Skills Summary
In D&D, skills are character abilities that can be improved as the character gains
levels. You boost a character's skill by adding points to it during level up and
character creation. For class skills (marked with a "C" in the table), one skill
point purchases one rank in that skill. For cross-class skills (marked with a "cc" in
the table), two skill points purchase one rank in the skill.
Some skills can be used untrained, meaning a character does not have to possess
any ranks to attempt to use the skill, while others require at least one point to have
been spent in the skill in order to use it. However, a character may not have more
ranks in a class skill than 3 + his level, or half that number for a cross-class skill.
Using Skills
Skills are normally checked against a Difficulty Class (DC), which requires that a
character's skill level meets or exceeds the DC value in order to succeed. Skill level
is the sum of rank, plus any modifier from the skill's key ability, plus any miscellaneous
modifiers such as racial bonuses, armor check penalties, or bonus from
feats. For some skills, such as Diplomacy, the skill level is checked directly against
the DC. For others, such as Tumble, a random 1d20 is added to the skill level
each time it is checked, so that success is not always a matter of exceeding the DC.
Some skills, including both Tumble and Diplomacy, are used passively, meaning
the game will check their success automatically when appropriate. Other skills,
like Open Lock, are used actively and you must select them from the Radial
Menu under the Skills tab. A few skills, like Search, are used both ways, as a passive
check when characters are close to a secret door or trap and as an active
check when you specifically search an area.
Some skills are used to oppose other skills. When you use the Hide skill, opponents
will use their Spot skill to attempt to see your hidden character. Similarly,
when your character tries to Move Silently, opponents will use their Listen skill.
Some skills provide synergies with other skills, in that a high rank in the skill will
provide a bonus to skill checks of other skills.
Skill Synergies
|
Fiver or more ranks in...
|
Gives a +2 bonus to...
|
Bluff
|
Diplomacy checks
|
Bluff
|
Intimidate checks
|
Bluff
|
Sleight of Hand checks
|
Search
|
Survival checks when following tracks
|
Sense Motive
|
Diplomacy checks
|
Spellcraft
|
Use Magic Device checks involving scrolls
|
Use Magic Device
|
Spellcraft checks to decipher spells on scrolls
|
Some skills allow player characters to help each other to succeed. Usually, this
works by having the selected character perform the skill using his skill level and
any other character who helps makes a skill check against a DC of 10 and if successful,
they add a +2 bonus to selected character's skill level. These skills are
called out below.
Skills
|
Skill
|
Bbn
|
Brd
|
Clr
|
Drd
|
Ftr
|
Mnk
|
Pal
|
Rgr
|
Rog
|
Sor
|
Wiz
|
Use Untrained
|
Key Ability
|
Appraise
|
cc
|
C
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
Yes
|
Int
|
Bluff
|
cc
|
C
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
C
|
C
|
cc
|
Yes
|
Cha
|
Concentration
|
cc
|
C
|
C
|
C
|
cc
|
C
|
C
|
C
|
cc
|
C
|
C
|
Yes
|
Con
|
Diplomacy
|
cc
|
C
|
C
|
C
|
cc
|
C
|
C
|
cc
|
C
|
cc
|
cc
|
Yes
|
Cha
|
Disable Device
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
No
|
Int
|
Gather Information
|
cc
|
C
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
Yes
|
Cha
|
Heal
|
cc
|
cc
|
C
|
C
|
cc
|
cc
|
C
|
C
|
cc
|
cc
|
cc
|
Yes
|
Wis
|
Hide
|
cc
|
C
|
C
|
C
|
cc
|
C
|
cc
|
C
|
C
|
cc
|
cc
|
Yes
|
Dex*
|
Intimidate
|
C
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
Yes
|
Cha
|
Listen
|
C
|
C
|
cc
|
C
|
cc
|
C
|
cc
|
C
|
C
|
cc
|
cc
|
Yes
|
Wis
|
Move Silently
|
cc
|
C
|
cc
|
cc
|
cc
|
C
|
cc
|
C
|
C
|
cc
|
cc
|
Yes
|
Dex*
|
Open Lock
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
No
|
Dex
|
Perform
|
cc
|
C
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
C
|
cc
|
cc
|
Yes
|
Cha
|
Search
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
C
|
C
|
cc
|
cc
|
Yes
|
Int
|
Sense Motive
|
cc
|
C
|
cc
|
cc
|
cc
|
C
|
C
|
cc
|
C
|
cc
|
cc
|
Yes
|
Wis
|
Sleight of Hand
|
cc
|
C
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
No
|
Dex*
|
Spellcraft
|
cc
|
C
|
C
|
C
|
cc
|
cc
|
cc
|
cc
|
cc
|
C
|
C
|
No
|
Int
|
Spot
|
cc
|
cc
|
cc
|
C
|
cc
|
C
|
cc
|
C
|
C
|
cc
|
cc
|
Yes
|
Wis
|
Survival
|
C
|
cc
|
cc
|
C
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
cc
|
Yes
|
Wis
|
Tumble
|
cc
|
C
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
C
|
cc
|
cc
|
No
|
Dex*
|
Use Magic Device
|
cc
|
C
|
cc
|
cc
|
cc
|
cc
|
cc
|
cc
|
C
|
cc
|
cc
|
No
|
Cha
|
C = Class Skill
cc = Cross-class Skill
* = Armor check penalty applies to these skill checks
Skill Descriptions
Appraise (Int)
Use this skill to tell an antique from junk, an old fancy sword from an elven heirloom
and high-quality jewelry from cheap imitations. In the game, the displayed
values for items that appear in the bartering interfaces will be modified depending
upon your character's level of expertise (or rank) in Appraise. A high Appraise
skill lets your character purchase items for less money and in turn, sell items for
more profit.
