Post by PyrasTerran on Jan 19, 2012 3:48:38 GMT -5
Below is a summary of all the stats that you add numbers to:
Ability Scores
STRength:
Measures your character’s muscle and physical power. It’s important for most characters who fight hand-to-hand. A Strength bonus increases a character's attack score with hand-to-hand combat.
CONstitution:
Represents your character’s health, stamina, and vital force. A Constitution bonus increases a character’s hit points and Fortitude score.
DEXterity:
Measures hand-eye coordination, agility, reflexes, and balance. A Dexterity bonus increases a character's defense score if they wear no heavy armor, their ranged attack score, and their Reflexes score. Light weapons can qualify for the Dexterity modifier.
INTelligence:
Intelligence determines how well your character learns and reasons. This ability is important for some spellcasters because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills. An Intelligence bonus increases a character's skill point count.
WISdom:
Wisdom describes a character’s willpower, common sense, per- ception, intuition, self-discipline, and empathy. You use your Wisdom score to notice details, sense danger, and get a read on other people.. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. An “absentminded professor” has low Wisdom and high Intelligence. A simpleton (low Intelligence) might still have great insight (high Wisdom). A Wisdom bonus increases a character's willpower score, and is important for people who use chi or divine magic.
CHArisma:
Measures your force of personality, persuasiveness, personal magnetism, leadership, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Sorcerors require a high Charisma score to affect how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be.
Skills
Acrobatics:
You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall. Make an Acrobatics check to swing from a chandelier, somersault over an opponent, slide down a staircase on your shield, or attempt any other acrobatic stunt that you can imagine. Make an Acrobatics check to move across a surface less than 1 foot wide (such as a ledge or a tightrope) or across an unstable surface (such as a wind-tossed rope bridge or a rocking log). Make an Acrobatics check to wriggle out of a grab or slip free of restraints. You can also make escape attempts to get away from other immobilizing effects. If you fall or jump down from a height, you can make an Acrobatics check to reduce the amount of falling damage you take.
Adventuring:
You have picked up knowledge and skills related to adventuring including finding your way through temple complexes, navigating winding caverns, recognizing temple hazards, and foraging for food in said locations. Your knowledge represents formalized study or extensive experience, and you have a better chance of knowing esoteric information in this field. Also, those trained in the skill can identify creatures that lair and hunt in temples and underground settings. Make an Adventuring check to remember a useful bit of knowledge about a temple/cavern environment or to recognize a temple/cavern hazard or clue. Make an Adventuring check to locate and gather enough food and water to last for 24 hours. You can do this only in underground environments that approximate outdoor wilderness—caverns or underground complexes containing pools of water, edible fungus or lichen, small vermin, and the like.
Athletics:
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. Make an Athletics check to climb up or down a surface. Different circumstances and surfaces make climbing easier or harder. Make an Athletics check to muscle out of a grab. You can also make escape attempts to get away from other immobilizing effects. Make an Athletics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally to leap across a pit, a patch of difficult terrain, a low wall, or some other obstacle. Make an Athletics check to swim or to tread water. Different conditions make swimming harder. See the Endurance skill for information on swimming or treading water for an hour or more.
Bluff:
You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You make a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies. Your Bluff check is opposed by an observer’s Insight check. Your check might be opposed by multiple Insight checks, depending on how many observers can see and hear you and care about what’s going on. During a skill challenge, you might need to beat your observers’ Insight checks multiple times to succeed at bluffing them.
Diplomacy:
You can influence others with your tact, subtlety, and social grace. Make a Diplomacy check to change opinions, to inspire good will, to haggle with a patron, to demonstrate proper etiquette and decorum, or to negotiate a deal in good faith.
Endurance:
Make an Endurance check to stave off ill effects and to push yourself beyond normal physical limits. You can hold your breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some environmental hazards—including extreme temperatures, violent weather, and diseases—require you to make an Endurance check to resist and delay debilitating effects.
Energy Arts:
You have picked up knowledge about lore and effects concerning magic, psionics, chi, etc. All of these are labeled as Energies. Make an Energy Arts check to recall a useful bit of energy-related knowledge or to recognize an energy-related clue, and to identify some beasts that are connected to these energies. With Energy Arts, your knowledge of the nature of an energy allows you to identify related effects and sense the presence of magic, psionics, or chi, bonuses depending on your class' key power source.
History:
You have picked up knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This includes information pertaining to
personalities, laws, customs, traditions, and memorable events.
If you are trained in this skill, your knowledge represents academic study, either formalized or as a hobby, and you have a better chance of knowing esoteric information in this field. Make a History check to remember a useful bit of historical knowledge or to recognize a historical clue.
