Skill Use (Proficiency)

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The DM may call for a Skill Check when a character takes action - or when action is taken against them. A player may also call to make a Skill Check in situations where they have something in mind.

Skill Checks

Skills can be used actively (by taking an action) or passively (in response to an action or some environmental effect). In either case, a Skill Check is made. This consists of a roll of a d20 plus modifiers from a relevant Skill and Attribute Score, in addition to any other circumstantial or enhancement modifiers a character may receive. Only one Enhancement modifier can ultimately be received. The Attribute called for may vary but typically uses the standard Attribute listed alongside the Skill.

For example, a character wishes to recall an obscure bit of magical lore that might let them identify an item. For this, they use Arcana (which has a +4) bonus, their Thaumaturgy specialty (granting them another +2) and their Intelligence modifier of +3 in this case. This grants them a +7 on the Skill Check.

Difficulty Class

To succeed on a Skill Check, a character must roll equal to or greater than the Difficulty Class (or DC) of a given Skill Check, once all modifiers are included. Standard Difficulty Classes are listed below.

Skill Check Difficulty
Difficulty Level DC
Routine 0
Easy 5
Average 10
Tough 15
Hard 20
Challenging 25
Formidable 30
Heroic 35
Impossible 40

Feat Check DC

Feat Checks are considered, in effect, a raw test of ability. Skill Feats are applicable to a wide array of checks and, as a result, less precise. As a result, if a character makes a Feat Check instead of a Skill Check, the DC increases by 5 points. Note - not all Skill Checks can be substituted for Feat Checks, only those the DM permits or specifically allow for one.