Additional Skills (4e Variant Rule)
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Additional Skills[edit]
4e is based around heroes who don't usually deal with mundane things. But this sometimes makes it too combat heavy and not enough things to do outside of combat. So here are some skills you can add to a game which allow you do some more things that are not entirely always heroic.
Crafting[edit]
Crafting is linked to your Intelligence.
You've picked up knowledge on how to make things given the right materials and tools. This includes the creation of tools, as well as even magic items if you are also trained in Arcana. Make a Crafting check to assemble or figure out the mechanics of a device, product or anything artificially crafted.
- Assemble
Make a crafting check to put together something which you have made before and already exists. You must have all the materials necessary and be able to properly see what you are doing. Some items require more complicated tools and materials, and even other equipment. For example, you need leather to make leather armor, as well as leatherworking tools.
- Assemble Craft: Time needed depends on the item crafted, see Assembly Table.
- DC: See the Assembly Table. The check DC varies based on the level of craftsmanship of the item
- Success: You create the item desired.
- Fail by 4 or less: You achieve a vague semblance of what you wanted. It's not fully functional as it should be.
- Fail by more than 4: You waste the materials and achieve nothing.
- Note: You can assemble magic items at DM's discretion. It may take more materials, and you may also need to use other skills.
- Configure
Make a crafting check to figure out a ready-made device and make small adjustments to it. You must have the tools required at DM's discretion. For example, to figure out how a trap works, you may need tools to tamper with its mechanisms.
- Configure Craft: Time needed depends on the item in question, see Configure Table.
- DC: See the Configure Table. The chec DC varies based on the level of the item complexity
- Success: You figure out how the device works.
- Succeed by 5 or more: You discover an additional function of the device.
- Fail: You can try again if someone aids you.
- Fail by 4 or more: You damage the device in your probing and some of its functions are now indiscernible until repaired.
- Note: You can configure magic items at DM's discretion. It may step on the toes of detecting magic, which is an Arcana check.
- Invent (Trained Only)
Your knowledge of crafting allows your mind gears to grind out new ideas that have possibly never existed, and you can make them real.
- Invent Craft: Time needed depends on the item crafted, see Assembly Table.
- DC: See the Assembly Table. The check DC varies based on the level of craftsmanship of the item
- Success: You create the item desired.
- Fail by 4 or less: You achieve a vague semblance of what you wanted. It's not fully functional as it was envisioned to be.
- Fail by more than 4: You waste the materials and achieve nothing.
- Construct (Trained Only)
Not only do you make devices and tools, your expertise allows you to go as far as make buildings and even vehicles. These will obviously require more materials than your average trinket.
- Construct Craft: Time needed depends on the construct crafted, see Construction Table.
- DC: See the Construction Table. The check DC varies based on the level of craftsmanship of the item.
- Success: You create the construct desired.
- Fail by 4 or less: You achieve a vague semblance of what you wanted. It's not fully functional as it was envisioned to be.
- Fail by more than 4: You waste the materials and achieve nothing.
- Note: You can construct magic constructs like golems at DM's discretion. It may take more materials, and you may also need to use other skills in combination.
Task | Time | Craft DC |
---|---|---|
A small mundane item (simple, improvised weapon, tool, etc.) | 1 minute | 10 |
Clothing (cloth armor, accessories, etc.) | 10 minutes | 10 |
A complex mundane item (military, superior weapons, etc.) | 1 hour | 15 |
Heavier armors, shields | 1 day | 15 |
Jewelry (up to 500 gp worth) | 1 hour | base 15 + 1/every 100gp over 100 |
Task | Time | DC |
---|---|---|
A simple device (rubix cube, eg.) | Standard Action | 10 |
A moderate device (arbalest, spring trap, eg.) | 1 minute | 15 |
A complex device (mill, automaton, eg.) | 1 hour | 20 |
An esoteric device (religious artifact, eg.) | Part of a short rest | 25 |
A confounding device (otherworldly technology, eg.) | Part of an extended rest | 30 |
Task | Time | DC |
---|---|---|
A simple abode (shack, hovel, eg.) | 8 hours | 15 |
A simple vehicle (cart, raft, eg.) | 1 hour | 15 |
A sturdy, plain dwelling | 1 day | 20 |
A better vehicle (carriage, canoe, eg.) | 5 hours | 20 |
Tactics[edit]
Tactics is linked to your Intelligence.
You're versed in knowledge of the terrain as well as the art of battle and maneuvers. This includes battle formations, knowledge of landscapes as tactical holds, and even knowledge about the combat styles of monsters. See "Monster Knowledge Checks," page 180 of the Player's Handbook.
- Survey Terrain
You look around the area and figure out good places to hide, as well as their tactical importance.
- Survey Tactics: Time needed to survey task depends on terrain, see Terrain Table.