Insight:
You can discern intent and decipher body language during social interactions. You make an Insight check to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. You use Insight to counter a Bluff check, and Insight is used as the social counterpart to the Percep- tion skill. In skill challenges that require a number of successes, use Insight checks to oppose someone’s Bluff checks. Insight can also be used to gain clues, figure out how well you might be doing in a social situation, and to determine if someone is under the influence of an outside force. Whenever you use Insight, you’re making a best guess as to what you think a motive or attitude is or how truthful a target is being. Insight is not an exact science or a supernatural power; it represents your ability to get a sense of how a person is behaving.
Intimidate:
Make an Intimidate check to influence others through hostile actions, overt threats, and deadly persuasion. Intimidate can be used in combat encounters.
Medicine:
You know how to help someone recover from wounds or debilitating conditions, including disease. Make a Medicine check to administer first aid, or to treat a character suffering from a disease.
Nature:
You have picked up knowledge and skills related to nature, including finding your way through the wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Make a Nature check to locate and gather enough food and water to last for 24 hours. Make a Nature check to calm down a natural beast, teach a natural beast some tricks, or otherwise handle a natural beast. Make a Nature check to remember a useful bit of knowledge about the natural world—about terrain, climate, weather, plants, and seasons—or to recognize a nature-related clue. Examples of Nature knowledge include determining cardinal directions or finding a path (common), recognizing a dangerous plant or another natural hazard (master), or predicting a coming change in the weather (expert). Make a Nature check to identify a creature that has the natural origin (a creature of the natural world).
Perception:
Make a Perception check to notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects. This skill can be used against another creature’s Stealth check. In Shyuu, for certain characters and classes, Perception can also be used to detect power sources and try and read the nature of alignment(good, evil, etc.) of a character's aura.
Religion:
You have picked up knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, spirits and the Spirit World. Make a Religion check to remember a useful bit of religious or spiritual knowledge or to recognize a religion/spirit-related clue. Make a religion check to identify spirits, divine beings, and the undead.
Stealth:
Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard.
Streetwise:
When in a settlement—a village, a town, or a city— make a Streetwise check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go.
Thievery:
You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. Make a Thievery check to prevent a trap from triggering. You need to be aware of a trap to try to disable it. Make a Perception check to find a hidden trap. Make a Thievery check to pick a lock. Make a Thievery check to lift a small object (such as a purse or an amulet) from a creature without that creature being aware of the theft. It must be an object that the creature isn’t holding. Make a Thievery check to perform a sleight of hand, palm an unattended object small enough to fit into your hand (such as a coin or a ring) or to perform an act of legerdemain.
Ability Scores
STRength:
Measures your character’s muscle and physical power. It’s important for most characters who fight hand-to-hand. A Strength bonus increases a character's attack score with hand-to-hand combat.
CONstitution:
Represents your character’s health, stamina, and vital force. A Constitution bonus increases a character’s hit points and Fortitude score.
DEXterity:
Measures hand-eye coordination, agility, reflexes, and balance. A Dexterity bonus increases a character's defense score if they wear no heavy armor, their ranged attack score, and their Reflexes score. Light weapons can qualify for the Dexterity modifier.
INTelligence:
Intelligence determines how well your character learns and reasons. This ability is important for some spellcasters because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills. An Intelligence bonus increases a character's skill point count.
WISdom:
Wisdom describes a character’s willpower, common sense, per- ception, intuition, self-discipline, and empathy. You use your Wisdom score to notice details, sense danger, and get a read on other people.. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. An “absentminded professor” has low Wisdom and high Intelligence. A simpleton (low Intelligence) might still have great insight (high Wisdom). A Wisdom bonus increases a character's willpower score, and is important for people who use chi or divine magic.
CHArisma:
Measures your force of personality, persuasiveness, personal magnetism, leadership, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Sorcerors require a high Charisma score to affect how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be.
Skills
Acrobatics:
You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall. Make an Acrobatics check to swing from a chandelier, somersault over an opponent, slide down a staircase on your shield, or attempt any other acrobatic stunt that you can imagine. Make an Acrobatics check to move across a surface less than 1 foot wide (such as a ledge or a tightrope) or across an unstable surface (such as a wind-tossed rope bridge or a rocking log). Make an Acrobatics check to wriggle out of a grab or slip free of restraints. You can also make escape attempts to get away from other immobilizing effects. If you fall or jump down from a height, you can make an Acrobatics check to reduce the amount of falling damage you take.
Adventuring:
You have picked up knowledge and skills related to adventuring including finding your way through temple complexes, navigating winding caverns, recognizing temple hazards, and foraging for food in said locations. Your knowledge represents formalized study or extensive experience, and you have a better chance of knowing esoteric information in this field. Also, those trained in the skill can identify creatures that lair and hunt in temples and underground settings. Make an Adventuring check to remember a useful bit of knowledge about a temple/cavern environment or to recognize a temple/cavern hazard or clue. Make an Adventuring check to locate and gather enough food and water to last for 24 hours. You can do this only in underground environments that approximate outdoor wilderness—caverns or underground complexes containing pools of water, edible fungus or lichen, small vermin, and the like.
