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<blockquote data-quote="Amaroq" data-source="post: 5134738" data-attributes="member: 15470"><p>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:</p><p></p><p>Combat Skill Checks</p><p></p><p><strong>Arcana:</strong> You can use an arcana check as a Standard action to <strong>Detect Magic</strong>, to learn <strong>Monster Knowledge</strong> about monsters with an arcane origin, or to use <strong>Arcana Knowledge</strong> 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 <strong>Identify a Conjuration or Zone</strong> that has been cast in combat.</p><p></p><p><strong>Bluff</strong>: Once per combat, you can use a bluff check as a Standard action to <strong>Gain Combat Advantage</strong> over a monster. Once per combat, you can use a bluff check as a Standard action to <strong>Create a Diversion</strong> which can help you to hide (see Stealth) or escape. </p><p></p><p><strong>Heal</strong>: You can use a heal check as a Standard action to allow an adjacent character to <strong>Use Their Second Wind</strong> on your turn as a free action, to <strong>Stabilize the Dying</strong>, or to <strong>Grant a Saving Throw</strong>. </p><p></p><p><strong>Insight</strong>: You can use an insight check as a Minor action to <strong>Sense Motives</strong>, <strong>Sense Attitudes</strong>, <strong>Sense Outside Influence</strong>, or to <strong>Recognize an Illusion</strong>. </p><p></p><p><strong>Intimidate</strong>: You can use an intimidate check as a Standard action to convince a Bloodied target to <strong>Surrender</strong>, though this is a very difficult check.</p><p></p><p><strong>Nature</strong>: You can use a nature check as a Standard action to learn <strong>Monster Knowledge</strong> about monsters with a natural origin.</p><p></p><p><strong>Perception</strong>: You can use a perception check as a Minor action to <strong>Find Traps</strong>, <strong>Detect Secret Doors</strong>, <strong>Notice a Clue</strong>, or <strong>Spot a Hidden Creature</strong>. </p><p></p><p><strong>Religion</strong>: You can use an arcana check as a Standard Action to <strong>Detect Divine Magic</strong>, to learn <strong>Monster Knowledge</strong> about monsters with an divine or undead origin, or to use <strong>Religion Knowledge</strong> to recognize a religion-related clue or to recall a useful bit of religion-related information.</p><p></p><p><strong>Stealth</strong>: 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 <strong>Hide</strong>. </p><p></p><p><strong>Thievery</strong>: You can use a thievery check as a standard action to <strong>Open a Lock</strong>, <strong>Disable a Trap</strong>, <strong>Pick a Pocket</strong>, or to <strong>Palm an Object</strong></p><p></p><p>... (<em>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.</em>)</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5134738, member: 15470"] 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 [B]Arcana:[/B] You can use an arcana check as a Standard action to [B]Detect Magic[/B], to learn [B]Monster Knowledge[/B] about monsters with an arcane origin, or to use [B]Arcana Knowledge[/B] 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 [B]Identify a Conjuration or Zone[/B] that has been cast in combat. [B]Bluff[/B]: Once per combat, you can use a bluff check as a Standard action to [B]Gain Combat Advantage[/B] over a monster. Once per combat, you can use a bluff check as a Standard action to [B]Create a Diversion[/B] which can help you to hide (see Stealth) or escape. [B]Heal[/B]: You can use a heal check as a Standard action to allow an adjacent character to [B]Use Their Second Wind[/B] on your turn as a free action, to [B]Stabilize the Dying[/B], or to [B]Grant a Saving Throw[/B]. [B]Insight[/B]: You can use an insight check as a Minor action to [B]Sense Motives[/B], [B]Sense Attitudes[/B], [B]Sense Outside Influence[/B], or to [B]Recognize an Illusion[/B]. [B]Intimidate[/B]: You can use an intimidate check as a Standard action to convince a Bloodied target to [B]Surrender[/B], though this is a very difficult check. [B]Nature[/B]: You can use a nature check as a Standard action to learn [B]Monster Knowledge[/B] about monsters with a natural origin. [B]Perception[/B]: You can use a perception check as a Minor action to [B]Find Traps[/B], [B]Detect Secret Doors[/B], [B]Notice a Clue[/B], or [B]Spot a Hidden Creature[/B]. [B]Religion[/B]: You can use an arcana check as a Standard Action to [B]Detect Divine Magic[/B], to learn [B]Monster Knowledge[/B] about monsters with an divine or undead origin, or to use [B]Religion Knowledge[/B] to recognize a religion-related clue or to recall a useful bit of religion-related information. [B]Stealth[/B]: 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 [B]Hide[/B]. [B]Thievery[/B]: You can use a thievery check as a standard action to [B]Open a Lock[/B], [B]Disable a Trap[/B], [B]Pick a Pocket[/B], or to [B]Palm an Object[/B] ... ([I]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.[/I]) [/QUOTE]
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