Skills: usage reference material?

EnWorld.. you are my only hope...

Well, sort of. My google-fu is failing or this item is beating my passive perception. :.-(

I am looking for a one-page guide/sheet/reference paper that identifies each of the skills and some detail on how they can be used. For instance, Acrobatics can be used trained to reduce the damage from a fall.

But I would have to flip through the rule books to get the details on that, which means skills don't get used as much at the table as they could be.

So, does anyone have such a handy reference?

Thanks in advance!
 

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this might help (it was made by bmcdaniel)

http://www.enworld.org/forum/local_links.php?action=jump&catid=1&id=14

And in that pdf, jump to page 4.

mind you, it has errata up through end the end of 2008. i don't think skills got much errata beyond that, but it should still be mentioned in case there is some random thing that is out of synch.

(don't know how well that link will work -- but if not, go to the downloads section of enworld, and from there, go to the 4e folder and look for the thing called 4th edition reference sheet).
 

I typed one of those up for my newbies (I have 2 in my campaign, both first-time role players). I've got it in .DOC form, which nobody in their right mind would donwload from an untrusted source, so I'll repost the text here instead:

Combat Skill Checks

Arcana: You can use an arcana check as a Standard action to Detect Magic, to learn Monster Knowledge about monsters with an arcane origin, or to use Arcana Knowledge to recognize a magic-related clue or to recall a useful bit of magic-related information. You can also use an arcana check as a Minor action to Identify a Conjuration or Zone that has been cast in combat.

Bluff: Once per combat, you can use a bluff check as a Standard action to Gain Combat Advantage over a monster. Once per combat, you can use a bluff check as a Standard action to Create a Diversion which can help you to hide (see Stealth) or escape.

Heal: You can use a heal check as a Standard action to allow an adjacent character to Use Their Second Wind on your turn as a free action, to Stabilize the Dying, or to Grant a Saving Throw.

Insight: You can use an insight check as a Minor action to Sense Motives, Sense Attitudes, Sense Outside Influence, or to Recognize an Illusion.

Intimidate: You can use an intimidate check as a Standard action to convince a Bloodied target to Surrender, though this is a very difficult check.

Nature: You can use a nature check as a Standard action to learn Monster Knowledge about monsters with a natural origin.

Perception: You can use a perception check as a Minor action to Find Traps, Detect Secret Doors, Notice a Clue, or Spot a Hidden Creature.

Religion: You can use an arcana check as a Standard Action to Detect Divine Magic, to learn Monster Knowledge about monsters with an divine or undead origin, or to use Religion Knowledge to recognize a religion-related clue or to recall a useful bit of religion-related information.

Stealth: If your Move action ends with you having Superior Cover, Total Concealment, or a blocked Line of Sight to an enemy, you can use a stealth check to Hide.

Thievery: You can use a thievery check as a standard action to Open a Lock, Disable a Trap, Pick a Pocket, or to Palm an Object

... (Reposting it, though, its clearly incomplete, as it doesn't include either Acrobatics or Athletics; now that I notice that, I remember writing it up only for their strengths, as I figured the party sorcerer wasn't likely to be getting in any acrobatic tumbling. I'm sure its missing others, but at least its a start... if you'd care to finish it up with the other skills or book page numbers, etc., that'd be awesome.)
 

Instead of doing a full reference sheet, I transmogrified the DM screen into a single sheet on the Excel file I use. Then instead of eating up pages and pages of real estate with the descriptions and write ups, I just inserted them as comments that you can call up by mousing over the skill or sub skill.

It's great if you're already tied into using a computer at the table, but not very useful if you're looking for something to print out.

dmscreen.gif
 

fba827, thanks.. that will help immensly and is the sort of thing I was looking for.

Nytmare, that spreadsheet looks very useful and I use my laptop alot already in my normal game. Can you post or send a copy?

Thanks all for your most excellent help!
 

Amaroq, I used your sheet and filled out the rest, since I was looking for one of these quick reference guides as well. I did spot some minor changes on your sheet from the 4e PH (such as the Arcana Monster Knowledge skill: "arcane" origins vs. "Elemental, Fey, and Shadow" origins), so I've changed those. I also added a little more of the flavor text from the PH, such as what the skills can be used for out of combat, since my players are new.

Anyway, here it is, hopefully others can use it, and if you see any glaring mistakes, please let me know. Thanks!

