D20r:Silly Skill Uses
From Fax Encyclopedicus
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- | So, perhaps you've read a certain < | + | So, perhaps you've read a certain <small>FNORD</small> expansion book by a certain company whose offices were once raided by the <small>FNORD</small> secret service because a game ''not'' related to d20 Rebirth or it's <small>FNORD</small> progenitor game in any significant way was mistaken for a hacking manual? Specifically, one that converts a certain parody of all fantasy gaming to be compatible with the progenitor system of d20 Rebirth? Naturally, you've given them <small>FNORD</small> money for this, too, right? |
And maybe you even want to use a few of the skills from it. | And maybe you even want to use a few of the skills from it. | ||
- | In the name of convenience, here's skills or skill combinations that you can use to attempt any skill from this < | + | In the name of convenience, here's skills or skill combinations that you can use to attempt any skill from this <small>FNORD</small> particular sourcebook. |
- | Add the ranks and ''non-stat'' modifiers of all listed skills, plus the specified stat's modifier, for making the check. Easy < | + | Add the ranks and ''non-stat'' modifiers of all listed skills, plus the specified stat's modifier, for making the check. Easy <small>FNORD</small> enough, right? |
+ | |||
+ | If you cannot read the word <small>FNORD</small>, it is advised that you Google Search <small>FNORD</small>. Of course, being unable to read it, you wouldn't know what to search, would you? Don't you love nightmarish catch-22s? :3 <small>FNORD</small> | ||
== Skill Tricks == | == Skill Tricks == | ||
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=== Carousing === | === Carousing === | ||
- | ''Use'': Check if you're having fun while partying. At higher DC, check if people around you are. A successful check at DC 15 means you are having fun; every point over this on your check means at least one other person is having fun as a result of your shenanigans. (This can provide a bonus to Diplomacy.) | + | ''Use'': Check if you're having fun while partying. At higher DC, check if people around you are. A successful check at DC 15 means you are having fun; every point over this on your check means at least one other person is having fun as a result of your shenanigans. (This can potentially provide a bonus to Diplomacy.) |
''Relevant Stat'': CON. Armor Check Penalty applies. | ''Relevant Stat'': CON. Armor Check Penalty applies. | ||
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''Special'': Any Synergy bonus due to having the same skill in multiple sets applies for the following skills: Bluff, Diplomacy, Sense Motive. The GM is free to make you run checks on any skill for it to qualify as relevant - however, if he suggests you run a Drinks You've Had In The Last Hour check, it is recommended that both you and the GM instead roll a Will Save against Pink Elephants. | ''Special'': Any Synergy bonus due to having the same skill in multiple sets applies for the following skills: Bluff, Diplomacy, Sense Motive. The GM is free to make you run checks on any skill for it to qualify as relevant - however, if he suggests you run a Drinks You've Had In The Last Hour check, it is recommended that both you and the GM instead roll a Will Save against Pink Elephants. | ||
- | + | === Ecdysiasty === | |
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''Use'': Distract enemies with your masterful Ecdysiasty! On a DC 15 Skill Check, opponents must make a Will Save (DC 10 + half your roll) or be distracted. Opponents predisposed to your race and gender suffer a -5 penalty to their save. | ''Use'': Distract enemies with your masterful Ecdysiasty! On a DC 15 Skill Check, opponents must make a Will Save (DC 10 + half your roll) or be distracted. Opponents predisposed to your race and gender suffer a -5 penalty to their save. | ||
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When used to make money, your AC is automatically dropped to 10 until you take at least a fifteen minute break. | When used to make money, your AC is automatically dropped to 10 until you take at least a fifteen minute break. | ||
- | ''Advice'': < | + | ''Advice'': <small>FNORD</small><small>FNORD</small><small>FNORD</small><small>FNORD</small><small>FNORD</small> Look up Ecdysiast in a dictionary before trying this. <small>FNORD</small><small>FNORD</small><small>FNORD</small><small>FNORD</small><small>FNORD</small> |
+ | |||
+ | === Fnording === | ||
+ | |||
+ | ''Use'': Attempt to fill an environment with discomfort <small>FNORD</small> by writing a special word <small>FNORD</small>. A successful check against DC <small>FNORD</small> 20 makes the environment disturbing to any creature that cannot read the word <small>FNORD</small>, making them suffer a -2 penalty to ''all'' checks until no longer in the <small>FNORD</small> area. A check against DC 30 lets <small>FNORD</small> your text become so nightmarish as to effect even those that CAN read the word <small>FNORD</small> freak out. | ||
+ | |||
+ | ''Relevant Stat'': CHA. <small>FNORD</small> | ||
+ | |||
+ | ''Relevant Skills'': Decipher Script, Craft, <small>FNORD</small> | ||
+ | |||
