Skills

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There are many new skills and skill uses that are necessary for the smooth operation of a modern genre.

These skills are in addition to the Pathfinder Role Playing Game core rules and can be used by any class. Craft

The following a new ways to utilize craft skills. New Skill Uses

The following apply to all craft skills. Repair

All Craft skills can repair any item within their specialty. The following applies to all Craft skills on how to repair items.

Check: The DC varies by the complexity of the object being repaired

In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish.

More complex repair work has a DC of 20 or higher and can require an hour or more to complete. Repair Task (Example) Repair DC Time Simple (tool, simple weapon) 10 1 min. Moderate (mechanical or electronic component) 15 10 mins. Complex (mechanical or electronic device) 20 1 hr. Advanced (cutting-edge mechanical or electronic device) 25 10 hrs.

Using a Craft skill to attempt a repair requires an appropriate tool kit. Without it, the character takes a –2 penalty on the check. Jury-Rig

A character can choose to attempt jury-rigged or temporary repairs. Doing this will allow the character to make the checks in as little as a full-round action.

However, a jury-rigged repair can only fix a single problem with a check and the temporary repair only lasts until the end of the current scene or encounter. The jury-rigged object must be fully repaired thereafter.

The jury-rig application of any craft skill can be used untrained. New Craft Skills Electronic (Intelligence, Trained Only)

Description: This skill allows a character to build and repair electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices. Type of Scratch-Built Electronics (Examples) Craft DC Time Simple (timer or detonator) 15 1 hr. Moderate (radio direction finder, electronic lock) 20 12 hrs. Complex (cell phone) 25 24 hrs. Advanced (computer) 30 60 hrs. Explosive (Intelligence, Trained Only)

Description: This skill allows a character to connect, create and set explosives substances and devices.

Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.

Check: A successful check produces a product of solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Explosive Craft DC Reflex DC Time Improvised (1d6/5 feet)1 10 10 1 round Simple (2d6/5 feet) 15 12 10 mins. Moderate (4d6/10 feet) 20 12 1 hrs. Complex (6d6/15 feet) 25 15 3 hrs. Powerful (8d6/20 feet) 30 15 12 hrs. Devastating (10d6/25 feet) 35 18 24 hrs.

1 Scratch built explosives deal concussion damage.

Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Craft (explosives) check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The character's DC to set the detonator is equal to the disarm DC.

Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure's construction. The GM makes the check (so that the character doesn't know exactly how well he or he has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Craft (explosives) check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he does not disarm the explosive. If the character fails by more than 5, the explosive goes off.

Action: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.

Try Again: Building an explosive from scratch is dangerous. If the Craft (explosives) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius.

Special: A character can take 10 when using the Craft (explosives) skill, but can't take 20. Mechanical (Intelligence, Trained Only)

Description: This skill allows a character to build and repair mechanical devices from scratch, including engines and engine parts, weapons, armor and other gadgets.

When building a mechanical device from scratch, the character describes the kind of device he wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology. Type of Scratch-Built Mechanical Device Craft DC Time Simple (tripwire trap) 15 1 hr. Moderate (light armor) 20 12 hrs. Complex (automobile engine, 9 mm autoloader) 25 24 hrs. Advanced (jet engine) 30 60 hrs. Pharmaceutical (Intelligence, Trained Only)

This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses.

A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease, drug, or poison.

The Craft (pharmaceutical) check is based on the severity of the disease, drug or poison to be countered as measured by the DC of the Fortitude save needed to resist it. Fortitude Save DC Craft DC Time 14 or lower 15 1 hr. 15–18 20 3 hrs. 19–22 25 6 hrs. 23 or higher 30 12 hrs. Structural (Intelligence)

Description: This skill allows a character to build and repair wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses and so forth and includes such handyman skills as plumbing, house painting, drywall, laying cement and building cabinets. Scratch-Built Structure Craft DC Time Simple (bookcase) 15 12 hrs. Moderate (house deck) 20 24 hrs. Complex (bunker) 25 60 hrs. Advanced (house) 30 600 hrs.

When building a structure from scratch, the character describes the kind of structure he or he wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty. Knowledge (Intelligence, Trained Only)

Description: This skill encompasses several categories, each of them treated as a separate skill.

Information: A character makes a Knowledge check to gain any general information associated with the skill.

Check: The DC for answering a question within the character's field of study is 10 for easy questions, 15 for basic questions and 20 to 30 for tough questions.

The Knowledge categories and the topics each one encompasses are as follows. Art

Fine arts and graphic arts, including art history and artistic techniques

Antiques, modern art, photography and performance art forms, such as music and dance, among others Behavioral Sciences

Psychology, sociology and criminology. Business

Business procedures, investment strategies and corporate structures.

Bureaucratic procedures and how to navigate them. Civics

Law, legislation, litigation, legal rights and obligations.

Political and governmental institutions and processes. Current Events

Recent happenings in the news, sports, politics, entertainment and foreign affairs. Earth and Life Sciences

Biology, botany, genetics, geology, paleontology, medicine and forensics. Physical Sciences

Astronomy, chemistry, mathematics, physics and engineering. Popular Culture

Popular music, personalities, genre films, books, comics, science fiction and gaming, among others. Streetwise

Street and urban culture, local underworld personalities, events and urban legends. Tactics

Techniques and strategies for disposing and maneuvering forces in combat. Technology

Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices. This also encompasses the use and programming of computers and other technology (See below). Technology Check

Most normal computer operations don't require Knowledge (technology) check. However, searching an unfamiliar network for a particular file, writing computer programs, altering existing programs to perform differently (better or worse) and breaking through computer security are all relatively difficult and require skill checks. Find File

This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching.

