D20r:Silly Skill Uses

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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.
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=== Ecdysiast ===
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=== Ecdysiasty ===
''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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''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.
''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:
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* 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.
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* Run an opposed Gambling check to skip over the details.
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* 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
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''Relevant Skills'': Bluff, Sense Motive, Disable Device (Cheating attempts only).
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== Knowledge (Adventure Spoilers) ==
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''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.
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''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
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''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.
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== Seduction ==
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''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''.
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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.
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''Relevant Stat'': CHA.
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''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.

Revision as of 22:17, 26 August 2010

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