Habilidades
Las habilidades representan algunos de los conocimientos y pericias básicos que el personaje posee. Según el personaje suba de nivel, ganará nuevas habilidades y mejorará las que ya posee.

Adquiriendo Habilidades
Cada nivel, tu personaje ganará un número de rangos dependiendo de su clase y de su modificador de Inteligencia. Invertir un rango en una habilidad en una medida de tu proficiencia en dicha habilidad. Tu nivel es el límite máximo de rangos que puedes tener en una habilidad. Adicionalmente, cada clase tiene una serie de habilidades favorecidas, llamadas habilidades cláseas. Es má fácil para tu personaje ser mejor en esas habilidades pues representan parte de su entrenamiento de profesión y la práctica constante. Ganas un +3 en todas las habilidades cláseas en las que pongas algún rango. Si tienes dos clases diferentes y ambas te dan bono en la misma habilidad, dicho bono no se acumula.

Tabla: Rangos de Habilidades
 

Clase

Puntos de Habilidad por nivel

Bárbaro

4+modificador de Int

Bardo

7+modificador de Int

Clérigo

2+modificador de Int

Druida

4+modificador de Int

Explorador

6+modificador de Int

Guerrero

2+modificador de Int

Hechicero

3+modificador de Int

Mago

2+modificador de Int

Monje

4+modificador de Int

Noble

5+modificador de Int

Paladín

2+modificador de Int

Pícaro

8+modificador de Int

 

El número de rangos de habilidades que ganas al subir de nivel es el mostrado en la tabla. A esto has de añadirle que la mayor parte de los humanos ganan 1 punto adicional por nivel. Ten en cuenta también que los personajes que suben un nivel en su clase favorita pueden ganar o bien 1 rango de habilidad adicional o un punto de golpe. Si subes un nivel en una nueva clase todas sus habilidades cláseas se añaden a tu lista de habilidades cláseas y ganarás un +3 en aquellas en las que tengas rangos.

Pruebas de Habilidad

Cuando un personaje usa una habilidad no tiene el éxito de forma automática. Para determinar el éxito o fracaso del intento tendrás que hacer una prueba de habilidad.

Cada rango da un +1 a la prueba usando esa habilidad. Cuando haces la prueba tiras 1d20 y añades los rangos y el modificador de característica pertinente a la habilidad. Si la habilidad que estás usando es clásea (y has invertido rangos en esa habilidad), ganas un bono de +3 en la prueba. Si no tienes rangos en la habilidad (y esta permite ser usada sin entrenamiento), todavía puedes intentar usarla pero sólo usarás el bono de característica (o penalizador) correspondiente a dicha habilidad. Además de todo esto las habilidades pueden ser modificadas por muchas otras cosas como tu raza, dotes, habilidades de la clase, equipo, conjuros u objetos mágicos, entre otros.


Tabla: Skill Check Bonuses
 

Habilidad

Tirada de Habilidad igual a*

No entrenada

1d20+ modificador de característica + bonos varios

Entrenada no clásea

1d20+ rangos de Habilidad + modificador de característica + bonos varios

Entrenada clásea

1d20+ rangos de Habilidad + modificador de característica + bonos varios + 3

*Se aplica el penalizador de armadura a todas las Habilidades basadas en la Fuerza y la Destreza

 

If the result of your skill check is equal to or greater than the difficulty class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target's skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.

Taking 10 and Taking 20
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success.

Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

Ability Checks and Caster Level Checks: The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks.

Aid Another
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.
 


 

Skill Descriptions

This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here, at the GM's discretion. For a complete summary of all of the skills, see Table: Skill Summary.


Table: Skill Summary

Habilidad

 Bárbaro

 Bardo

 Clérigo

 Druida

 Explorador

 Guerrero

 Hechicero

 Mago

 Monje

 Noble

 Paladín

 Pícaro

 No entrenada

 Característica

Acrobacia (Acrobatics)

C

C

 

 

 

 

 

 

C

 

 

C

Si

Des*

Artesanía (Craft)

C

C

C

C

C

C

C

C

C

 

C

C

Si

Int

Averiguar intenciones (Sense motive)

 

C

C

 

 

 

 

 

C

C

C

C

Si

Sab

Conocimiento de conjuros (Spellcraft)

 

 

C

C

 

 

C

C

 

 

 

 

No

Int

Disfrazarse (Disguise)

 

C

 

 

 

 

 

 

 

 

 

C

Si

Car

Diplomacia (Diplomacy)

 

C

C

 

 

 

 

 

 

