ASK AND YOU WILL RECEIVE!
On the last post over D&D, I received a comment that wanted me to go into detail about the skills. I had mentioned in the post that I was going to go over them briefly in a different post. We have gone over D&D basics of making a character so far and what the game is about. One thing you need to know for this post is that every action you make in this game can be linked to a skill (besides combat related abilities and attacking). If you want to look for something, that is found in Perception. If you want to forage for food while sleeping in the woods,that is under Nature. Also, all of these skills will revolve around one die, the d20. When you tell your DM that you want to look, listen, hunt, forage, jump, climb, steal, pick a lock, etc. you will roll you d20. You will add your bonuses to the number on the roll and your DM will decide if you meet the required check.
Pertinent Info
First off, skills describe different types of actions your character can do in the game. Everyone has access to the same list of skills. However, not everyone will be as efficient at each skill as others may be. In fact, each class can only pick from a small number of the skills to start off trained in. As your character levels up there are ways to get trained in skills or receive bonuses.
Skill Checks
As mentioned above, during a skill check you will roll a die and add your bonuses to the roll. Your DM will set the difficulty of the check and will let you know if your score passed the check. There is another way to perform a skill check with out rolling a d20, it is called taking ten. When you take ten you get a base score of 10 and add your bonus for that particular skill to it. That is your score for the skill check. Taking 10 is only allowed during times where you are not distracted (chasing after something, in combat, etc).
You also have what is called a Passive Skill Check. It only pertains to Perception and Insight. Your DM may allow it for other skill, but the standards are Perception and Insight. An example of when a passive skill check would come in handy: If you are walking through an area and you are paying attention to your surroundings because you assume you are safe with an enemy lying in wait for you. You may end up spotting them because your ability to see is high enough. For this you will be following the take ten method mentioned above.
For this post I will go over each skill and go over some of the basics about that skill and what type of characters are going to need that skill the most. For more detail check out chapter 6 in your Player Handbook 1. However…
DISCLAIMER- Realistically each character you play would need to be trained in all of these skills. As mentioned above some will be better than others at certain skills. When I say what classes are best for each skill I am looking at two things: one, the score that they rely on and the classes that need that the score the most, and two, my own personal opinion of what I have seen played out, so it may differ from what the Player Handbook 1 says or other players. Also, just because you see here that I suggest skills for certain classes does not mean they will have the option to start off trained in that skill.
Acrobatics (Dexterity)
Acrobatics is all about being quick on your feet. The ability to perform stunts, balance, escape from restraints or grabs, and to reduce damage when falling come easy to you with this skill. The only way to take advantage of the damage reduction from falling is if you are trained in the skill. Characters who would benefit from this skill: Rouge, Ranger, and Fighter.
Arcana (Intelligence)
As the name hints, this is about the arcane things, magic. Arcana is a knowledge skill more so than an action skill. You can have knowledge about magic things,knowledge of magical monsters (those made of the elements), and the ability to detect magic, if you are trained in Arcana. Detecting magic is a great way to figure out if there are magic traps in the room or identifying ritual circles. Wizards and Warlocks are going to benefit the most from this skill.
Athletics (Strength)
This skill covers you rigorous physical activities: climbing, jumping, swimming, and you can also attempt to over power those grabbing you with this skill. This skill is pretty self-explanatory and the classes that benefit the most for this are Ranger, Fighter, Warlord, and Rogue.
Bluff (Charisma)
Bluffing can be a way of getting information from NPC’s (non player characters) in the world or convincing your enemies to stop attacking you. You can even bluff merchants and use this skill for gambling. It is a great skill to have for those who are on the weaker side or those who enjoy deceiving their foes. Warlocks and Rogues benefit the most from this ability.
Diplomacy (Charisma)
The power of influencing those around you with your grace. You can sway others to your side and haggle with merchants, and everything between. This is a good skill to have for Paladin, Cleric, Wizard, and Warlord.
Dungeoneering (Wisdom)
Your character has been in some dungeons before if they have this skill. They know what to look for when navigating through dungeons, from traps and hazards, to making sure you do not get lost. You will also have the ability to forage for food, but you must be in the Underdark. For those not familiar with Forgotten Realms or D&D, the Underdark is the part of the world that is under the surface of the earth. It is filled with creatures that are entirely different that surface creatures and is pitch black to those with normal sight. Rangers, Wizards, and Rogues are going to be good at this skill.
Endurance (Constitution)
Being hardy is your expertise. You can survive the harshest of environments, hold your breath longer than others, and hold out longer against hunger and thirst without dying. The main two classes that will benefit from this are the Fighter and the Ranger. These two are often the go to person when out in nature trying to survive and will be called upon by their allies time and time again to perform certain tasks that will require this ability. The Paladin and Warlord would also benefit from it.
Heal (Wisdom)
The ability to heal others from near death experiences or other conditions such as disease. Clerics, Paladins, Ranger, and Warlord would benefit from this skill.
History (Intelligence)
This skill allows you to recall information about a specific region. The information can include wars, leadership, customs, and laws. Clerics, Paladins, and Wizards benefit the most from this skill.
Insight (Wisdom)
Insight is used to combat Bluff. It gives you the ability to see if someone is withholding information from you, figure out someone’s motives, and to read between the lines in a situation. The Cleric, Rogue, Paladin, Warlock and Wizard are all good at this skill. Everyone should invest some into this skill at some point.
Intimidate (Charisma)
You are a tough mother. You look at others and try to make them cower and submit to your awesomeness. This is great for Warlords, Fighters, and Paladins. Warlocks can also be intimidating as well, but not in the physically rip your face off way.
Nature (Wisdom)
Foraging for food, handling animals, and having extensive knowledge over nature and the natural creatures that inhabit it. This ability is useful for the Ranger and Wizard. Depending on how you play your character, it could also be helpful for fighters.
Perception (Wisdom)
This is going to be the most needed skill for every D&D group out there. This is going to be your everything skill. From looking for hidden things, listening at the door before entering a new room, finding tracks outside, etc. This skill is going to be most useful to the Wizard, Ranger, Rogue, Cleric, and Warlocks.
Religion (Intelligence)
Knowledge of the religions of the world and religious monsters(immortal or undead). You can draw on your knowledge to inform your group of ceremonies, holy symbols, etc. of the different religions. A must for the Paladin and Cleric, but can also be useful for the Wizard and Warlock.
Stealth (Dexterity)
You try to move silently without being noticed or spotted by others. This skill is a must for those who are on the weaker side when it comes to hit points. An obvious choice for the Rogue and Ranger, but is also a good skill to get with you Wizard later on in the game. Imagine, a wizard, that can surprise fireball people, then disappear again next turn, with successful check.
Streetwise (Charisma)
This is your street smarts. When you walk into town, you know exactly who the big boys are and what is going in town. This is good for the Fighter, Rogue, and Warlock.
Thievery (Dexterity)
This covers a bunch of fun things. From disabling traps to picking pockets, you have the ability to jack people’s stuff without getting seen. Also used to open locks.
This is an obvious choice for your Rogue. It can also be useful to the Ranger. I have played with a Wizard and Fighter who were extremely skillful at Thievery.
Those are all of the skills that are given in 4e. As I mentioned at the top of this post everyone will have access to the same list, but will have different starting choices to pick from. But remember one important rule for D&D, have fun! If you want to make a character that has some skills that do not make sense, then by all means do so. That is how you find out different things, that actually end up turning out to be cool.