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:
Both creatures involved roll a d20 and apply their respective skill
points and ability modifiers.
The participant with the higher total wins the contest.
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:
Tools: Any tool or skill that can be used (e.g.,
smith's tools, alchemist's supplies).
Resources: The resouces that needs to use for the task.
(e.g., materials, magical components, or access to special locations
like a forge or library).
Ability Check: The GM specifies which ability check
(e.g., Strength, Intelligence, Arcana) will be used for the task.
Crew or Helpers: In some cases, additional labor or
assistants may be required to complete the task efficiently, the lack of
the crew means that the check can't be done.
Step 3: Set Time and Cost: Define how much time each check
represents. This can vary depending on the complexity of the task:
Small tasks may take a few hours per check.
Larger tasks may take a day or more for each check.
Very large or complex tasks might require a week or longer
per check.
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:
The player must pay the associated cost.
The required time for that check must be committed.
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:
Critical Failure: On a roll of 1, ignore the current
value so no progress is done, additionally the player must reroll and
subtract the new result from the cumulative total. Something negative
occurs, reflecting a setback in the task.
Critical Success: On a roll of 20, the player roll an
additional d20 and adds the new result to the cumulative total.
Something special happens, such as accelerated progress or a
breakthrough.
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:
Define a Total to Achieve:
The GM sets a total difficulty value that must be met or
exceeded to complete the task.
Determine Requirements:
Identify what is necessary to make the check.
This could include tools (such as smith's tools,
alchemist's supplies), and/or
Access to resources (like materials or supplies from a city), or
specific locations.
Define the ability check used for this checks.
Estabilish crew and helpers
Set Time and Cost:
Define how much time each check takes (e.g., a day, a week) and
the frequency at which checks can be made.
Additionally, specify the cost of each check in terms of
materials, supplies, or resources consumed.
Begin the Checks:
Players can begin making the checks.
These checks don't need to be consecutive unless the GM
states otherwise.
Each time a check is made, the player must pay the associated
cost and commit the required time.
Make the Rolls:
For each check, roll a d20 and add any relevant skill bonuses.
On a roll of 1, the player must reroll and subtract the new
result from the cumulative total (something negative happens).
On a roll of 20, the player rerolls and adds the result to the
total (something special happens).
Complete the Task:
When the sum of the checks meets or exceeds the required total,
the task is successfully completed.
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:
Total Points: The GM sets a target point total based on
the complexity of the task.
Moderate tasks (e.g., forging a quality weapon) could
require 100 points.
Complex tasks (e.g., building a ship or developing
a magical artifact) might need 200 or more points.
Consider factors like difficulty, rarity of materials, and the
precision required to determine the total.
Time per Check: Each check represents a set amount of
time. The time required per check depends on the nature of the task.
Small tasks might take a few hours per check.
Larger tasks could take a day or more for each check.
Very complex or large-scale tasks could take a week
or longer per check.
Frequency of Checks: Decide how often checks can be
made. Tasks may allow:
Daily checks for routine tasks,
Weekly checks for more significant projects,
Monthly checks for massive undertakings.
The GM may also adjust this based on character resources or
abilities.
Cost per Check: Each check may require a certain amount
of resources or materials. Calculate the cost for each check based on
the task:
Basic tasks may require common materials with minimal
cost.
Advanced tasks might involve costly or rare supplies.
High-level projects may involve magic components
or expensive tools.
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
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.
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.
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.
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
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.
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.
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.
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.
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.