C

C

C

Si

Car

Escapismo (Escape artist)

 

C

 

 

 

 

 

 

C

 

 

C

Si

Des*

Engañar (Bluff)

 

C

 

 

 

 

C

 

 

C

 

C

Si

Car

Interpretar (Perform)

C

C

 

 

 

 

 

 

C

C

 

C

Si

Car

Intimidar (Intimidate)

C

C

 

 

C

C

C

 

C

C

 

C

Si

Car

Inutilizar mecanismo (Disable device)

 

 

 

 

 

 

 

 

 

 

 

C

No

Des*

Lingüística (Linguistics)

 

C

C

 

 

 

 

C

 

 

 

C

No

Int

Juego de manos (Sleight of hand)

 

C

 

 

 

 

 

 

 

 

 

C

No

Des*

Montar (Ride)

C

 

 

C

C

C

 

 

C

C

C

 

Si

Des*

Nadar (Swim)

C

 

 

C

C

C

 

 

C

 

 

C

Si

Fue*

Navegación

 

 

 

 

 

 

 

 

 

C

 

 

No

Int

Oficio (Profession)

 

C

C

C

C

C

C

C

C

 

C

C

No

Sab

Percepción (Perception)

C

C

 

C

C

 

 

 

C

C

C

C

Si

Sab

Saber (Arcano)

 

C

C

 

 

 

C

C

 

 

 

 

No

Int

Saber (Dungeons)

 

C

 

 

C

C

 

C

 

 

 

C

No

Int

Saber (Geografía)

 

C

 

C

C

 

 

C

 

C

 

 

No

Int

Saber (Guerra)

 

 

 

 

 

C

 

 

C

C

C

 

No

Int

Saber (Historia)

 

C

C

 

 

 

 

C

C

C

 

 

No

Int

Saber (Ingeniería)

 

C

 

 

 

C

 

C

 

 

 

 

No

Int

Saber (Local)

 

C

 

 

 

 

 

C

 

 

 

C

No

Int

Saber (Naturaleza)

C

C

 

C

C

 

 

C

 

 

 

 

No

Int

Saber (Nobleza)

 

C

C

 

 

 

 

C

 

C

C

 

No

Int

Saber (Planos)

 

 

C

 

 

 

 

C

 

 

 

 

No

Int

Saber (Religión)

 

C

C

 

 

 

 

C

C

C

C

 

No

Int

Sanar (Heal)

 

 

C

C

C

 

 

 

 

 

C

 

Si

Sab

Sigilo (Stealth)

 

C

 

 

C

 

 

 

C

 

 

C

Si

Des*

Supervivencia (Survival)

C

 

 

C

C

C

 

 

 

 

 

 

Si

Sab

Tasar (Appaise)

 

C

C

 

 

 

C

C

 

C

C

C

Si

Int

Trato con animales (Handle animal)

C

 

 

C

C

C

 

 

 

 

 

 

No

Car

Trepar (Climb)

C

C

 

C

C

C

 

 

C

 

 

C

Si

Fue*

C= Habilidad clásea; * Se aplican los penalizadores de armadura

 

Skill descriptions adhere to the following guidelines.

Skill Name: The skill name line includes (in addition to the name of the skill) the following information.

Key Ability: The abbreviation of the ability whose modifier applies to the skill check.

Trained Only: If this notation is included in the skill name line, you must have at least 1 rank in the skill to use it. If this notation is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Untrained section (see below).

Armor Check Penalty: If this notation is included in the skill name line, an armor check penalty applies (see Equipment) to checks using this skill. If this entry is absent, an armor check penalty does not apply.

Description: The skill name line is followed by a general description of what using the skill represents.

Check: What a character (“you” in the skill description) can do with a successful skill check and the check's Difficulty Class (DC).

Action: The type of action using the skill requires, or the amount of time required for a check.

Try Again: Any conditions that apply to successive attempts to use the skill successfully. If the skill doesn't allow you to attempt the same task more than once, or if failure carries an inherent penalty (such as with the Climb skill), you can't take 20. If this paragraph is omitted, the skill can be retried without any inherent penalty other than the additional time required.

Special: Any extra facts that apply to the skill, such as special effects deriving from its use or bonuses that certain characters receive because of class, feat choices, or race.

Restriction: The full utility of certain skills is restricted to characters of certain classes. This entry indicates whether any such restrictions exist for the skill.

Untrained: This entry indicates what a character without at least 1 rank in the skill can do with it. If this entry doesn't appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character can't attempt checks with this skill (for skills that are designated “Trained Only”).