Skills for High-Level Characters (HLC)

__TOC__
Characters who become sufficiently advanced in their professions begin to develop bags of tricks that less-accomplished characters can't match. These special abilities are similar to nonweapon proficiencies, but characters cannot learn skills from outside their groups. Each skill has a much more dramatic effect than a proficiency and has a minimum level requirement associated with it.
Just like proficiencies, many skills require a die roll to determine if they work. Success is determined by rolling the number indicated or less on 1d20. In most cases, a character's ability scores can alter the chance for success; these adjustments are listed on Table 41. A skill's requirements, success numbers, and relevant abilities are listed after each skill description and are compiled in Table 40 for quick reference.
A few skills can be used a limited number of times each day. The success numbers for these skills drop by a fixed amount each time they are used. Once a skill's base score is reduced to zero or less, the character cannot use that skill for a set period of time, usually one day. Any other skill based upon the reduced skill is likewise unavailable. Even if the character's ability adjustment (from Table 41) raises the skill score above zero, the skill remains unavailable until the indicated time has passed. The skill's base score returns to normal after the listed time has elapsed.
Opposed Success Rolls: In some cases, a skill requires an opposed roll in which the two creatures involved both roll 1d20 against an ability score or skill success number. If one opponent fails the roll, the creature who succeeded wins the contest. If both make their rolls, the opponent with the higher roll wins. If both opponents fail, some unusual result usually occurs. All ties are re-rolled.
Acquiring and Improving Skills: Characters who meet a skill's level requirement can learn the skill by spending proficiency slots. If the character point system from the Player's Option: Skills & Powers book is in play, the character can spend points instead.
Each skill's cost is listed after the skill description. The first number is the cost in nonweapon proficiency slots unless otherwise indicated. The number in parentheses is the skill's character point cost.
A skill's base success number can be improved by devoting extra slots or character points to the skill (see the Player's Handbook, Chapter 5, and Skills & Powers, Chapter 6). No mortal can ever have a base score of more than 16 in any skill; wishes have no effect on this limit.
 Table 40: Skills for High-Level Characters
Warriors 	Warriors 	Warriors 	Warriors 	Warriors
Skill 	Requirement 	Base Score	Relevant Ability 	Cost
Adaptation 	Warrior 10+ 	9 	Intelligence/Reason 	2 (6)
All-Around Attack 	Warrior 10+ 	— 	— 	1 (3)
Bravery 	Warrior 10+ 	4 	Wisdom/Willpower 	1 (3)
Captivate 	Warrior 15+, Bravery 	4 	Charisma/Appearance 	1 (3)
Death Blow 	Warrior 15+ 	— 	— 	2 (6)
Frighten/Challenge	Warrior 10+, Bravery 	4 	Charisma/Leadership 	1 (3)
Hardiness 	Warrior 15+, Bravery 	4 	Constitution/Fitness 	2 (6)
Inner Focus 	Warrior 10+ 	4 	Wisdom/Willpower 	1 (3)
Signature Item 	Warrior 10+ 	10 	Wisdom/Intuition 	2 (6)
Signature Mount 	Warrior 10+ 	9 	Wisdom/Intuition 	1 (3)
Sense Danger 	Warrior 15+ 	6 	Wisdom/Intuition 	2 (6)
Wizards 	Wizards 	Wizards 	Wizards 	Wizards
Skill 	Requirement 	Base Score	Relevant Ability 	Cost
Mental Focus 	Wizard 12+ 	4 	Wisdom/Willpower 	1 (3)
Signature Item 	Wizard 12+ 	10 	Wisdom/Intuition 	2 (6)
Spell Sculpting 	Wizard 12+ 	8 	Intelligence/Knowledge	1 (3)
Priests 	Priests 	Priests 	Priests 	Priests
Skill 	Requirement 	Base Score	Relevant Ability 	Cost
Divine Strength 	Priest 10+, Eminence 	4 	Wisdom/Willpower 	1 (3)
Divine Voice 	Priest 15+, Eminence 	4 	Charisma/Leadership 	
Divine Will 	Priest 10+ 	4 	Wisdom/Willpower 	1 (3)
Detect Deception 	Priest 15+, Eminence 	6 	Wisdom/Intuition 	
Eminence 	Priest 10+ 	6 	Charisma/Leadership 	1 (3)
Invincibility 	Priest 21+, Eminence 	4 	Wisdom/Willpower 	2 (6)
Loan 	Priest 15+ 	4 	Wisdom/Intuition 	1 (3)
Smite 	Priest 15+, Eminence 	— 	— 	2 (6)
Rogues 	Rogues 	Rogues 	Rogues 	Rogues
Skill 	Requirement 	Base Score	Relevant Ability 	Cost
Adaptation 	Rogue 11+ 	10 	Intelligence/Reason 	2 (6)
Classify Traps 	Rogue 11+ 	4 	Intelligence/Knowledge	2 (6)
Evasion 	Rogue 16+ 	— 	— 	1 (3)
Fall/Jump 	Rogue 11+ 	11 	Dexterity/Balance 	1 (3)
Featherfoot 	Rogue 11+ 	— 	— 	1 (3)
Improvised Attack 	Rogue 16+ 	— 	— 	2 (6)
Inner Focus 	Rogue 11+ 	5 	Wisdom/Willpower 	1 (3)
Nondetection 	Rogue 16+ 	4 	Wisdom/Willpower 	2 (6)
Sense Danger 	Rogue 16+ 	6 	Intelligence/Reason 	2 (6)
Shadow Flight 	Rogue 21+, Shadow Travel	— 	— 	1 (3)
Shadow Travel 	Rogue 16+ 	— 	— 	1 (3)
 Table 41: Ability Modifiers to Skills
Ability Score	Modifier
3 or less 	–5
4 	–4
5 	–3
6 	–2
7 	–1
8-13 	0
14 	+1
15 	+2
16 	+3
17 	+4
18+ 	+5