SKILL SUMMARY SHEET
Acrobatics: You can make an acrobatic check to perform an Acrobatic Stunt as a standard or move action (varies), to move at half speed while Balancing across a narrow/unstable surface, to Escape From A Grab as a move action, or to Escape From Restraints within 5 minutes. If trained, you can make an acrobatics check to Reduce Falling Damage (free action for a fall, or a move action to jump down).

Arcana: With this skill, use Arcana Knowledge to recognize a magic-related clue or to recall a useful bit of magic-related information. Perform an arcana check to recall Monster Knowledge concerning creatures with an elemental, fey, shadow, or construct origin. If trained, you can use arcane to Detect Magic (such as a magic presence, or magical zones, rituals, and effects; actions vary).

Athletics: Use this skill for actions involving muscular strength: you can Escape From A Grab as a move action, or, as part of a move action, you can make a high/long Jump, Climb up/down surfaces, or Swim.

Bluff: This skill is used to fast-talk a guard, con a merchant, gamble, pass off a disguise or forgery, tell lies, etc. Once per encounter, you can use a bluff check as a standard action to do two actions: Gain Combat Advantage over a monster, and Create a Diversion which can help you to hide (see Stealth) or escape.

Diplomacy: Use Diplomacy to influence others, change opinions, inspire good will, haggle with a patron, demonstrate proper etiquette, or negotiate a deal in good faith.

Dungeoneering: With tbis skill, use Dungeoneering Knowledge to recall useful information about an underground environment or recognize an underground hazard or clue. You can use dungeoneering to gain Monster Knowledge concerning creatures of an aberrant origin. You can also use this skill in an underground environment to Forage enough food and water to last 24 hours.

Endurance: Use this to stave off ill effects, hold your breath, tread water for extened periods, forestall hunger and thirst conditions, or otherwise push yourself beyond your normal physical limits.

Heal: Used to help someone recover from wounds or debilitating conditions. You can use a heal check as a standard action to allow an adjacent character to Use Their Second Wind as a free action during your turn, or to Stabilize the Dying, to Grant an Immediate Saving Throw, or to give a +2 bonus to a Saving Throws at the end of the adjacent character’s turn. It can also be used to Treat Disease.

History: Make a history check to remember a useful bit of knowledge or recognize a historical clue concerning royalty, wars, legends, laws, customs, traditions, memorable events or personalities, etc.

Insight: This skill is used to discern intent, comprehend motives, get an idea of mood or attitude, or determine someone’s truthfulness. You can use an insight check as a minor action to Sense Motives or Attitudes, Sense Outside Influence, or to Recognize an Illusion.

Intimidate: Make this check to influence others through hostile actions, overt threats, or deadly persuasion. You can use an intimidate check as a standard action to convince a bloodied target to Surrender, Reveal Secrets against its will, or Perform an Unwilling Action.

Nature: This skill is used to find your way through the wilderness and recognize natural hazards. Make a Nature Knowledge check to recall info about the natural world, such as terrain, climate, plants, weather, etc. You can use a nature check as a standard action to learn Monster Knowledge about monsters with a natural origin.
You can calm a natural beast by making a Handle Animal check.You can also use this skill outdoors to Forage enough food and water to last 24 hours.

Perception: This skill is used to spot imminent dangers, notice a clue, spot a hidden creature, etc. You can use a perception check (either minor action or 1 minute) to actively Find Traps, Detect Secret Doors, Follow Tracks, Listen for sounds, or Search an area for hidden objects.

Religion: Religion checks gauge knowledge about gods, ceremonies, holy symbols, theology, etc. You can use Religion Knowledge to recognize a religion-related clue or to recall a useful bit of religion-related information. You can also learn Monster Knowledge about creatures with an immortal or undead origin.

Stealth: Use stealth to conceal yourself from enemies, slink past guards, or sneak up on others unnoticed. You can attempt to hide from a distracted creature without cover or concealment. You need cover or concealment (no line of sight) from an enemy to perform a stealth check. You gain Combat Advantage against a target that is not aware of you.


Streetwise: Using this skill for an hour in a village, town, or city allows you to collect information about the area and its inhabitants, gather rumors, discover employment opportunities, or locate good deals.

Thievery: You can use a thievery check as a standard action to Disable a Trap, Open a Lock, Pick a Pocket, or use Sleight of Hand to palm a small, unattended object (such as a coin or ring). More difficult tasks may require training in this skill.


 

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