Information thread - skill usage, combat statuses etc.
Skill usages:
Acrobatics
Acrobatic Stunt: Standard action or move action
Balance: Surface less than 1 foot wide.
Escape from a Grab: Escaping grab holds.
Escape from Restrains: 5 minutes - ropes etc.
Reduce Falling Damage (Trained Only): Free action. Reduce by half of check result.
Arcana
Arcane Knowledge: Arcane clues. Far realm knowledge.
Monster Knowledge: Identify creature(s) of elemental, fey or shadow origin(s).
Detect Magic (Trained Only):
Identify Conjuration or Zone: Minor Action.
Identify Ritual: Standard action
Identify Magical Effect: Standard action
Sense the Presence of Magic: 1 minute.
Athletics
Climb: Part of a move action.
Escape from a Grab: Escaping grab holds.
High Jump: Part of a move action.
Long Jump: Part of a move action.
Swim or Tread Water: Part of a move action.
Bluff
Bluff: Standard action in combat or part of a skill challenge. Opposite of Insight.
Further use: Gain Combat Advantage or Create a Diversion to Hide(1/encounter only) - Bluff vs Insight.
Diplomacy: Negotiate, haggling, change opinion/attitude.
Dungeoneering
Dungeoneering Knowledge: knowledge about an underground environment or to recognize an underground hazard or clue.
Examples:
Determining cardinal directions while underground.
Recognizing a dangerous underground plant.
Spotting new construction or noticing a change in depth while exploring an area.
Monster Knowledge: Identify a creature that has the aberrant origin (a creature of the Far Realm)
Forage: 1 hour. Locate and gather enough food and water to last for 24 hours. Only underground and close to outdoor wilderness(Cave etc).
Endurance
Task Endurance DC
Endure extreme weather Base 15
Resist disease Varies
Ignore hunger 10 + 2 per day
Ignore thirst 15 + 4 per day
Hold breath (each round after 5) 10 + 1 per round
Swim or tread water (after 1 hour) 15 + 2 per hour
Heal
First Aid: Standard action.
Use Second Wind: DC 10 - adjacent character can use Second Wind without action.
Stabilize the Dying: DC 15 - stabilize an adjacent dying character - no further death saving throws, until new damage.
Grant a Saving Throw: DC 15 - an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the end of his or her next turn.
Treat Disease: Part of the diseased character’s extended rest. Heal replaces targets Endurance check.
History: Royals, Regions, legends, events, traditions etc.
Insight
Insight: Counters Bluff.
Recognizing an Effect as Illusory: DM's discression. Passive check to see through it.
Task Insight DC
Sense motives, attitudes 10 + creature’s level
Sense outside influence 25 + effect’s level
Recognize effect as illusory 15 + effect’s level
Intimidate
Intimidate: Standard action in combat or part of a skill challenge. Opposed Check: Intimidate vs. Will.
-5 to check if you do not speak target's language. Can be used to make bloddied enemy surrender, tell secrets or break wow.
Target becomes hostile with use of this skill.
Enemy is... Will Defense Modifier
Hostile +10
Unfriendly +5
Nature
Nature Knowledge: Knowledge about the natural world—about terrain, climate, weather, plants, and seasons—or to recognize a nature-related clue.
Monster Knowledge: Identify a creature that has the natural origin (a creature of the natural world).
Forage: 1 hour. Locate and gather enough food and water to last for 24 hours.
Handle Animal: Calm beast, teach tricks or handle beasts.
Perception
Notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects.
Active use: Minor or 1 minute - Spot creature using stealth. Searching for something.
Listen Perception DC
Battle 0
Normal conversation 10
Whispers 20
Through a door +5
Through a wall +10
More than 10 squares away +2
Spot or Search Perception DC
Barely hidden 10
Well hidden 25
More than 10 squares away +2
Find Tracks Perception DC
Soft ground (snow, loose dirt, mud) 15
Hard ground (wood or stone) 25
Rain or snow since tracks were made +10
Each day since tracks were made +2
Quarry obscured its tracks +5
Huge or larger creature -5
Group of ten or more -5
Religion
Religion Knowledge: Knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, and theology. This knowledge extends to information about the undead and the Astral Sea.
Monster Knowledge: Identify a creature that has the immortal origin (a creature of the Astral Sea) or the undead keyword.
Stealth
Stealth: At the end of a move action. Stealth vs. Passive Perception. -5 to checks if move more than 2 squares on own turn. On success, hidden, silent and invisible to enemy.
Remaining Hidden: As long as Keep Out of Sight, keep quiet, keep still and don't attack, above stands in effect.
Not Remaining Hidden: If you break above, you retain benifits until resolvement of action.
You... Stealth Modifier
Speak -5
Move more than 2 squares -5
Run -10
Streetwise
Streetwise: Using this skill takes 1 hour and might be part of a skill challenge.
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.
Settlement and Information Streetwise DC
Typical settlement 15
Hostile settlement 20
Totally alien settlement 30
Information is readily available -2
Information is hard to come by +5
Information is secret/closely guarded +10
Thievery
Disable Trap: Standard action in combat or part of a skill challenge.
Thievery DC: 20/30/35(Tiers) - +5 if delaying rather than disabling.
Open Lock: Standard action in combat or part of a skill challenge.
Thievery DC: 20/30/35(Tiers)
Pick Pocket: Standard action. DC 20 + your target’s level. If in combat, you take a −10 penalty to your check.
Sleight of Hand: Standard action in combat or part of a skill challenge. Normally DC 15.