Athletics:
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. Make an Athletics check to climb up or down a surface. Different circumstances and surfaces make climbing easier or harder. Make an Athletics check to muscle out of a grab. You can also make escape attempts to get away from other immobilizing effects. Make an Athletics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally to leap across a pit, a patch of difficult terrain, a low wall, or some other obstacle. Make an Athletics check to swim or to tread water. Different conditions make swimming harder. See the Endurance skill for information on swimming or treading water for an hour or more.
Bluff:
You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You make a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies. Your Bluff check is opposed by an observer’s Insight check. Your check might be opposed by multiple Insight checks, depending on how many observers can see and hear you and care about what’s going on. During a skill challenge, you might need to beat your observers’ Insight checks multiple times to succeed at bluffing them.
Diplomacy:
You can influence others with your tact, subtlety, and social grace. Make a Diplomacy check to change opinions, to inspire good will, to haggle with a patron, to demonstrate proper etiquette and decorum, or to negotiate a deal in good faith.
Endurance:
Make an Endurance check to stave off ill effects and to push yourself beyond normal physical limits. You can hold your breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some environmental hazards—including extreme temperatures, violent weather, and diseases—require you to make an Endurance check to resist and delay debilitating effects.
Energy Arts:
You have picked up knowledge about lore and effects concerning magic, psionics, chi, etc. All of these are labeled as Energies. Make an Energy Arts check to recall a useful bit of energy-related knowledge or to recognize an energy-related clue, and to identify some beasts that are connected to these energies. With Energy Arts, your knowledge of the nature of an energy allows you to identify related effects and sense the presence of magic, psionics, or chi, bonuses depending on your class' key power source.
History:
You have picked up knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This includes information pertaining to
personalities, laws, customs, traditions, and memorable events.
If you are trained in this skill, your knowledge represents academic study, either formalized or as a hobby, and you have a better chance of knowing esoteric information in this field. Make a History check to remember a useful bit of historical knowledge or to recognize a historical clue.
Insight:
You can discern intent and decipher body language during social interactions. You make an Insight check to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. You use Insight to counter a Bluff check, and Insight is used as the social counterpart to the Percep- tion skill. In skill challenges that require a number of successes, use Insight checks to oppose someone’s Bluff checks. Insight can also be used to gain clues, figure out how well you might be doing in a social situation, and to determine if someone is under the influence of an outside force. Whenever you use Insight, you’re making a best guess as to what you think a motive or attitude is or how truthful a target is being. Insight is not an exact science or a supernatural power; it represents your ability to get a sense of how a person is behaving.
Intimidate:
Make an Intimidate check to influence others through hostile actions, overt threats, and deadly persuasion. Intimidate can be used in combat encounters.
Medicine:
You know how to help someone recover from wounds or debilitating conditions, including disease. Make a Medicine check to administer first aid, or to treat a character suffering from a disease.
Nature:
You have picked up knowledge and skills related to nature, including finding your way through the wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Make a Nature check to locate and gather enough food and water to last for 24 hours. Make a Nature check to calm down a natural beast, teach a natural beast some tricks, or otherwise handle a natural beast. Make a Nature check to remember a useful bit of knowledge about the natural world—about terrain, climate, weather, plants, and seasons—or to recognize a nature-related clue. Examples of Nature knowledge include determining cardinal directions or finding a path (common), recognizing a dangerous plant or another natural hazard (master), or predicting a coming change in the weather (expert). Make a Nature check to identify a creature that has the natural origin (a creature of the natural world).
Perception:
Make a Perception check to notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects. This skill can be used against another creature’s Stealth check. In Shyuu, for certain characters and classes, Perception can also be used to detect power sources and try and read the nature of alignment(good, evil, etc.) of a character's aura.
Religion:
You have picked up knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, spirits and the Spirit World. Make a Religion check to remember a useful bit of religious or spiritual knowledge or to recognize a religion/spirit-related clue. Make a religion check to identify spirits, divine beings, and the undead.
Stealth:
Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard.
Streetwise:
When in a settlement—a village, a town, or a city— make a Streetwise check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go.
Thievery:
You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. Make a Thievery check to prevent a trap from triggering. You need to be aware of a trap to try to disable it. Make a Perception check to find a hidden trap. Make a Thievery check to pick a lock. Make a Thievery check to lift a small object (such as a purse or an amulet) from a creature without that creature being aware of the theft. It must be an object that the creature isn’t holding. Make a Thievery check to perform a sleight of hand, palm an unattended object small enough to fit into your hand (such as a coin or a ring) or to perform an act of legerdemain.