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(Criou página com ''''Religion'''. Your Religion check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.') |
(Criou página com ''''History'''. Your History check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civili...') |
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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. | '''Performance'''. Your Performance check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. | ||
'''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: | |||
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* 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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