Chapter 4: Skill description

The Skill system represents a character's abilities, honed through practice and experience. By investing skill points, adventurers can develop their strengths, overcome challenges, and unlock new potential. This chapter explains how skill points work, how they can be allocated, and how they shape your character's journey and growth.

Skill points

Skill points reflect a character's capacity to learn, adapt, and apply knowledge, grounded in their intelligence and sharpened through practice. Representing more than physical prowess, skills encompass the finesse and understanding required to excel. For example, a Barbarian with low intelligence might have raw strength but lacks the nuanced comprehension to refine techniques such as climbing or wrestling, while a wizard could compensate for the lack of raw power by studying mechanics and strategies for efficient use of their limited raw power. Skills improve as characters grow, leveling up through dedication and experience, showcasing the blend of intellect, effort, and time in mastering abilities.

The maximum number of skill points that can be invested in a single skill is determined by the proficiency bonus from the character's class. For characters with multiple classes, this maximum is calculated using the multiclass proficiency table. Each skill point assigned to a skill provides a +1 bonus to checks made with that skill.

When you level up, some features, skills, or effects can alter your skill points. If these changes increase your total skill points beyond your proficiency bonus, move the excess amount to other skills.

Example Let's take an example of a 1st-level character with a background as a Scholar, a class of Rogue, and an Intelligence modifier of +2. At character creation, the Scholar background grants a +1 bonus to two skills: History and Investigation. The Rogue class allows the character to choose four skills from its list, and the player selects Stealth, Acrobatics, Perception, and Sleight of Hand, granting +1 to each of these. In addition to these bonuses, the character receives skill points to distribute. Since the character is 1st-level, they start with a base of 3 skill points (2 from the standard rule plus 1 for the first level). They also add their Intelligence modifier (+2), giving a total of 5 skill points to spend freely. The player decides to invest 1 points into Stealth, raising its bonus to +2, and distributes the remaining 4 points among Acrobatics, Perception, Sleight of Hand, amd History adding +1 to each. At this stage, the character's skills look like this: - Acrobatics: +2 - History: +2 - Perception: +2 - Sleight of Hand: +2 - Stealth: +2 - Investigation: +1 As the character levels up, they will gain additional skill points to further improve these or other skills.

At the character creation, your culture and background provide one skill point each on their associated skills. Your class also provides additional skill points that can be chosen at character creation from the class list. Additionally, you start with your Intelligence modifier plus 3 (a flat value of 2 + a bonus for the first level), which have a minimum of 0. These extra skill points can be freely distributed among any skills you choose. At any point during character creation, if any skill has more than two skill points, you remove the excess skill points and apply them to other skills.

At each level, you gain an additional skill point to allocate freely among your skills, with the maximum number of skill points determined by the Proficiency Bonus in your character table. In case of need, this is the maximum number of skill points that can be applied to a single skill per level:

Level Max Skill Poitns
1 2
2 2
3 2
4 2
5 3
6 3
7 3
8 3
9 4
10 4
11 4
12 4
13 5
14 5
15 5
16 5
17 6
18 6
19 6
20 6

Expertise on a skill

Some abilities grant Expertise in a skill. Expertise doesn't change the number of skill points you have allocated to that skill, but it does enhance the bonus you receive. Normally, each skill point adds a +1 bonus to checks, but if you have Expertise in a skill, each point instead grants a +2 bonus. This allows you to become significantly more skilled in that area, reflecting a higher level of mastery and precision. If multiple effects gives your expertise on a skill, this effect only applies once.

How to make a check

Checks are one of the three core types of rolls a player can make, alongside Attack rolls and Saving Throws. These represent attempts to accomplish tasks that could result in failure, such as climbing a cliff, deciphering a code, or sneaking past guards.

Example Let's take our Scholar Rogue from the previous example. He also choose to have Expertise in Sealth and Investigation. - Acrobatics: +4 - Calculated by 2 skill points and Dexterity modifier (+2) - History: +4 - Calculated by 2 skill points and Intelligence modifier (+2) - Perception: +2 - Calculated by 2 skill points and Wisdom modifier (+0) - Sleight of Hand: +4 (expertise) - Calculated by 2 skill points, with expertise grants +4, and Dexterity modifier (+2) - Stealth: +4 - Calculated by 2 skill points and Dexterity modifier (+2) - Investigation: +4 (expertise) - Calculated by 1 skill point, with expertise grants +2, and Intelligence modifier (+2) As we can see it's a very capable Scholar who also delves into the dungeon for ancient knowledge and discovery. Notice that expertise affects the skills points, not the total bonus, for example the Investigation we double the +1 from the skill point, not the +3 from the original total bonus.

After a player describes their intended action, the GM decides whether the task involves enough challenge to require a check. If success is uncertain, the player must roll to determine the outcome.

