with light encumbrance or less. Aside from entertaining, the character with tumbling proficiency can improve his Armor Class by 4 against attacks directed solely at him in any round of combat, provided he has the initiative and foregoes all attacks that round. When in unarmed combat he can improve his attack roll by 2.On a successful proficiency check, he suffers only one-half the normal damage from falls of 60 feet or less and none from falls of 10 feet or less. Falls from greater heights result in normal damage.
The character has learned the secrets of "throwing his voice." Although not actually making sound come from somewhere else (like the spell), the character can deceive others into believing this to be so. When using ventriloquism, the supposed source of the sound must be relatively close to the character. The nature of the speaking object and the intelligence of those watching can modify the character's chance of success. If the character makes an obviously inanimate object talk (a book, mug, etc.), a -5 penalty is applied to his ability score. If a believable source (a PC or NPC) is made to appear to speak, a +2 bonus is added to his ability score. The observer's intelligence modifies this as follows:
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A successful proficiency check means the character has successfully deceived his audience. One check must be made for every sentence or response. The character is limited to sounds he could normally make (thus, the roar of a lion is somewhat beyond him). Since ventriloquism relies on deception, people's knowledge of speech, and assumptions about what should and shouldn't talk, it is effective only on intelligent creatures. Thus, it has no effect on animals and the like. Furthermore, the audience must be watching the character since part of the deception is visual ("Hey, his lips don't move!"). Using ventriloquism to get someone to look behind him does not work, since the voice is not actually behind him (this requires the ventriloquism spell). All but those with the gullibility of children realize what is truly happening. They may be amused--or they may not be.![]()
This highly specialized proficiency enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to create blades of strength and sharpness. A fully equipped smithy is necessary to use this proficiency.
The time and cost to make various types of weapons are listed thereafter
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Arrowhead |
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Battle Axe |
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Hand Axe |
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Dagger |
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H. Crossbow |
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L. Crossbow |
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Fork, Trident |
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Spear, Lance |
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Short Sword |
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Long Sword |
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2-hd Sword |
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This proficiency enables the character to make intelligent guesses about upcoming weather conditions. A successful proficiency check means the character has correctly guessed the general weather conditions in the next six hours. A failed check means the character read the signs wrong and forecast the weather incorrectly. The DM should roll the check secretly. A proficiency check can be made once every six hours. However, for every six hours of observation, the character gains a +1 bonus to his ability score (as he watches the weather change, the character gets a better sense of what is coming). This modifier is cumulative, although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus.
Sometimes impending weather conditions are so obvious that no proficiency check is required. It is difficult not to notice the tornado funnel tearing across the plain or the mass of dark clouds on the horizon obviously headed the character's way. In these cases, the player should be able to deduce what is about to happen to his character anyway.
A character with weaving proficiency is able to create garments, tapestries, and draperies from wool or cotton. The character requires a spinning apparatus and a loom. A weaver can create two square yards of material per day.
La personne est accoutumée à apprendre, étudier, intégrer des données nouvelles. Ce skill permet dapprendre en temps réduit, par exemple les autres Skills ou Feats et/ou passations de niveau.
Un check réussi divise par deux temps nécessaire pour, par exemple, apprendre un skill ou passer un niveau. En cas déchec, une nouvelle tentative est autorisée après 50% du temps dapprentissage ; en cas de réussite, le temps restant est divisé par deux.
Par ailleurs, un check Learning réussi divise par deux les risques déchec à lapprentissage dun sortilège.
La possession de ce skill ajoute enfin 10% aux Read Languages et tentatives de déchiffrage similaires.
Teaching
Permet denseigner une matière que lon possède déjà. Ce skill autorise lenseignement dautres skills / feats / niveaux jusquà un rang égal au sien. En cas déchec, du check, la hauteur de léchec sur d20 représente le nombre de semaines supplémentaires pour achever lenseignement en question.
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Introduction
|3e Edition |Feats
& Styles | Compétences |Tables
Compilées |Dieux
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© O.C. for Derenworld, 05/2001,
02/2005, 12/2007 |