Bluff (Cha)
You can make the outrageous or the untrue seem plausible. Bluff encompasses
acting, conning, fast-talking, misdirection and misleading body language. A Sense
Motive check allows an NPC to determine if your character is bluffing. Bluff can
also be used to feint an opponent in combat.
Within the dialog, some lines will have a DC that your character's skill level
must equal or exceed in order to be successful. In the event that his skill level
does beat the DC, a line of dialog will appear with an icon, acknowledging his
superior ability in that skill. Selecting the line will draw you into an appropriate
course of conversation.
Concentration (Con)
You are particularly good at focusing your mind. Spellcasters must make a concentration
check whenever they take damage while casting a spell, to determine
whether the spell is disrupted. A spellcaster may be vulnerable to damage while
casting a spell through attacks of opportunity or while readying an action. The
higher her Concentration rank, the more likely she will be successful in casting a
spell, even under duress.
Diplomacy (Cha)
Diplomacy encompasses etiquette, social grace, tact and a way with words when speaking
with NPCs. This skill represents the ability to give others the right impression.
Like other dialog skills, true success regarding Diplomacy in the game is dependent
upon skill level. Within the dialog, some lines will have a DC that your
character's skill level must equal or exceed in order to be successful. In the event
that your character's skill level does beat the DC, a line of dialog will appear with
an icon, acknowledging superior ability in that skill. Selecting the line will draw
you into an appropriate course of conversation.
Disable Device (Int)
Use this skill to attempt to disarm a trap on a chest or door. The Disable Device
skill check determines if your character's skill level is higher or lower than the DC
of the trap that you are trying to disable. If this skill check succeeds, the trap is
deactivated. A character must be aware of a trap in order to disable it. If the
Disable Device skill check fails by 4 or more, the trap will be triggered.
Otherwise, the skill check may be used indefinitely.
Rogues can disarm magical traps against a DC of 25 + the spell level of the magic
used to create it.
Gather Information (Cha)
Gather Information is the key skill used to attain rumors, find out local gossip
and collect general knowledge from others throughout the game. It can be used
in conversations with NPCs to open up new avenues of dialog.
In Temple of Elemental Evil, the quality of information and rumors that you
obtain from others is directly related to your character's Gather Information skill
level — the higher the skill level, the juicier the rumor or the more interesting
and helpful the information. Regardless of skill level, you will be asked to pay a
standard fee for any information you accumulate.
The game has several different story-states and in each story there are different
levels of success in gathering information. If you return to a story in which you
had previously had little success after bumping up your character's skill level, you
might find the situation to be much improved. There are many avenues of dialog
that Gather Information can open for you.
Heal (Wis)
Use this skill to keep a badly wounded friend from dying. Heal can only be used
for a dying creature. If a character has negative hit points and is losing hit points
(at the rate of 1 per round, 1 per hour, or 1 per day), a character with the Heal
skill can make him stable. A character can be healed if the Heal check succeeds
against a DC of 15. A stable character is unable to regain hit points on his own
but will no longer lose any hit points.
Hide (Dex)
Use this skill to sink back into the shadows and proceed unseen. A hostile character
may not detect your character if she is skilled at Hide. Characters can use
Hide (and Move Silently) to enter "sneak" mode. A successful attempt at using
Hide is opposed by the Spot skill check of anyone who might be able to see you.
Intimidate (Cha)
Intimidate can be used in the same way as other social skills, such as Diplomacy,
but be aware that NPCs may not warm to you in the same manner. Your characters
may use this skill to get a bully to back down, frighten an opponent, or to
more forcefully obtain information.