To make a check, the player rolls a d20, then adds the skill points invested in the relevant skill and the appropriate ability modifier (e.g., Dexterity for Stealth or Intelligence for Investigation). The total is compared to a difficulty set by the GM to determine whether the action succeeds or fails.

Each skill description includes a table that provides examples of tasks along with their associated difficulty levels. Below is a general table showing difficulty values and descriptions for reference.

Shin Here Why the heck there is a DC lower than 7 or even 7 it fucking self? This is general explanation, but honestly, I wouldn't use this type of value even in the most basic scenario. You're the GM, you can choose whatever DC you like. I'd simply assume that the character succeeds on these rolls and move on with the game.
DC Description
< 7 Very Easy – Nearly impossible to fail
7 Easy – Requires minimal effort
10 Moderate – Achievable with basic skill
13 Challenging – Requires focus
15 Difficult – Requires above-average skill or teamwork
20 Very Difficult – Challenging even for experts, often requires teamwork and enhancing spells
25 Extremely Difficult – Requires mastery, even with teamwork and magical aid, this is hard to achieve
> 25 Nearly Impossible – Only achievable by the best of the best

Contested check

A contested check occurs when two creatures directly oppose each other in a task, such as arm-wrestling, sneaking past a guard, or trying to grab an object from someone's hand. In these situations, both participants make ability checks using the relevant skill for the task.

To resolve a contested check:

  1. Both creatures involved roll a d20 and apply their respective skill points and ability modifiers.
  2. The participant with the higher total wins the contest.
  3. In the case of a tie, the result is typically a stalemate, where neither party succeeds, unless the GM decides otherwise based on the situation.

Extended check

An extended check is used when a task requires continuous effort over time, such as crafting an item, conducting research, or building a structure. This type of check allows for gradual progress, with the final success based on the cumulative results of multiple attempts.

Step 1: Define a Total to Achieve: The GM begins by setting a total difficulty value that must be met or exceeded to complete the task. The total reflects the complexity of the task at hand. Simple tasks might require around 50 points, while more complex tasks could need 100, 150, or more. The total defines the overall progress the player must achieve across multiple checks.

Step 2: Determine Requirements: The GM identifies what is necessary to make the check. This can include:

Step 3: Set Time and Cost: Define how much time each check represents. This can vary depending on the complexity of the task:

Additionally, determine the cost per check , how much is spent in materials, resources, or other supplies. This reflects the financial or material investment for each attempt.

Step 4: Begin the Checks: Once everything is set, the player begins making checks. The GM may specify if the checks need to be consecutive or if there can be breaks in between. Each time a check is made:

Step 5: Make the Rolls: For each check, the player rolls a d20 and adds any relevant skill or ability modifiers. The following special rules apply:

Step 6: Complete the Task: Once the total sum of the checks equals or exceeds the defined total, the task is successfully completed. The progress might represent crafting a masterpiece, finishing research, or constructing something impressive. If the total hasn't been reached yet, the player can continue making checks until the task is complete.

Quick checklist:

To resolve an extended check, follow these steps:

  1. Define a Total to Achieve:
  2. Determine Requirements:
  3. Set Time and Cost:
  4. Begin the Checks:
  5. Make the Rolls:
  6. Complete the Task:

How to calculate the total of point, time, frequency and cost?

When setting up an extended check, it's essential to consider not just the total points required for success, but also the time, frequency of checks, and the cost of each attempt. Here's how to calculate these elements:

  1. Total Points: The GM sets a target point total based on the complexity of the task.
  2. Time per Check: Each check represents a set amount of time. The time required per check depends on the nature of the task.
  3. Frequency of Checks: Decide how often checks can be made. Tasks may allow:
  4. Cost per Check: Each check may require a certain amount of resources or materials. Calculate the cost for each check based on the task:

By balancing these elements, the GM can tailor the extended check process to fit the scale and difficulty of the task, making it both challenging and rewarding for the player.

Examples: extended checks

Example: forging a plate armor
GM Tips How can you convert the general rule "half of price in raw materials" to fit your needs? Not that hard, choose a number of points - usually 100 is a good starting point. Divide this by 20 (which means 5 in general). Pick the cost and divide it by this number. A raw plate armor would be 1.000gp, so the cost per roll would be 200gp. What is the magic number 20? An average dice roll would be 10.5 (rounding up to 11 for simplicity). An average player has a +3 skill modifier and another +3 from their skill or expertise, totaling 17. To make math easier, I rounded this value up to 20. This means that a plate armor made by a more skilled smith would cost less, while one crafted by a less skilled adventurer would cost more. In an extreme case, a player could have a +5 ability modifier and a +12 skill modifier (from 6 points of expertise), making the average roll 28. In such cases, the cost would decrease significantly.

