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Skills: usage reference material?
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<blockquote data-quote="Sirarbee" data-source="post: 5144400" data-attributes="member: 89305"><p>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.</p><p> </p><p>Anyway, here it is, hopefully others can use it, and if you see any glaring mistakes, please let me know. Thanks!</p><p> </p><p style="text-align: center"><p style="text-align: center"><strong><u><span style="font-family: 'Times New Roman'"><span style="color: white">SKILL SUMMARY SHEET</span></span></u></strong></p> <p style="text-align: center"></p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Acrobatics: </u></strong>You can make an acrobatic check to perform an <strong>Acrobatic Stunt </strong>as a standard or move action (varies), to move at half speed while <strong>Balancing</strong> across a narrow/unstable surface, to <strong>Escape From A Grab</strong> as a move action, or to <strong>Escape From Restraints</strong> within 5 minutes. If trained, you can make an acrobatics check to <strong>Reduce Falling Damage</strong> (free action for a fall, or a move action to jump down).</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Arcana:</u></strong> With this skill, use <strong>Arcana Knowledge</strong> to recognize a magic-related clue or to recall a useful bit of magic-related information. Perform an arcana check to recall <strong>Monster Knowledge</strong> concerning creatures with an <em>elemental, fey, shadow, </em>or <em>construct </em>origin. If trained, you can use arcane to <strong>Detect Magic</strong> (such as a magic presence, or magical zones, rituals, and effects; actions vary).</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Athletics: </u></strong>Use this skill for actions involving muscular strength: you can <strong>Escape From A Grab</strong> as a move action, or, as part of a move action, you can make a high/long <strong>Jump, Climb</strong> up/down surfaces, or <strong>Swim.</strong></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Bluff</u></strong><u>:</u> 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: <strong>Gain Combat Advantage</strong> over a monster, and <strong>Create a Diversion</strong> which can help you to hide (see Stealth) or escape.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Diplomacy:</u></strong> Use Diplomacy to influence others, change opinions, inspire good will, haggle with a patron, demonstrate proper etiquette, or negotiate a deal in good faith. </span></span></p><p><strong><u></u></strong></p><p><strong><u></u></strong><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Dungeoneering:</u></strong> With tbis skill, use <strong>Dungeoneering Knowledge</strong> to recall useful information about an underground environment or recognize an underground hazard or clue. You can use dungeoneering to gain <strong>Monster Knowledge </strong>concerning creatures of an <em>aberrant</em> origin. You can also use this skill in an underground environment to <strong>Forage </strong>enough food and water to last 24 hours. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Endurance:</u></strong> 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.</span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Heal</u></strong><u>:</u> 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 <strong>Use Their Second Wind</strong> as a free action during your turn, or to <strong>Stabilize the Dying</strong>, to <strong>Grant an Immediate Saving Throw, </strong><strong>or to give a<strong> +2 bonus to a Saving Throws </strong>at the end of the adjacent character’s turn</strong>. It can also be used to <strong>Treat Disease</strong>.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>History:</u></strong> 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.</span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Insight</u></strong><strong><u>:</u></strong> 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 <strong>Sense Motives</strong><strong> or<strong> Attitudes</strong></strong>, <strong>Sense Outside Influence</strong>, or to <strong>Recognize an Illusion</strong>. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Intimidate</u></strong><strong><u>:</u></strong> 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 <strong>Surrender</strong>, <strong>Reveal Secrets</strong> against its will, or <strong>Perform an Unwilling Action</strong>.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Nature</u></strong><strong><u>:</u></strong> This skill is used to find your way through the wilderness and recognize natural hazards. Make a <strong>Nature Knowledge</strong> 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 <strong>Monster Knowledge</strong> about monsters with a <em>natural</em> origin.</span></span><span style="font-family: 'Times New Roman'"><span style="color: white"> You can calm a natural beast by making a <strong>Handle Animal</strong> check.You can also use this skill outdoors to <strong>Forage </strong>enough food and water to last 24 hours.</span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Perception</u></strong><u>:</u> 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 <strong>Find Traps</strong>, <strong>Detect Secret Doors</strong>, <strong>Follow Tracks</strong>, <strong>Listen</strong> for sounds, or <strong>Search</strong> an area for hidden objects.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Religion</u></strong><u>:</u> Religion checks gauge knowledge about gods, ceremonies, holy symbols, theology, etc. You can use <strong>Religion Knowledge</strong> to recognize a religion-related clue or to recall a useful bit of religion-related information. You can also learn <strong>Monster Knowledge</strong> about creatures with an <em>immortal </em>or <em>undead</em> origin.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Stealth</u></strong><u>:</u> 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 <strong>Combat Advantage</strong> against a target that is not aware of you.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Streetwise:</u></strong> 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.</span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong><u>Thievery</u></strong><u>:</u> You can use a thievery check as a standard action to <strong>Disable a Trap</strong>, <strong>Open a Lock,</strong> <strong>Pick a Pocket</strong>, or use <strong>Sleight of Hand</strong> to palm a small, unattended object<strong> (such as a coin or ring). More difficult tasks may require training in this skill.</strong></span></span></p><p> </p><p> </p></blockquote><p></p>