In the game, some lines of dialog will have a DC that your character's skill level
must equal or exceed in order to be successful. In the event that your character's
skill level does beat the DC, a line of dialog will appear with an icon, acknowledging
superior ability in that skill. Selecting the line will draw you into an
appropriate course of conversation.
Listen (Wis)
Use a Listen check to try to hear enemies approaching through a door or in a
nearby room. It can alert you to the presence of enemies, taking away surprise
rounds (for example, the enemy could surprise your character, but she succeeds in
making the Listen check and manages to avoid a surprise round), or possibly
even give your party a surprise round (in turn, you are able to surprise the
enemy). Listen is used as the opposed check for Move Silently.
Move Silently (Dex)
As with Hide, you use this skill to remain undetected by an enemy while moving.
If you are unsuccessful at making your character's skill check against an opposing
Listen check, your character will be heard and the enemy will see him.
Open Lock (Dex)
You can pick all kinds of locks with this skill. Your skill rank in using Open Lock
is pitted against the DC of the lock (or the lock's difficulty). If successful, the
lock is picked (and will never again be locked). This skill check can be used
repeatedly, but it can only be used if trained in it.
Perform (Cha)
Perform is used solely for the purpose of increasing bardic music abilities. This
skill is not recommended for use by any class other than bards.
Search (Int)
You can find secret doors and simple traps by searching. This skill does not allow
a character to find complex traps unless he or she is a rogue. Search lets characters
discern some small details or irregularity through active effort, while Spot lets
the character notice something, such as a hiding rogue.
A concentrated Search skill check is available via the Skills tab in the Radial
Menu. This skill check will result in an automatic 20 ("take 20"), including help
from any party members who can successfully complete a skill check of DC 10
(rolled automatically in the game). Those party members who were successful in
making the Search check would help through gaining a +2 bonus. However, only
rogues can find magical traps (which always have DC 20+).
There is also a passive search conducted when "using" any container or portal
that contains an unnoticed trap. This passive search will discontinue the "use" if
it successfully finds a trap. If unsuccessful, the trap will go off.
This skill check can be retried indefinitely.
Sense Motive (Wis)
Sense Motive is a dialog skill that enables your character to perceive whether an
NPC is lying or not. It is generally performed against the NPC's Bluff skill.
Within the dialog, some lines will have a DC that your character's Sense Motive
skill level must equal or exceed in order to be successful. In the event that your
character's skill level does beat the DC, a line of dialog will appear with an icon,
acknowledging superior ability in that skill. For Sense Motive, if the line even
appears at all, you automatically recognize that the NPC is lying. If you choose
to select that line and begin a dialog exchange, this selection means that you call
the NPC on his or her Bluff attempt.
Sleight of Hand (Dex)
This skill is used for the basic purposes of pickpocketing. When you use this skill
under close observation, your character's skill check is opposed by the observer's
Spot check. The observer's success doesn't prevent your character from performing
the action, just from doing it unnoticed.
If your character tries to take something from another creature, you must make a
DC 20 Sleight of Hand check. The opponent makes a Spot check to detect the
attempt, opposed by the same Sleight of Hand check result you achieved when
you tried to grab the item.
Sleight of Hand can only be used if trained and Armor Check penalties apply.
Spellcraft (Int)
This skill enables a spellcaster to recognize a spell that is cast by an enemy spellcaster.
Wizards use it to scribe scrolls into their spellbooks. Spellcraft will also
allow your character to automatically counter a specific known spell.
Spot (Wis)
Use this skill to spot unnoticed creatures. Spot is used solely as an opposed check
against Hide and is rolled automatically to determine success or failure.
Survival (Wis)
If your character's Survival skill is high enough, you are able to avoid random
encounters while traveling on the world map. You will have the choice of whether
to avoid the random encounters or confront them, depending on what your
character detects.
For example, if the character's skill rank equals or exceeds the CR, you are shown
an interface that presents the creatures involved in the random encounter. You are
given the choice to enter the encounter or skip it entirely. If the skill rank is less
then the CR of the encounter, the random encounter will simply begin.
Tumble (Dex)
You can use this skill to move through an enemy square or move to avoid an
attack of opportunity. The Tumble skill check is automatically rolled when:
- Movement draws an attack of opportunity.
- The moving player has at least one point in Tumble.
- The mover is not wearing medium or heavy armor (does not apply to dwarves).
If the Tumble check succeeds, no attack of opportunity is allowed.
Use Magic Device (Cha)
Use this skill to activate a magic device, including scrolls and wands that a character
could not otherwise activate. A Use Magic Device check is automatically
rolled when attempting to use such magic items, if the normal prerequisites for
using the item are not met.