- DC: See the Terrain Table. The check DC varies based on the terrain layout and properties.
- Success: You figure out the general layout of the terrain and its advantages.
- Succeed by 4 or more: You discover additional hidden places in the terrain and their possible uses.
- Fail: You don't make any sense of the terrain.
- Fail by 4 or more: You get lost on your trip to survey the land.
Task | Time | Survey DC |
---|---|---|
A small, simple area | 1 standard action | 10 |
An uneven area | 10 minutes | 15 |
A varied terrain | 1 hour | 15 |
Unfamiliar, alien terrain | 1 hour | 20 |
- Figure Out a Monster (Trained Only)
You examine a creature to figure out its tactics.
- Figure Tactics: Part of a standard action
- DC: See the Monster Table. The check DC varies based on the monster's demeanor and overall intelligence.
- Success: You figure out the monster's general way of combat.
- Succeed by 4 or more: You figure out additional behavior of the monster, if any, outside of combat as well as their in-combat tactics.
- Fail: You don't make any sense of the monster's actions.
Task | Tactics DC |
---|---|
A mindless brute | 10 |
A mildly intelligent creature | 15 |
A very intelligent creature | 20 |
[edit]
Navigation is linked to your Wisdom.
You've picked up a knack for spatial orientation. This helps you to better find your way, whether on land, sea or sky. This includes information about celestial bodies, geographical sites, and other landmarks which help you find your way around the vast, wide world.
- Figure out Cardinal Directions
Knowing which way is north is very useful when it comes to determining your direction of travel.
- Cardinal Navigation: 1 minute
- DC: 15; 20 or higher if in a location where the sky is not visible
- Success: You figure out where North is.
- Failure: You don't know any of the directions. You can't try again unless someone helps you.
- Fail by 4 or more: You figure out the wrong directions entirely.
- Get Back on Track
You can recall information about places you have been before and passed by. If you are lost, this is particularly useful for finding your way back.
- Recall Navigation: Time varies based on how wayward you are, see Wayward Table
- DC: See Wayward Table
- Success: You find your way back with your knowledge and memory of the area
- Failure: You don't recall anything significant.
Task | Time | Recall DC |
---|---|---|
Not far | 1 standard action | 10 |
Moderately off-course | 1 minute | 15 |
Very lost | 1 hour | 20 |
- Seafaring
Using your refined skills of spatial orientation, you can chart paths across waters, accurately read nautical maps, and orient or steer aquatic vessels.
- Navigate Sea: 1 hour; you can repeat this check throughout your voyage every hour
- DC: Difficulty varies based on the vessel used, see Ship Table.
- Success: You direct the course of the vessel safely for sail.
- Failure: You lead the ship off course.
- Fail by 4 or more: You lead the ship afoul of some nautical disaster, like a storm or a sea beast.
Vessel | Seafare DC |
---|---|
Skiff, canoe, etc. | 25 |
Schooner, sloop, etc. | 20 |
Galleon, Brigantine, etc. | 15 |
Performance[edit]
Performance is linked to your Charisma.
You've developed a skill at holding others attention and impressing them. This includes enthralling a crowd with a story, playing an instrument, dancing, and even some acting.
- Entertain
You hold the attention of others, whether through a game, a story, or some other form of entertainment. This can also apply to attempts to distract someone.
- Entertain: Time varies for this check based on the task performed, see Entertainment Table.
- DC: See Entertainment Table
- Success: You hold the audience's attention.
- Success by 5 or higher: You've got some new fans, and maybe some earnings.
- Failure: Nobody pays you any attention.
Task | Time | DC |
---|---|---|
A small jig | 1 standard action | 10 |
A quick gig | 1 minute | 15 |
A long game | 1 hour | 20 |
An all-nighter | 8 hours | 25 |
Knowledge[edit]
Performance is linked to your Intelligence.
Taken from 3.5e, knowledge is a smattering of a skill encompassing categories of miscellaneous tidbits that do not fit into existing skills like history, arcana, dungeoneering, nature, religion, or streetwise. This usually relegates it simple academic or scientific topics. However, it can also be used to represent memory.
- Recall
Your character attempts to remember something that they experienced. This is not an excuse not to keep notes in a game, though!
- Recall: 1 standard; you can repeat this check as long as you don't annoy your DM
- DC: See Recall Table
- Success: You recall roughly what you wanted to remember.
- Success by 5 or higher: You remember exactly what it was you wanted to recall, down to the smallest of detail.
- Failure: You grasp at straws.
- Failure by 3 or more: You misremember what you thought you knew and mistake it for a factual memory. Oops.
Task | DC |
---|---|
A small, simple memory (where you left your sword, eg.) | 10 |
A large, notable event (the appointment of the pope, eg.) | 15 |
A specific but moderate event (whose birthday and when, eg.) | 20 |
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