Who is your Least Preferred Character 1

Acquire skills


Skills are your character's more everyday abilities. As he progresses to higher levels, he will acquire new skills and at the same time improve those that already exist.


Acquire skills

Your character gains a number of skill ranks at each new level. How many depends on which class they belong to and how high their intelligence modifier is. Investing in a particular skill ranks means that you are training yourself in that skill. You can never have more ranks in a skill than your total Hit Dice. In addition, each class has a number of preferred skills called class skills. Your character has these skills better than others as they are part of their professional training and are constantly being used. You therefore receive a bonus of +3 on all class skills in which you acquire ranks. If your character has several classes and he is entitled to several class skill bonuses from these classes, these bonuses do not add up.


Table: Skill Ranks


Table: Skill Ranks lists the number of skill ranks that you get once you acquire a level in one of the basic classes. Humans receive an additional skill rank per level and characters who advance a level in their preferred class are given the option of 1 additional skill rank or 1 additional hit point (see Preferred Class). With every level up you acquire a certain number of additional skill ranks, depending on your class. If you decide on a level in a new class, all class skills of these classes are automatically added to your class skill list and you receive a skill bonus of +3 on the skills in which you have ranks.


Skill checks

Every time your character needs to use a skill, it means that they won't necessarily be successful. To use a skill successfully, you must make a skill check.


Each rank invested in a skill gives you a +1 bonus on throws that use that skill. When you discard a roll, you roll 1d20 and add your ranks and the appropriate attribute value modifier to the roll. If this is a class skill in which you have invested ranks, add an additional +3 to the roll. For a skill that can also be used untrained, you simply add the attribute bonus (or penalty) applicable to the skill to the roll. In addition, the skills can be influenced by other factors - your race, one of your class skills, your equipment, a spell effect, a magical item and so on. A summary of the bonuses for Skill Checks can be found in the table: Bonuses for Skill Checks. If the result of your skill check is equal to or higher than the difficulty (DC) of the task you are trying to complete, you have succeeded.


Table: Bonuses on Skill Checks

skillSkill check
Untrained1d20 + attribute modifier + racial modifier
Practiced1d20 + skill ranks + attribute modifier + racial modifier
Practiced class skill1d20 + Skill Ranks + Attribute Modifier + Racial Modifier + 3
The armor penalty is included in all throws based on strength and skill.

If, on the other hand, the result is lower than the SG, you fail the task. For some tasks you may achieve a particularly good success or a particularly bad failure, depending on how many points above or below the DC the result of your skill check was. If you make a competitive skill check, you will be successful if your score outperforms your opponent's.


Take 10 and take 20

A skill check is an attempt to complete a task while pressed for time or distracted. But it also happens that your character exercises his skills under more favorable conditions and can thereby eliminate the luck factor.

10 take: If your character is neither threatened nor distracted, you can take 10.Instead of rolling 1d20 for the skill roll, calculate the result as if you had rolled a 10. For many routine tasks, taking 10 will result in automatic success. Distractions or threats (such as a fight) make it impossible to take 10. In most cases, taking 10 is purely a precautionary measure - for example, you know (or at least expect) that an average throw would mean success, but you fear throwing badly. So you sort of opt for the average throw by taking 10. Taking 10 is particularly useful when a particularly high throw wouldn't help you either.

Take 20: If you really have a lot of time, are not distracted or threatened in any way, and there are no penalties for a failed skill use, you can take 20.
If you roll the dice long enough, you will get a 20 even with a 1d20 roll. But instead of taking this risk now, you can take 20. You then calculate the result of the skill test as if you had rolled a 20. Taking 20 means that you keep trying until it works.


It is assumed that success is preceded by many failures. So if you take 20 on a skill, you will have to spend twenty times more time on the task than if you just rolled the dice (if you had a skill that could be used in 1 round or less, it would take 2 minutes).


Since taking it is assumed that the character fails the task several times before he is successful, in the case of skills for which a failure is punished, the character will definitely get these punishments before his Then successfully completed the task. Skills that typically take 20 are: escapism, turning off mechanism (when it comes to opening locks), and perception (when it comes to finding traps).

Skill checks and caster level checks: Taking 10 or 20 refers to skill or attribute checks. Neither of these two rules apply to caster level rolls or concentration rolls.


Help someone else

You can help another character make a successful skill check by making the same skill check and the two of you cooperating. If you roll 10 or more on this roll, whoever you help receives a +2 bonus on their roll, as the rules of favorable circumstances dictate.


You can't take 10 while helping someone else. In many cases, the help of another character is not necessarily beneficial, or it can only help a certain number of other characters. In cases where the skill itself limits who can achieve success (for example, opening a lock with a mechanism to turn it off), you cannot give someone else a bonus by helping if you could not do this task on your own. The SL can also enforce further restrictions on a case-by-case basis.