Finding public information on the Internet does not fall under this category. This application of the Knowledge (technology) skill only pertains to finding files on private systems with which the character is not familiar. Size of Site DC Time Personal computer 10 1 round Small office network 15 2 rounds Large office network 20 1 minute Massive corporate network 25 10 minutes Defeat Computer Security

This application of Knowledge (technology) can't be used untrained. The DC is determined by the quality of the security program installed to defend the system. If the check is failed by 5 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character's access to the system.

Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the character automatically succeeds at all subsequent security checks at that site until the end of the character's session (see Computer Hacking below). Level of Security DC Minimum 20 Average 25 Exceptional 35 Maximum 40 Computer Hacking

When a character hacks, he attempts to invade a site. A site is a virtual location containing files, data, or applications.

Some sites can be accessed via the Internet; others are not connected to any outside network and can only be tapped into by a user who physically accesses a computer connected to the site.

Every site is overseen by a system administrator—the person in charge of the site and who maintains its security.

When a character hacks into a site, the visit is called a session. Once a character stops accessing the site, the session is over. The character can go back to the site in the future; when he or he does, it's a new session.

Several steps are required to hack into a site: Covering Tracks

By making a Knowledge (technology) check DC 20, a character can alter his or her identifying information

This imposes a –5 penalty on any attempt made to identify the character if his or her activity is detected. Access the Site

There are two ways to do this: physically or over the Internet. Physical Access

A character gains physical access to the computer, or a computer connected to the site. Internet Access

Reaching a site over the net requires two Knowledge (technology) checks. The first check (DC 10) is needed to find the site on the net. The second is a check to defeat computer security. Once a character has succeeded in both checks, the character has accessed the site. Locate Data

To find the data the character wants, make a Knowledge (technology) check. Defeat File Security

Many networks have additional file security. If that's the case, the character needs to make another check to defeat computer security. Do Your Stuff

If the character just wants to look at records or download data, no additional check is needed.

Altering or deleting records sometimes requires yet another check to defeat computer security. Defend Security

If the site alerts the character to an intruder, the character can attempt to cut off the intruder's access (end the intruder's session) or even to identify the intruder.

To cut off access, make an opposed Knowledge (technology) check against the intruder

One surefire way to prevent further access is to simply shut the site down

To identify the intruder, make an opposed Knowledge (technology) check against the intruder. Degrade Programming

A character can destroy or alter applications on a computer to make use of that computer harder or impossible. The DC for the attempt depends on what the character tries to do. Scope of Alteration DC Time Crash computer 10 1 minute Destroy programming 15 10 minutes Damage programming 20 10 minutes

Fixing the degraded programming requires 1 hour and a Knowledge (technology) check against a DC equal to the DC for degrading it +5. Write Program

A character can create a program to help with a specific task. Doing so grants the character a +2 circumstance bonus to the task.

A specific task, in this case, is one type of operation with one target.

The DC to write a program is 20; the time required is 1 hour. Operate Remote Device

The DC depends on the nature of the operation. If the character fails the check by 5 or more, the system immediately alerts its administrator that there has been an unauthorized use of the equipment. Type of Operation DC Time Shut down passive remote (including cameras and door locks) 20 1 round per remote Shut down active remote (including motion detectors and alarms) 25 1 round per remote Reset parameters 30 1 minute per remote Change pass codes 25 1 minute Actions and Modifiers Action DC Modifier Time Hide evidence of alteration +10 1 minute Minimum security –5 — Exceptional security +10 — Maximum security +15 — Perform (Charisma)

This skill applies to various art forms and their presentation. Stand-Up

Description: The character is a gifted comedian, capable of performing a stand-up routine before an audience Visual Art

Description: This skill allows a character to create paintings or drawings, take photographs, use a video camera, or in some other way create a work of visual art. Writing

Description: This skill allows a character to create short stories, novels, scripts, screenplays, newspaper articles, columns and similar works of writing. Profession (Wisdom)

The following a new ways to utilize Profession skills. New Skill Uses Credit

You can gain additional funds based on credit using your Profession skill. This can be done once per each rank. Each time a check is made, one rank in this skill is put on hold (can't be used) until the funds are repaid. If a natural roll of 1 is made during a check, the character permanently loses 1 skill rank.

Credit Rewards Profession Skill DC USD Award 5 $ 10 $1,000 15 $5,000 20 $20,000 25 $25,000 30 $35,000 35 $40,000 40 $50,000 Day Job

At the end of each adventure, the character can make one “Day Job” check based on his Profession skill for additional funds. Please see the Pathfinder's Role Playing Game: Guide to Pathfinder Society Organized Play, Chapter 5. Day Job Rewards Profession Skill DC USD Award 5 $100 10 $500 15 $1,000 20 $2,000 25 $5,000 30 $7,000 35 $10,000 40 $15,000 Vehicles

The following Profession skills are needed to operate a vehicle type.

With the Profession skill, you are able to add your skill points to the base stats for the vehicle.

Vehicles are described by a number of statistics, as shown in Equipment - Vehicles Driver

This skill is used for operating a land based vehicle.

Routine tasks, such as ordinary driving, don't require a skill check. Make a check only when some unusual circumstance exists. Sailor

This skill is used for operating a water based vehicle.

Routine tasks, such as ordinary sailing, don't require a skill check. Make a check only when some unusual circumstance exists. Pilot

This skill is used for operating an air based vehicle.

Routine tasks, such as ordinary flying, don't require a skill check. Make a check only when some unusual circumstance exists.