Task Overview: A skilled blacksmith wants to forge a full set of plate armor, a complex and time-consuming task requiring expertise, materials, and patience. The ability check if Smith's Tool.

Calculating the Total Points, Time, Frequency, and Cost

  1. Total Points: Forging plate armor is a complex task, requiring a total of 100 points to complete. This reflects the intricacy of shaping and assembling the various components, such as the breastplate, greaves, and pauldrons.
  2. Time per Check: Each check represents one day of focused work at the forge. The blacksmith can only work so many hours in a day, meaning they'll need to spread this project over multiple days.
  3. Frequency of Checks: The checks are made daily (once per day of work). The player will make a check at the end of each working day, reflecting their progress on the armor.
  4. Cost per Check: Forging plate armor requires steel and other materials, as well as access to a forge. Each check costs 200 gold pieces worth of raw materials and tools, reflecting the consumption of metals, fuel for the forge, and wear on the smithing tools.
Example: crafting a new 4th-level spell
GM Tips Let's GM analize this! This is a hard research and development, so it will require 150 points (or 8 rolls on average). There is no general total cost, but what about 2.500 gold pieces for this one? It looks good, so let's divide 2.500 by 8. We have 312.5, which is an awkward number. Let's round up to 350, and we have the cost per roll!

Task Overview: A skilled spellcaster is working to create a powerful new 4th-level spell, a complex process that requires extensive research, magical components, and careful attention to arcane details. The ability check will be Arcana.

Calculating the Total Points, Time, Frequency, and Cost

  1. Total Points: Crafting a 4th-level spell is a challenging task, requiring a total of 150 points. This represents the difficulty of combining arcane formulas, testing the spell's effects, and refining its power.
  2. Time per Check: Each check represents one week of dedicated research and experimentation. The spellcaster needs time to gather components, perform tests, and ensure the stability of the spell.
  3. Frequency of Checks: The checks are made weekly (once per week of work). The player makes a check at the end of each week to determine their progress on crafting the spell.
  4. Cost per Check: Crafting a new 4th-level spell requires rare magical components and research materials. Each check costs 300 gold pieces, reflecting the expenditure on reagents, magical supplies, and library access for research.

For a more in-depth rules, see Creating spells, in the GM tools box.

Tools

Tools assist adventurers in performing tasks that are too complex to be handled with skill alone. You might use tools to pick locks, create forged documents, prepare gourmet meals, or craft weapons. For tasks requiring tools, the GM may ask for an ability check using a tool instead of a skill.

Sometimes a tool is a single object, like a musical instrument, while other times, it's a kit or set containing multiple items. To make an ability check with a tool, you must have all its components.

Like skills, tools are not linked to specific ability scores. The ability score used for a tool-based ability check depends on what you're trying to achieve. For instance, when using construction tools, the GM might ask for a Strength (Construction Tools) check to hammer nails into a tough surface, or a Dexterity (Construction Tools) check to carve a wooden sculpture.

Like skills, you can spend points in a tool to increase your proficiency with the tool. The same rules applied for a skill also applies to a tool.

Tools list

Tool Cost Weight
Gaming set
Card set 5 sp -
Dice set 1 sp -
Musical instruments
Bagpipes 30 gp 6 lb.
Drum 6 gp 3 lb.
Flute 2 gp 1 lb.
Horn 3 gp 2 lb.
Lute 35 gp 2 lb.
Lyre 30 gp 2 lb.
Alchemist tools 50 gp 8 lb.
Artist tools 10 gp 5 lb.
Charlatan tools 25 gp 3 lb.
Clothier tools 10 gp 10 lb.
Construction tools 10 gp 8 lb.
Herbalist tools 5 gp 3 lb.
Navigator tools 25 gp 2 lb.
Provisioner tools 20 gp 9 lb.
Smithing tools 20 gp 8 lb.
Thieves' tools 25 gp 1 lb.
Tinker tools 50 gp 10 lb.
Trapper tools 5 gp 5 lb.

Skills

AcrobaticsLink
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Animal handlingLink
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ArcanaLink
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AthleticsLink
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DeceptionLink
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HistoryLink
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InsightLink
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IntimidationLink
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InvestigationLink
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MedicineLink
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NatureLink
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PerceptionLink
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PerformanceLink
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PersuasionLink
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ReligionLink
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Sleight of handLink
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StealthLink
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SurvivalLink
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Tools

Alchemist's toolsLink
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Artist's toolsLink
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Charlatan's toolsLink
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Clothier's toolsLink
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Construction toolsLink
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Gaming setLink
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Herbalist toolsLink
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Musical instrumentLink
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Navigator's toolsLink
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Provisioner toolsLink
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Smithing toolsLink
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Thieves' toolsLink
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Tinker toolsLink
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Trapper toolsLink
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