Talanor, the Bright Tower
Rules - Skill Rules
A skill challenge is an opportunity to have an encounter that the success of which is based around the party successfully fulfilling multiple skill checks. Failure at the skill challenge will have detrimental effects upon the campaign. It could lead to the next encounter being more difficult or even lead to character death.
- The GM will announce when the party has come upon a skill challenge and inform the party how many successful skill checks will be required to succeed at the challenge.
- The GM will announce 1-3 skills that will count towards the successes required for the challenge and provide the DC for those skills.
- The GM will announce the cost for failure in the challenge.
- A single failed skill check may have a minor detrimental effect upon the encounter.
- Three failed skill checks will result in failure of the skill challenge.
- The players can suggest any skill check to count towards success for the challenge provided that they can give the GM a plausible explanation as to why the skill check is appropriate. Acceptance of that skill as an alternative for success is at the GM’s discretion, and if accepted, the GM will provide the DC.
- The party can only achieve one success for each skill. That is, the party’s wizard could not make multiple knowledge(arcana) checks succeed at the challenge, and nor can the wizard and the sorcerer, each make a knowledge(arcana) check.
- A character who fails a skill check cannot reattempt that skill check, although another character may attempt the skill check. The first character’s attempt still counts as a failed attempt, and any subsequent attempts by another character will also count as a failed attempt if they do not succeed at that check..
- Other party members may attempt to “Aid Another”. However, a failure at aiding another counts towards the failure of the skill challenge.
- A character can only roll for a skill check or an aid another if they are trained with that skill.
- Once the party (by majority vote) decides upon a skill check and who may or may not attempt to aid another, the GM will roll the attempted aids and the check in the gameplay thread in the GM’s next post, applying the appropriate character’s modifier. That is, with a party of 5 characters, once the GM sees 3 players’ posts that agree upon the next skill check, the GM will immediately make the die rolls.
- A roll of “1” is always a failure and a roll of “20” is always a success.
By increasing the DC of his Craft (alchemy) check by +5, you can reduce the overall number of checks required to complete an item by 1, if the check is successful. If, for example, an item needed 6 checks to complete, then by increasing the DC of the first check by +5 and succeeding, the total number of checks needed goes to 5. If he does this again for the second check, he’d need a total of 4 to finish the item. Doing it a third time would reduce the total needed to 3, and thus finish the item in the process. This represents not being as safe as you should be while mixing, cutting corners here and there to speed things along. So, you won’t be able to take 10 or take 20 on these modified checks, although he could still do so on any unmodified checks he chooses to make. You can attempt a check every rest period, whether it be a modified one or a normal one, until the item is done or a check is failed badly enough to ruin the compound. You cannot take 10 or 20 on the modified checks. Additionally, the DC increase matches up exactly with the complexity levels. That is, adding +5 to the DC bumps the item in question from one complexity with a base amount of progress per day to the next complexity up with a higher base progress per day. So, Acid would go from normal (DC 15) at 2 gp progress per day to complex (DC 20) and 4 gp progress per day.
1) To prepare the resources, make the appropriate Craft/Profession check; DC 10+ the AC bonus for the base armor. 2) to craft the base armor, make a Craft(armor) check; DC 10+ the AC bonus for the base armor. 3) to make the armor masterwork, a Craft(armor)check with a DC of 20 for the masterwork. You will make the base armor after 3 successful base craft checks, then transform it to masterwork following that craft check. You can make one base craft check each time you stop for the down time for the casters to sleep and recover spells. If you are repairing existing armor, you will only be required to make a single base craft check, before the masterwork check.
Animals will, in general, stay put during battles. If they are injured, they will flee. If you want them to do anything, then a Handle Animal check will be made. Other situations may occur that cause the animals to react; i.e. lightning or thunder nearby, being attacked or intentionally startled.