Post by Gravedust on Feb 10, 2023 16:11:25 GMT -8
PROFICIENCIES
Detection
Used to notice anything in the vicinity that is out of place or incongruous, such as secret door or compartments, or signs of unusual activity.
Note that Detection does >>NOT<< effect searching for traps on combat maps, a trap or trap trigger will always be detected if it is searched for.
Scouting
Successfully notice unusual events, people or objects at a distance; this can be used to detect monsters or other groups before the group encounters them close up, and can prevent the characters from being ambushed. Scouting can also be used to detect anyone attempting to track or follow the characters.
Tracking
Intuition
Assess whether a particular statement made by a character is truthful or not. The specific statement to evaluate should be specified. A successful check will give indication if a statement dishonest based on the demeanor of the speaker. You may only be able to do this once or twice in a conversation, so choose carefully what statements you want to evaluate.
Intuition checks are rolled exclusively by the DM, and you as a player will not know the result of the check. The GM will let you know if your character detects dishonesty. Failed Intuition checks can give false negatives, but not false positives. (I.e. you may mistakenly think someone is telling the truth when they're not if you fail your check, but a failed check will never cause you to think an honest person is lying.)
Contemporary Lore
Recall facts about people, places, or things as they are in the world today. This can allow you to recall useful information about people or organizations you encounter, and can add additional options or perspective in narrative sections.
Historical Lore
Recall facts about people, places, or things that existed far in the past and are recorded as history. This can allow you to recall useful information about past events that have a bearing on the present, or information about ancient locations you may visit.
Arcane Lore
Recall facts and understand the workings of magic, spells, and magical artifacts. This can help divine the purpose and operation of unusual magics, especially natural magics.
Creature Lore
Recall facts about the abilities and habits of animals and other natural creatures, identify their normal behaviors, as well as reveal some of their attributes or special abilities.
Divine Lore
Recall facts about the Gods and their sects, their domains and their methods of worship, as well as information about godly monuments and other divine works.
Trekking
Prevent becoming lost when traveling off roads (which wastes time and lowers morale) and construct safe, comfortable camps, preventing ambush and further preserving morale while traveling.
Climbing
Freeclimb trees, wall, cliffs or other difficult ascents, and secure ropes or a path so others can follow more easily. Can provide altenative routes to an objective and bypass obstacles.
Motoring
Successfully drive motor-driven ground vehicles. Not required for driving normally on established roads, but needed for traveling at high speed or over unprepared terrain without incident.
Sailing
Successfully sail wind or motor-driven sailing vessels, as well as navigation. Rolls may be made to navigate long distances or to survive events like storms or rapids.
Entertaining
Sing, dance, tell stories or play an instrument. (probably only one of two of those things, please specify which). Entertaining offers a chance to restore morale during long journeys, and earn coin on certain occasions. (Note that unlike other Proficiency rolls, the morale-restoring effect of Entertaining only applies if a character actually has points in it.)
Detection
Used to notice anything in the vicinity that is out of place or incongruous, such as secret door or compartments, or signs of unusual activity.
Note that Detection does >>NOT<< effect searching for traps on combat maps, a trap or trap trigger will always be detected if it is searched for.
Scouting
Successfully notice unusual events, people or objects at a distance; this can be used to detect monsters or other groups before the group encounters them close up, and can prevent the characters from being ambushed. Scouting can also be used to detect anyone attempting to track or follow the characters.
Tracking
Successfully follow trails left by other people or creatures, or follow individuals in an urban environment. When following a trail, may provide information about how long ago it was made and what creature type made made it. Tracking may be used as an opposed roll against Scouting to allow a group to sneak up on and ambush a creature or group that they are following.
Intuition
Assess whether a particular statement made by a character is truthful or not. The specific statement to evaluate should be specified. A successful check will give indication if a statement dishonest based on the demeanor of the speaker. You may only be able to do this once or twice in a conversation, so choose carefully what statements you want to evaluate.
Intuition checks are rolled exclusively by the DM, and you as a player will not know the result of the check. The GM will let you know if your character detects dishonesty. Failed Intuition checks can give false negatives, but not false positives. (I.e. you may mistakenly think someone is telling the truth when they're not if you fail your check, but a failed check will never cause you to think an honest person is lying.)
Contemporary Lore
Recall facts about people, places, or things as they are in the world today. This can allow you to recall useful information about people or organizations you encounter, and can add additional options or perspective in narrative sections.
Historical Lore
Recall facts about people, places, or things that existed far in the past and are recorded as history. This can allow you to recall useful information about past events that have a bearing on the present, or information about ancient locations you may visit.
Arcane Lore
Recall facts and understand the workings of magic, spells, and magical artifacts. This can help divine the purpose and operation of unusual magics, especially natural magics.
Creature Lore
Recall facts about the abilities and habits of animals and other natural creatures, identify their normal behaviors, as well as reveal some of their attributes or special abilities.
Divine Lore
Recall facts about the Gods and their sects, their domains and their methods of worship, as well as information about godly monuments and other divine works.
Trekking
Prevent becoming lost when traveling off roads (which wastes time and lowers morale) and construct safe, comfortable camps, preventing ambush and further preserving morale while traveling.
Climbing
Freeclimb trees, wall, cliffs or other difficult ascents, and secure ropes or a path so others can follow more easily. Can provide altenative routes to an objective and bypass obstacles.
Motoring
Successfully drive motor-driven ground vehicles. Not required for driving normally on established roads, but needed for traveling at high speed or over unprepared terrain without incident.
Sailing
Successfully sail wind or motor-driven sailing vessels, as well as navigation. Rolls may be made to navigate long distances or to survive events like storms or rapids.
Entertaining
Sing, dance, tell stories or play an instrument. (probably only one of two of those things, please specify which). Entertaining offers a chance to restore morale during long journeys, and earn coin on certain occasions. (Note that unlike other Proficiency rolls, the morale-restoring effect of Entertaining only applies if a character actually has points in it.)