Skill Changes: Difference between revisions
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(Scroll DC was changed to 20 in recent patch.) |
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* Please note that skills requiring training (Animal Empathy, Perform, Tumble, Open Lock, Disable Device, Set Trap, Pick Pocket, UMD) will require at least 1 point spent on the skill for item bonuses to apply. | * Please note that skills requiring training (Animal Empathy, Perform, Tumble, Open Lock, Disable Device, Set Trap, Pick Pocket, UMD) will require at least 1 point spent on the skill for item bonuses to apply. | ||
* Any skill not mentioned here is unchanged. | * Any skill not mentioned here is unchanged. | ||
==Animal Empathy== | ==Animal Empathy== | ||
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Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round. | Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round. | ||
* The total amount healed is the difference between your Heal check and the DC. | * The total amount healed is the difference between your Heal check and the DC. | ||
* While out of combat, using a Medicinal Herb will roll 1d20+Heal vs DC 11 to determine the amount healed. | * While out of combat, using a Medicinal Herb will roll 1d20 + Heal vs DC 11 to determine the amount healed. | ||
* While in combat, using a Medicinal Herb will roll 1d20+Heal vs DC 16 to determine the amount healed. | * While in combat, using a Medicinal Herb will roll 1d20 + Heal vs DC 16 to determine the amount healed. | ||
* Higher quality herbs may add bonuses to the check. This will be visible in the log if so. | * Higher quality herbs may add bonuses to the check. This will be visible in the log if so. | ||
* '''Example:''' Using a Medicinal Herb while out of combat with a roll of 17 will heal 6 hp over 6 rounds. | * '''Example:''' Using a Medicinal Herb while out of combat with a roll of 17 will heal 6 hp over 6 rounds. | ||
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'''Antitoxins''' | '''Antitoxins''' | ||
This item neutralizes poisons with a successful Heal check of 1d20+Heal vs DC. | This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC. | ||
* While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated. | * While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated. | ||
* While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated. | * While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated. | ||
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'''Salutatory Tonics''' | '''Salutatory Tonics''' | ||
This item cures diseases with a successful Heal check of 1d20+Heal vs DC. | This item cures diseases with a successful Heal check of 1d20 + Heal vs DC. | ||
* While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated. | * While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated. | ||
* While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated. | * While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated. |