[QUOTE="Sirarbee, post: 5144400, member: 89305"] 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! [CENTER][CENTER][B][U][FONT=Times New Roman][COLOR=white]SKILL SUMMARY SHEET[/COLOR][/FONT][/U][/B][/CENTER] [CENTER][B][U][FONT=Times New Roman][COLOR=white][/COLOR][/FONT][/U][/B] [/CENTER][/CENTER] [FONT=Times New Roman][COLOR=white][B][U]Acrobatics: [/U][/B]You can make an acrobatic check to perform an [B]Acrobatic Stunt [/B]as a standard or move action (varies), to move at half speed while [B]Balancing[/B] across a narrow/unstable surface, to [B]Escape From A Grab[/B] as a move action, or to [B]Escape From Restraints[/B] within 5 minutes. If trained, you can make an acrobatics check to [B]Reduce Falling Damage[/B] (free action for a fall, or a move action to jump down).[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white] [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B][U]Arcana:[/U][/B] With this skill, use [B]Arcana Knowledge[/B] to recognize a magic-related clue or to recall a useful bit of magic-related information. Perform an arcana check to recall [B]Monster Knowledge[/B] concerning creatures with an [I]elemental, fey, shadow, [/I]or [I]construct [/I]origin. If trained, you can use arcane to [B]Detect Magic[/B] (such as a magic presence, or magical zones, rituals, and effects; actions vary).[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white] [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B][U]Athletics: [/U][/B]Use this skill for actions involving muscular strength: you can [B]Escape From A Grab[/B] as a move action, or, as part of a move action, you can make a high/long [B]Jump, Climb[/B] up/down surfaces, or [B]Swim.[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B][U]Bluff[/U][/B][U]:[/U] 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: [B]Gain Combat Advantage[/B] over a monster, and [B]Create a Diversion[/B] which can help you to hide (see Stealth) or escape.[/COLOR][/FONT] [B][U][FONT=Times New Roman][COLOR=white] [/COLOR][/FONT][/U][/B] [FONT=Times New Roman][COLOR=white][B][U]Diplomacy:[/U][/B] Use Diplomacy to influence others, change opinions, inspire good will, haggle with a patron, demonstrate proper etiquette, or negotiate a deal in good faith. [/COLOR][/FONT] [B][U] [/U][/B][FONT=Times New Roman][COLOR=white][B][U]Dungeoneering:[/U][/B] With tbis skill, use [B]Dungeoneering Knowledge[/B] to recall useful information about an underground environment or recognize an underground hazard or clue. You can use dungeoneering to gain [B]Monster Knowledge [/B]concerning creatures of an [I]aberrant[/I] origin. You can also use this skill in an underground environment to [B]Forage [/B]enough food and water to last 24 hours. [/COLOR][/FONT] [B][U][FONT=Times New Roman][COLOR=white] [/COLOR][/FONT][/U][/B] [FONT=Times New Roman][COLOR=white][B][U]Endurance:[/U][/B] 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.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B][U]Heal[/U][/B][U]:[/U] 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 [B]Use Their Second Wind[/B] as a free action during your turn, or to [B]Stabilize the Dying[/B], to [B]Grant an Immediate Saving Throw, [/B][B]or to give a[B] +2 bonus to a Saving Throws [/B]at the end of the adjacent character’s turn[/B]. It can also be used to [B]Treat Disease[/B].[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white] [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B][U]History:[/U][/B] 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.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B][U]Insight[/U][/B][B][U]:[/U][/B] 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 [B]Sense Motives[/B][B] or[B] Attitudes[/B][/B], [B]Sense Outside Influence[/B], or to [B]Recognize an Illusion[/B]. [B][U]Intimidate[/U][/B][B][U]:[/U][/B] 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 [B]Surrender[/B], [B]Reveal Secrets[/B] against its will, or [B]Perform an Unwilling Action[/B]. [B][U]Nature[/U][/B][B][U]:[/U][/B] This skill is used to find your way through the wilderness and recognize natural hazards. Make a [B]Nature Knowledge[/B] 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 [B]Monster Knowledge[/B] about monsters with a [I]natural[/I] origin.[/COLOR][/FONT][FONT=Times New Roman][COLOR=white] You can calm a natural beast by making a [B]Handle Animal[/B] check.You can also use this skill outdoors to [B]Forage [/B]enough food and water to last 24 hours.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B][U]Perception[/U][/B][U]:[/U] 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 [B]Find Traps[/B], [B]Detect Secret Doors[/B], [B]Follow Tracks[/B], [B]Listen[/B] for sounds, or [B]Search[/B] an area for hidden objects. [B][U]Religion[/U][/B][U]:[/U] Religion checks gauge knowledge about gods, ceremonies, holy symbols, theology, etc. You can use [B]Religion Knowledge[/B] to recognize a religion-related clue or to recall a useful bit of religion-related information. You can also learn [B]Monster Knowledge[/B] about creatures with an [I]immortal [/I]or [I]undead[/I] origin. [B][U]Stealth[/U][/B][U]:[/U] 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 [B]Combat Advantage[/B] against a target that is not aware of you.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white] [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B][U]Streetwise:[/U][/B] 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.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][B][U]Thievery[/U][/B][U]:[/U] You can use a thievery check as a standard action to [B]Disable a Trap[/B], [B]Open a Lock,[/B] [B]Pick a Pocket[/B], or use [B]Sleight of Hand[/B] to palm a small, unattended object[B] (such as a coin or ring). More difficult tasks may require training in this skill.[/B][/COLOR][/FONT] [B][FONT=Times New Roman][COLOR=white] [/COLOR][/FONT][/B] [FONT=Times New Roman][COLOR=white] [/COLOR][/FONT] [COLOR=white][/COLOR] [/QUOTE]
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