+ | ''Special'': <small>FNORD</small><small>FNORD</small><small>FNORD</small><small>FNORD</small><small>FNORD</small> There is one long word between "Special" and the start of this sentence. You must speak it aloud before making a check with this skill. | ||
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+ | === Gambling === | ||
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+ | ''Use'': Attempt to best someone in a game of skill and luck to make money off them. The DM can run this in three ways: | ||
+ | * Simulate the actual gambling being run, with Gambling checks being used to try and gain advantages (for example in 5-card Draw Poker, a DC 20 Gamble check might be used to allow the player a second draw of just one card). This doesn't represent cheating, but rather a natural advantage in luck and the application of it. | ||
+ | * Run an opposed Gambling check to skip over the details. | ||
+ | * Attempt a flat-out cheat in such a contest. The complexity of the cheat defines the DC. Getting caught doing this by an opponent beating your Gambling check tends to go poorly... | ||
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+ | ''Relevant Stat'': WIS and CHA | ||
+ | |||
+ | ''Relevant Skills'': Bluff, Sense Motive, Disable Device (Cheating attempts only). | ||
+ | |||
+ | === Knowledge (Adventure Spoilers) === | ||
+ | |||
+ | ''Use'': Attempt to know exactly what the next fight's enemies will be. DC 20 for an obvious encounter, DC 30 for a surprise attack. +5 DC if your opponents, being clever bastards, have made a successful Fnording attempt on the encounter environment. | ||
+ | |||
+ | ''Relevant Stat'': INT | ||
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+ | ''Relevant Skills'': Any meta-bonuses that enhance ''all'' Knowledge checks apply. Nothing else does. | ||
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+ | ''Special'': If you succeed this check, the GM may make a Panic check at DC 15 (applying an estimate of his real-world intelligence and charisma modifiers, or using the stats of a GMPC, if any) to place minor changes on the encounter; if he does, you may attempt an opposed Knowledge (Adventure Spoilers) check to reveal ''these'' too. | ||
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+ | If you succeed this check, the GM can, by passing the encounter details to you as a note, restrict you from telling others about the details, in or out of character. Any monsters that have Charm spells will likely target you first, too... | ||
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+ | === Pose === | ||
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+ | ''Use'': Attempt to make a cool pose as a free action after doing something awesome (scoring a critical hit, felling an opponent, or making a difficult saving throw); if in the middle of your turn, you can delay the Pose attempt to the end of your turn. Doing multiple awesome things in one turn gives you a +4 bonus to the end-of-turn Pose check for each awesome thing beyond the first. | ||
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+ | When you make a Pose check, all enemies make an opposed Will save, with a bonus equal to their Intimidate modifiers; failure demoralizes them, causing them to incur a -2 penalty to all attack rolls for one minute. (Successfully posing against already-demoralized enemies causes them to flee, as if you had used Turn Undead on them.) Non-intelligent enemies (such as undead and constructs) are immune to Pose checks made during combat. | ||
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+ | You can also make a Pose check outside of combat. Doing so doesn't do anything in particular, ''usually''... | ||
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+ | ''Relevant Stat'': DEX and CHA | ||
+ | |||
+ | ''Relevant Skills'': Acrobatics, Athletics, Intimidate | ||
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+ | ''Special'': One character out of the party can make a Pose check at the ''start'' of battle. If he does so, one enemy can make a counter Pose check. The comrades of the loser must make a Will+Intimidate save as normal; if the difference was less than 5, they get a +2 bonus. If the difference was 2 or less, they get another +2. | ||
+ | |||
+ | === Seduction === | ||
+ | |||
+ | ''Use'': If you need us to say, you don't want to try this. It only works on beings that would be attracted to your race and gender... ''Usually''. | ||
+ | |||
+ | Seduction attempts are opposed by a special check of the subject's Sense Motive, plus their Charisma modifier, minus the number of drinks they've had in the last hour. | ||
+ | |||
+ | ''Relevant Stat'': CHA. | ||
+ | |||
+ | ''Relevant Skills'': Diplomacy, Bluff. If you've had up to three drinks in the last hour, you get a bonus equal to the number of drinks. If you've had ''more'' than that, take +3, then subtract two for each drink beyond the third. | ||
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+ | ''Special'': If you fail by a large amount (more than 5), bad things can happen - a drink to the face is the mildest you can hope for. | ||
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+ | If you succeed with Seduction checks seven times in a single night, you automatically gain a special "feat", Memetic Sex God, which allows you to seduce people who are attracted to your species, even if they are not normally attracted to your gender. |