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'''Other Wisdom Checks'''. The GM might call for a Wisdom check when you try to accomplish tasks like the following: | '''Other Wisdom Checks'''. The GM might call for a Wisdom check when you try to accomplish tasks like the following: | ||
* Get a gut feeling about what course of action to follow. | |||
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* Discern whether a seemingly dead or living creature is undead | |||
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=== Charisma === | |||
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Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality | |||
==== Charisma Checks ==== | |||
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A Charisma check might arise when you try to influence or entertain others when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. | |||
'''Deception'''. Your Deception check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie. | |||
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'''Intimidation'''. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make an Intimidation check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision. | |||
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'''Performance'''. Your Performance check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. | |||
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'''Persuasion'''. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Persuasion check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. | |||
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'''Other Charisma Checks'''. The GM might call for a Charisma check when you try to accomplish tasks like the following: | |||
''' | |||
* Find the best person to talk to for news, rumors, and gossip. | |||
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* Blend into a crowd to get the sense of key topics of conversation | |||
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== Saving Throws == | |||
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A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. | |||
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. | |||
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM. | |||
Each class gives proficiency in at least two saving throws. The Arcane, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. | |||
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus. | |||
The result of a successful or failed saving throw is also detailed in the effect that allows the save. | |||
Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. | |||
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